babylon.max.js 5.6 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. if (isFragment) {
  519. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  520. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/texture2D\s*\(/g, "texture(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /** Class used to store color4 gradient */
  1487. var ColorGradient = /** @class */ (function () {
  1488. function ColorGradient() {
  1489. }
  1490. /**
  1491. * Will get a color picked randomly between color1 and color2.
  1492. * If color2 is undefined then color1 will be used
  1493. * @param result defines the target Color4 to store the result in
  1494. */
  1495. ColorGradient.prototype.getColorToRef = function (result) {
  1496. if (!this.color2) {
  1497. result.copyFrom(this.color1);
  1498. return;
  1499. }
  1500. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1501. };
  1502. return ColorGradient;
  1503. }());
  1504. BABYLON.ColorGradient = ColorGradient;
  1505. /** Class used to store color 3 gradient */
  1506. var Color3Gradient = /** @class */ (function () {
  1507. function Color3Gradient() {
  1508. }
  1509. return Color3Gradient;
  1510. }());
  1511. BABYLON.Color3Gradient = Color3Gradient;
  1512. /** Class used to store factor gradient */
  1513. var FactorGradient = /** @class */ (function () {
  1514. function FactorGradient() {
  1515. }
  1516. /**
  1517. * Will get a number picked randomly between factor1 and factor2.
  1518. * If factor2 is undefined then factor1 will be used
  1519. * @returns the picked number
  1520. */
  1521. FactorGradient.prototype.getFactor = function () {
  1522. if (this.factor2 === undefined) {
  1523. return this.factor1;
  1524. }
  1525. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1526. };
  1527. return FactorGradient;
  1528. }());
  1529. BABYLON.FactorGradient = FactorGradient;
  1530. /**
  1531. * @ignore
  1532. * Application error to support additional information when loading a file
  1533. */
  1534. var LoadFileError = /** @class */ (function (_super) {
  1535. __extends(LoadFileError, _super);
  1536. /**
  1537. * Creates a new LoadFileError
  1538. * @param message defines the message of the error
  1539. * @param request defines the optional XHR request
  1540. */
  1541. function LoadFileError(message,
  1542. /** defines the optional XHR request */
  1543. request) {
  1544. var _this = _super.call(this, message) || this;
  1545. _this.request = request;
  1546. _this.name = "LoadFileError";
  1547. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1548. return _this;
  1549. }
  1550. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1551. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1552. // Polyfill for Object.setPrototypeOf if necessary.
  1553. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1554. return LoadFileError;
  1555. }(Error));
  1556. BABYLON.LoadFileError = LoadFileError;
  1557. /**
  1558. * Class used to define a retry strategy when error happens while loading assets
  1559. */
  1560. var RetryStrategy = /** @class */ (function () {
  1561. function RetryStrategy() {
  1562. }
  1563. /**
  1564. * Function used to defines an exponential back off strategy
  1565. * @param maxRetries defines the maximum number of retries (3 by default)
  1566. * @param baseInterval defines the interval between retries
  1567. * @returns the strategy function to use
  1568. */
  1569. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1570. if (maxRetries === void 0) { maxRetries = 3; }
  1571. if (baseInterval === void 0) { baseInterval = 500; }
  1572. return function (url, request, retryIndex) {
  1573. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1574. return -1;
  1575. }
  1576. return Math.pow(2, retryIndex) * baseInterval;
  1577. };
  1578. };
  1579. return RetryStrategy;
  1580. }());
  1581. BABYLON.RetryStrategy = RetryStrategy;
  1582. // Screenshots
  1583. var screenshotCanvas;
  1584. var cloneValue = function (source, destinationObject) {
  1585. if (!source) {
  1586. return null;
  1587. }
  1588. if (source instanceof BABYLON.Mesh) {
  1589. return null;
  1590. }
  1591. if (source instanceof BABYLON.SubMesh) {
  1592. return source.clone(destinationObject);
  1593. }
  1594. else if (source.clone) {
  1595. return source.clone();
  1596. }
  1597. return null;
  1598. };
  1599. /**
  1600. * Class containing a set of static utilities functions
  1601. */
  1602. var Tools = /** @class */ (function () {
  1603. function Tools() {
  1604. }
  1605. /**
  1606. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1607. * @param u defines the coordinate on X axis
  1608. * @param v defines the coordinate on Y axis
  1609. * @param width defines the width of the source data
  1610. * @param height defines the height of the source data
  1611. * @param pixels defines the source byte array
  1612. * @param color defines the output color
  1613. */
  1614. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1615. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1616. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1617. var position = (wrappedU + wrappedV * width) * 4;
  1618. color.r = pixels[position] / 255;
  1619. color.g = pixels[position + 1] / 255;
  1620. color.b = pixels[position + 2] / 255;
  1621. color.a = pixels[position + 3] / 255;
  1622. };
  1623. /**
  1624. * Interpolates between a and b via alpha
  1625. * @param a The lower value (returned when alpha = 0)
  1626. * @param b The upper value (returned when alpha = 1)
  1627. * @param alpha The interpolation-factor
  1628. * @return The mixed value
  1629. */
  1630. Tools.Mix = function (a, b, alpha) {
  1631. return a * (1 - alpha) + b * alpha;
  1632. };
  1633. /**
  1634. * Tries to instantiate a new object from a given class name
  1635. * @param className defines the class name to instantiate
  1636. * @returns the new object or null if the system was not able to do the instantiation
  1637. */
  1638. Tools.Instantiate = function (className) {
  1639. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1640. return Tools.RegisteredExternalClasses[className];
  1641. }
  1642. var arr = className.split(".");
  1643. var fn = (window || this);
  1644. for (var i = 0, len = arr.length; i < len; i++) {
  1645. fn = fn[arr[i]];
  1646. }
  1647. if (typeof fn !== "function") {
  1648. return null;
  1649. }
  1650. return fn;
  1651. };
  1652. /**
  1653. * Provides a slice function that will work even on IE
  1654. * @param data defines the array to slice
  1655. * @param start defines the start of the data (optional)
  1656. * @param end defines the end of the data (optional)
  1657. * @returns the new sliced array
  1658. */
  1659. Tools.Slice = function (data, start, end) {
  1660. if (data.slice) {
  1661. return data.slice(start, end);
  1662. }
  1663. return Array.prototype.slice.call(data, start, end);
  1664. };
  1665. /**
  1666. * Polyfill for setImmediate
  1667. * @param action defines the action to execute after the current execution block
  1668. */
  1669. Tools.SetImmediate = function (action) {
  1670. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1671. window.setImmediate(action);
  1672. }
  1673. else {
  1674. setTimeout(action, 1);
  1675. }
  1676. };
  1677. /**
  1678. * Function indicating if a number is an exponent of 2
  1679. * @param value defines the value to test
  1680. * @returns true if the value is an exponent of 2
  1681. */
  1682. Tools.IsExponentOfTwo = function (value) {
  1683. var count = 1;
  1684. do {
  1685. count *= 2;
  1686. } while (count < value);
  1687. return count === value;
  1688. };
  1689. /**
  1690. * Returns the nearest 32-bit single precision float representation of a Number
  1691. * @param value A Number. If the parameter is of a different type, it will get converted
  1692. * to a number or to NaN if it cannot be converted
  1693. * @returns number
  1694. */
  1695. Tools.FloatRound = function (value) {
  1696. if (Math.fround) {
  1697. return Math.fround(value);
  1698. }
  1699. return (Tools._tmpFloatArray[0] = value);
  1700. };
  1701. /**
  1702. * Find the next highest power of two.
  1703. * @param x Number to start search from.
  1704. * @return Next highest power of two.
  1705. */
  1706. Tools.CeilingPOT = function (x) {
  1707. x--;
  1708. x |= x >> 1;
  1709. x |= x >> 2;
  1710. x |= x >> 4;
  1711. x |= x >> 8;
  1712. x |= x >> 16;
  1713. x++;
  1714. return x;
  1715. };
  1716. /**
  1717. * Find the next lowest power of two.
  1718. * @param x Number to start search from.
  1719. * @return Next lowest power of two.
  1720. */
  1721. Tools.FloorPOT = function (x) {
  1722. x = x | (x >> 1);
  1723. x = x | (x >> 2);
  1724. x = x | (x >> 4);
  1725. x = x | (x >> 8);
  1726. x = x | (x >> 16);
  1727. return x - (x >> 1);
  1728. };
  1729. /**
  1730. * Find the nearest power of two.
  1731. * @param x Number to start search from.
  1732. * @return Next nearest power of two.
  1733. */
  1734. Tools.NearestPOT = function (x) {
  1735. var c = Tools.CeilingPOT(x);
  1736. var f = Tools.FloorPOT(x);
  1737. return (c - x) > (x - f) ? f : c;
  1738. };
  1739. /**
  1740. * Get the closest exponent of two
  1741. * @param value defines the value to approximate
  1742. * @param max defines the maximum value to return
  1743. * @param mode defines how to define the closest value
  1744. * @returns closest exponent of two of the given value
  1745. */
  1746. Tools.GetExponentOfTwo = function (value, max, mode) {
  1747. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1748. var pot;
  1749. switch (mode) {
  1750. case BABYLON.Engine.SCALEMODE_FLOOR:
  1751. pot = Tools.FloorPOT(value);
  1752. break;
  1753. case BABYLON.Engine.SCALEMODE_NEAREST:
  1754. pot = Tools.NearestPOT(value);
  1755. break;
  1756. case BABYLON.Engine.SCALEMODE_CEILING:
  1757. default:
  1758. pot = Tools.CeilingPOT(value);
  1759. break;
  1760. }
  1761. return Math.min(pot, max);
  1762. };
  1763. /**
  1764. * Extracts the filename from a path
  1765. * @param path defines the path to use
  1766. * @returns the filename
  1767. */
  1768. Tools.GetFilename = function (path) {
  1769. var index = path.lastIndexOf("/");
  1770. if (index < 0) {
  1771. return path;
  1772. }
  1773. return path.substring(index + 1);
  1774. };
  1775. /**
  1776. * Extracts the "folder" part of a path (everything before the filename).
  1777. * @param uri The URI to extract the info from
  1778. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1779. * @returns The "folder" part of the path
  1780. */
  1781. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1782. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1783. var index = uri.lastIndexOf("/");
  1784. if (index < 0) {
  1785. if (returnUnchangedIfNoSlash) {
  1786. return uri;
  1787. }
  1788. return "";
  1789. }
  1790. return uri.substring(0, index + 1);
  1791. };
  1792. /**
  1793. * Extracts text content from a DOM element hierarchy
  1794. * @param element defines the root element
  1795. * @returns a string
  1796. */
  1797. Tools.GetDOMTextContent = function (element) {
  1798. var result = "";
  1799. var child = element.firstChild;
  1800. while (child) {
  1801. if (child.nodeType === 3) {
  1802. result += child.textContent;
  1803. }
  1804. child = child.nextSibling;
  1805. }
  1806. return result;
  1807. };
  1808. /**
  1809. * Convert an angle in radians to degrees
  1810. * @param angle defines the angle to convert
  1811. * @returns the angle in degrees
  1812. */
  1813. Tools.ToDegrees = function (angle) {
  1814. return angle * 180 / Math.PI;
  1815. };
  1816. /**
  1817. * Convert an angle in degrees to radians
  1818. * @param angle defines the angle to convert
  1819. * @returns the angle in radians
  1820. */
  1821. Tools.ToRadians = function (angle) {
  1822. return angle * Math.PI / 180;
  1823. };
  1824. /**
  1825. * Encode a buffer to a base64 string
  1826. * @param buffer defines the buffer to encode
  1827. * @returns the encoded string
  1828. */
  1829. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1830. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1831. var output = "";
  1832. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1833. var i = 0;
  1834. var bytes = new Uint8Array(buffer);
  1835. while (i < bytes.length) {
  1836. chr1 = bytes[i++];
  1837. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1838. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1839. enc1 = chr1 >> 2;
  1840. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1841. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1842. enc4 = chr3 & 63;
  1843. if (isNaN(chr2)) {
  1844. enc3 = enc4 = 64;
  1845. }
  1846. else if (isNaN(chr3)) {
  1847. enc4 = 64;
  1848. }
  1849. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1850. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1851. }
  1852. return "data:image/png;base64," + output;
  1853. };
  1854. /**
  1855. * Extracts minimum and maximum values from a list of indexed positions
  1856. * @param positions defines the positions to use
  1857. * @param indices defines the indices to the positions
  1858. * @param indexStart defines the start index
  1859. * @param indexCount defines the end index
  1860. * @param bias defines bias value to add to the result
  1861. * @return minimum and maximum values
  1862. */
  1863. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1864. if (bias === void 0) { bias = null; }
  1865. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1866. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1867. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1868. var offset = indices[index] * 3;
  1869. var x = positions[offset];
  1870. var y = positions[offset + 1];
  1871. var z = positions[offset + 2];
  1872. minimum.minimizeInPlaceFromFloats(x, y, z);
  1873. maximum.maximizeInPlaceFromFloats(x, y, z);
  1874. }
  1875. if (bias) {
  1876. minimum.x -= minimum.x * bias.x + bias.y;
  1877. minimum.y -= minimum.y * bias.x + bias.y;
  1878. minimum.z -= minimum.z * bias.x + bias.y;
  1879. maximum.x += maximum.x * bias.x + bias.y;
  1880. maximum.y += maximum.y * bias.x + bias.y;
  1881. maximum.z += maximum.z * bias.x + bias.y;
  1882. }
  1883. return {
  1884. minimum: minimum,
  1885. maximum: maximum
  1886. };
  1887. };
  1888. /**
  1889. * Extracts minimum and maximum values from a list of positions
  1890. * @param positions defines the positions to use
  1891. * @param start defines the start index in the positions array
  1892. * @param count defines the number of positions to handle
  1893. * @param bias defines bias value to add to the result
  1894. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1895. * @return minimum and maximum values
  1896. */
  1897. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1898. if (bias === void 0) { bias = null; }
  1899. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1900. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1901. if (!stride) {
  1902. stride = 3;
  1903. }
  1904. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1905. var x = positions[offset];
  1906. var y = positions[offset + 1];
  1907. var z = positions[offset + 2];
  1908. minimum.minimizeInPlaceFromFloats(x, y, z);
  1909. maximum.maximizeInPlaceFromFloats(x, y, z);
  1910. }
  1911. if (bias) {
  1912. minimum.x -= minimum.x * bias.x + bias.y;
  1913. minimum.y -= minimum.y * bias.x + bias.y;
  1914. minimum.z -= minimum.z * bias.x + bias.y;
  1915. maximum.x += maximum.x * bias.x + bias.y;
  1916. maximum.y += maximum.y * bias.x + bias.y;
  1917. maximum.z += maximum.z * bias.x + bias.y;
  1918. }
  1919. return {
  1920. minimum: minimum,
  1921. maximum: maximum
  1922. };
  1923. };
  1924. /**
  1925. * Returns an array if obj is not an array
  1926. * @param obj defines the object to evaluate as an array
  1927. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1928. * @returns either obj directly if obj is an array or a new array containing obj
  1929. */
  1930. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1931. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1932. return null;
  1933. }
  1934. return Array.isArray(obj) ? obj : [obj];
  1935. };
  1936. /**
  1937. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1938. * @param size the number of element to construct and put in the array
  1939. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1940. * @returns a new array filled with new objects
  1941. */
  1942. Tools.BuildArray = function (size, itemBuilder) {
  1943. var a = [];
  1944. for (var i = 0; i < size; ++i) {
  1945. a.push(itemBuilder());
  1946. }
  1947. return a;
  1948. };
  1949. /**
  1950. * Gets the pointer prefix to use
  1951. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1952. */
  1953. Tools.GetPointerPrefix = function () {
  1954. var eventPrefix = "pointer";
  1955. // Check if pointer events are supported
  1956. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1957. eventPrefix = "mouse";
  1958. }
  1959. return eventPrefix;
  1960. };
  1961. /**
  1962. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1963. * @param func - the function to be called
  1964. * @param requester - the object that will request the next frame. Falls back to window.
  1965. * @returns frame number
  1966. */
  1967. Tools.QueueNewFrame = function (func, requester) {
  1968. if (!Tools.IsWindowObjectExist()) {
  1969. return setTimeout(func, 16);
  1970. }
  1971. if (!requester) {
  1972. requester = window;
  1973. }
  1974. if (requester.requestAnimationFrame) {
  1975. return requester.requestAnimationFrame(func);
  1976. }
  1977. else if (requester.msRequestAnimationFrame) {
  1978. return requester.msRequestAnimationFrame(func);
  1979. }
  1980. else if (requester.webkitRequestAnimationFrame) {
  1981. return requester.webkitRequestAnimationFrame(func);
  1982. }
  1983. else if (requester.mozRequestAnimationFrame) {
  1984. return requester.mozRequestAnimationFrame(func);
  1985. }
  1986. else if (requester.oRequestAnimationFrame) {
  1987. return requester.oRequestAnimationFrame(func);
  1988. }
  1989. else {
  1990. return window.setTimeout(func, 16);
  1991. }
  1992. };
  1993. /**
  1994. * Ask the browser to promote the current element to fullscreen rendering mode
  1995. * @param element defines the DOM element to promote
  1996. */
  1997. Tools.RequestFullscreen = function (element) {
  1998. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1999. if (!requestFunction) {
  2000. return;
  2001. }
  2002. requestFunction.call(element);
  2003. };
  2004. /**
  2005. * Asks the browser to exit fullscreen mode
  2006. */
  2007. Tools.ExitFullscreen = function () {
  2008. if (document.exitFullscreen) {
  2009. document.exitFullscreen();
  2010. }
  2011. else if (document.mozCancelFullScreen) {
  2012. document.mozCancelFullScreen();
  2013. }
  2014. else if (document.webkitCancelFullScreen) {
  2015. document.webkitCancelFullScreen();
  2016. }
  2017. else if (document.msCancelFullScreen) {
  2018. document.msCancelFullScreen();
  2019. }
  2020. };
  2021. /**
  2022. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2023. * @param url define the url we are trying
  2024. * @param element define the dom element where to configure the cors policy
  2025. */
  2026. Tools.SetCorsBehavior = function (url, element) {
  2027. if (url && url.indexOf("data:") === 0) {
  2028. return;
  2029. }
  2030. if (Tools.CorsBehavior) {
  2031. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2032. element.crossOrigin = Tools.CorsBehavior;
  2033. }
  2034. else {
  2035. var result = Tools.CorsBehavior(url);
  2036. if (result) {
  2037. element.crossOrigin = result;
  2038. }
  2039. }
  2040. }
  2041. };
  2042. // External files
  2043. /**
  2044. * Removes unwanted characters from an url
  2045. * @param url defines the url to clean
  2046. * @returns the cleaned url
  2047. */
  2048. Tools.CleanUrl = function (url) {
  2049. url = url.replace(/#/mg, "%23");
  2050. return url;
  2051. };
  2052. /**
  2053. * Loads an image as an HTMLImageElement.
  2054. * @param input url string, ArrayBuffer, or Blob to load
  2055. * @param onLoad callback called when the image successfully loads
  2056. * @param onError callback called when the image fails to load
  2057. * @param offlineProvider offline provider for caching
  2058. * @returns the HTMLImageElement of the loaded image
  2059. */
  2060. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2061. var url;
  2062. var usingObjectURL = false;
  2063. if (input instanceof ArrayBuffer) {
  2064. url = URL.createObjectURL(new Blob([input]));
  2065. usingObjectURL = true;
  2066. }
  2067. else if (input instanceof Blob) {
  2068. url = URL.createObjectURL(input);
  2069. usingObjectURL = true;
  2070. }
  2071. else {
  2072. url = Tools.CleanUrl(input);
  2073. url = Tools.PreprocessUrl(input);
  2074. }
  2075. var img = new Image();
  2076. Tools.SetCorsBehavior(url, img);
  2077. var loadHandler = function () {
  2078. if (usingObjectURL && img.src) {
  2079. URL.revokeObjectURL(img.src);
  2080. }
  2081. img.removeEventListener("load", loadHandler);
  2082. img.removeEventListener("error", errorHandler);
  2083. onLoad(img);
  2084. };
  2085. var errorHandler = function (err) {
  2086. if (usingObjectURL && img.src) {
  2087. URL.revokeObjectURL(img.src);
  2088. }
  2089. img.removeEventListener("load", loadHandler);
  2090. img.removeEventListener("error", errorHandler);
  2091. Tools.Error("Error while trying to load image: " + input);
  2092. if (onError) {
  2093. onError("Error while trying to load image: " + input, err);
  2094. }
  2095. };
  2096. img.addEventListener("load", loadHandler);
  2097. img.addEventListener("error", errorHandler);
  2098. var noOfflineSupport = function () {
  2099. img.src = url;
  2100. };
  2101. var loadFromOfflineSupport = function () {
  2102. if (offlineProvider) {
  2103. offlineProvider.loadImage(url, img);
  2104. }
  2105. };
  2106. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2107. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2108. }
  2109. else {
  2110. if (url.indexOf("file:") !== -1) {
  2111. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2112. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2113. try {
  2114. var blobURL;
  2115. try {
  2116. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2117. }
  2118. catch (ex) {
  2119. // Chrome doesn't support oneTimeOnly parameter
  2120. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2121. }
  2122. img.src = blobURL;
  2123. usingObjectURL = true;
  2124. }
  2125. catch (e) {
  2126. img.src = "";
  2127. }
  2128. return img;
  2129. }
  2130. }
  2131. noOfflineSupport();
  2132. }
  2133. return img;
  2134. };
  2135. /**
  2136. * Loads a file
  2137. * @param url url string, ArrayBuffer, or Blob to load
  2138. * @param onSuccess callback called when the file successfully loads
  2139. * @param onProgress callback called while file is loading (if the server supports this mode)
  2140. * @param offlineProvider defines the offline provider for caching
  2141. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2142. * @param onError callback called when the file fails to load
  2143. * @returns a file request object
  2144. */
  2145. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2146. url = Tools.CleanUrl(url);
  2147. url = Tools.PreprocessUrl(url);
  2148. // If file and file input are set
  2149. if (url.indexOf("file:") !== -1) {
  2150. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2151. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2152. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2153. }
  2154. }
  2155. var loadUrl = Tools.BaseUrl + url;
  2156. var aborted = false;
  2157. var fileRequest = {
  2158. onCompleteObservable: new BABYLON.Observable(),
  2159. abort: function () { return aborted = true; },
  2160. };
  2161. var requestFile = function () {
  2162. var request = new XMLHttpRequest();
  2163. var retryHandle = null;
  2164. fileRequest.abort = function () {
  2165. aborted = true;
  2166. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2167. request.abort();
  2168. }
  2169. if (retryHandle !== null) {
  2170. clearTimeout(retryHandle);
  2171. retryHandle = null;
  2172. }
  2173. };
  2174. var retryLoop = function (retryIndex) {
  2175. request.open('GET', loadUrl, true);
  2176. if (useArrayBuffer) {
  2177. request.responseType = "arraybuffer";
  2178. }
  2179. if (onProgress) {
  2180. request.addEventListener("progress", onProgress);
  2181. }
  2182. var onLoadEnd = function () {
  2183. request.removeEventListener("loadend", onLoadEnd);
  2184. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2185. fileRequest.onCompleteObservable.clear();
  2186. };
  2187. request.addEventListener("loadend", onLoadEnd);
  2188. var onReadyStateChange = function () {
  2189. if (aborted) {
  2190. return;
  2191. }
  2192. // In case of undefined state in some browsers.
  2193. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2194. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2195. request.removeEventListener("readystatechange", onReadyStateChange);
  2196. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2197. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2198. return;
  2199. }
  2200. var retryStrategy = Tools.DefaultRetryStrategy;
  2201. if (retryStrategy) {
  2202. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2203. if (waitTime !== -1) {
  2204. // Prevent the request from completing for retry.
  2205. request.removeEventListener("loadend", onLoadEnd);
  2206. request = new XMLHttpRequest();
  2207. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2208. return;
  2209. }
  2210. }
  2211. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2212. if (onError) {
  2213. onError(request, e);
  2214. }
  2215. else {
  2216. throw e;
  2217. }
  2218. }
  2219. };
  2220. request.addEventListener("readystatechange", onReadyStateChange);
  2221. request.send();
  2222. };
  2223. retryLoop(0);
  2224. };
  2225. // Caching all files
  2226. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2227. var noOfflineSupport_1 = function (request) {
  2228. if (request && request.status > 400) {
  2229. if (onError) {
  2230. onError(request);
  2231. }
  2232. }
  2233. else {
  2234. if (!aborted) {
  2235. requestFile();
  2236. }
  2237. }
  2238. };
  2239. var loadFromOfflineSupport = function () {
  2240. // TODO: database needs to support aborting and should return a IFileRequest
  2241. if (aborted) {
  2242. return;
  2243. }
  2244. if (offlineProvider) {
  2245. offlineProvider.loadFile(url, function (data) {
  2246. if (!aborted) {
  2247. onSuccess(data);
  2248. }
  2249. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2250. }, onProgress ? function (event) {
  2251. if (!aborted) {
  2252. onProgress(event);
  2253. }
  2254. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2255. }
  2256. };
  2257. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2258. }
  2259. else {
  2260. requestFile();
  2261. }
  2262. return fileRequest;
  2263. };
  2264. /**
  2265. * Load a script (identified by an url). When the url returns, the
  2266. * content of this file is added into a new script element, attached to the DOM (body element)
  2267. * @param scriptUrl defines the url of the script to laod
  2268. * @param onSuccess defines the callback called when the script is loaded
  2269. * @param onError defines the callback to call if an error occurs
  2270. */
  2271. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2272. if (!Tools.IsWindowObjectExist()) {
  2273. return;
  2274. }
  2275. var head = document.getElementsByTagName('head')[0];
  2276. var script = document.createElement('script');
  2277. script.type = 'text/javascript';
  2278. script.src = scriptUrl;
  2279. script.onload = function () {
  2280. if (onSuccess) {
  2281. onSuccess();
  2282. }
  2283. };
  2284. script.onerror = function (e) {
  2285. if (onError) {
  2286. onError("Unable to load script '" + scriptUrl + "'", e);
  2287. }
  2288. };
  2289. head.appendChild(script);
  2290. };
  2291. /**
  2292. * Loads a file from a blob
  2293. * @param fileToLoad defines the blob to use
  2294. * @param callback defines the callback to call when data is loaded
  2295. * @param progressCallback defines the callback to call during loading process
  2296. * @returns a file request object
  2297. */
  2298. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2299. var reader = new FileReader();
  2300. var request = {
  2301. onCompleteObservable: new BABYLON.Observable(),
  2302. abort: function () { return reader.abort(); },
  2303. };
  2304. reader.onloadend = function (e) {
  2305. request.onCompleteObservable.notifyObservers(request);
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. reader.onprogress = progressCallback;
  2312. reader.readAsDataURL(fileToLoad);
  2313. return request;
  2314. };
  2315. /**
  2316. * Loads a file
  2317. * @param fileToLoad defines the file to load
  2318. * @param callback defines the callback to call when data is loaded
  2319. * @param progressCallBack defines the callback to call during loading process
  2320. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2321. * @returns a file request object
  2322. */
  2323. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2324. var reader = new FileReader();
  2325. var request = {
  2326. onCompleteObservable: new BABYLON.Observable(),
  2327. abort: function () { return reader.abort(); },
  2328. };
  2329. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2330. reader.onerror = function (e) {
  2331. Tools.Log("Error while reading file: " + fileToLoad.name);
  2332. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2333. };
  2334. reader.onload = function (e) {
  2335. //target doesn't have result from ts 1.3
  2336. callback(e.target['result']);
  2337. };
  2338. if (progressCallBack) {
  2339. reader.onprogress = progressCallBack;
  2340. }
  2341. if (!useArrayBuffer) {
  2342. // Asynchronous read
  2343. reader.readAsText(fileToLoad);
  2344. }
  2345. else {
  2346. reader.readAsArrayBuffer(fileToLoad);
  2347. }
  2348. return request;
  2349. };
  2350. /**
  2351. * Creates a data url from a given string content
  2352. * @param content defines the content to convert
  2353. * @returns the new data url link
  2354. */
  2355. Tools.FileAsURL = function (content) {
  2356. var fileBlob = new Blob([content]);
  2357. var url = window.URL || window.webkitURL;
  2358. var link = url.createObjectURL(fileBlob);
  2359. return link;
  2360. };
  2361. /**
  2362. * Format the given number to a specific decimal format
  2363. * @param value defines the number to format
  2364. * @param decimals defines the number of decimals to use
  2365. * @returns the formatted string
  2366. */
  2367. Tools.Format = function (value, decimals) {
  2368. if (decimals === void 0) { decimals = 2; }
  2369. return value.toFixed(decimals);
  2370. };
  2371. /**
  2372. * Checks if a given vector is inside a specific range
  2373. * @param v defines the vector to test
  2374. * @param min defines the minimum range
  2375. * @param max defines the maximum range
  2376. */
  2377. Tools.CheckExtends = function (v, min, max) {
  2378. min.minimizeInPlace(v);
  2379. max.maximizeInPlace(v);
  2380. };
  2381. /**
  2382. * Tries to copy an object by duplicating every property
  2383. * @param source defines the source object
  2384. * @param destination defines the target object
  2385. * @param doNotCopyList defines a list of properties to avoid
  2386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2387. */
  2388. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2389. for (var prop in source) {
  2390. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2391. continue;
  2392. }
  2393. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2394. continue;
  2395. }
  2396. var sourceValue = source[prop];
  2397. var typeOfSourceValue = typeof sourceValue;
  2398. if (typeOfSourceValue === "function") {
  2399. continue;
  2400. }
  2401. try {
  2402. if (typeOfSourceValue === "object") {
  2403. if (sourceValue instanceof Array) {
  2404. destination[prop] = [];
  2405. if (sourceValue.length > 0) {
  2406. if (typeof sourceValue[0] == "object") {
  2407. for (var index = 0; index < sourceValue.length; index++) {
  2408. var clonedValue = cloneValue(sourceValue[index], destination);
  2409. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2410. destination[prop].push(clonedValue);
  2411. }
  2412. }
  2413. }
  2414. else {
  2415. destination[prop] = sourceValue.slice(0);
  2416. }
  2417. }
  2418. }
  2419. else {
  2420. destination[prop] = cloneValue(sourceValue, destination);
  2421. }
  2422. }
  2423. else {
  2424. destination[prop] = sourceValue;
  2425. }
  2426. }
  2427. catch (e) {
  2428. // Just ignore error (it could be because of a read-only property)
  2429. }
  2430. }
  2431. };
  2432. /**
  2433. * Gets a boolean indicating if the given object has no own property
  2434. * @param obj defines the object to test
  2435. * @returns true if object has no own property
  2436. */
  2437. Tools.IsEmpty = function (obj) {
  2438. for (var i in obj) {
  2439. if (obj.hasOwnProperty(i)) {
  2440. return false;
  2441. }
  2442. }
  2443. return true;
  2444. };
  2445. /**
  2446. * Function used to register events at window level
  2447. * @param events defines the events to register
  2448. */
  2449. Tools.RegisterTopRootEvents = function (events) {
  2450. for (var index = 0; index < events.length; index++) {
  2451. var event = events[index];
  2452. window.addEventListener(event.name, event.handler, false);
  2453. try {
  2454. if (window.parent) {
  2455. window.parent.addEventListener(event.name, event.handler, false);
  2456. }
  2457. }
  2458. catch (e) {
  2459. // Silently fails...
  2460. }
  2461. }
  2462. };
  2463. /**
  2464. * Function used to unregister events from window level
  2465. * @param events defines the events to unregister
  2466. */
  2467. Tools.UnregisterTopRootEvents = function (events) {
  2468. for (var index = 0; index < events.length; index++) {
  2469. var event = events[index];
  2470. window.removeEventListener(event.name, event.handler);
  2471. try {
  2472. if (window.parent) {
  2473. window.parent.removeEventListener(event.name, event.handler);
  2474. }
  2475. }
  2476. catch (e) {
  2477. // Silently fails...
  2478. }
  2479. }
  2480. };
  2481. /**
  2482. * Dumps the current bound framebuffer
  2483. * @param width defines the rendering width
  2484. * @param height defines the rendering height
  2485. * @param engine defines the hosting engine
  2486. * @param successCallback defines the callback triggered once the data are available
  2487. * @param mimeType defines the mime type of the result
  2488. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2489. */
  2490. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2491. if (mimeType === void 0) { mimeType = "image/png"; }
  2492. // Read the contents of the framebuffer
  2493. var numberOfChannelsByLine = width * 4;
  2494. var halfHeight = height / 2;
  2495. //Reading datas from WebGL
  2496. var data = engine.readPixels(0, 0, width, height);
  2497. //To flip image on Y axis.
  2498. for (var i = 0; i < halfHeight; i++) {
  2499. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2500. var currentCell = j + i * numberOfChannelsByLine;
  2501. var targetLine = height - i - 1;
  2502. var targetCell = j + targetLine * numberOfChannelsByLine;
  2503. var temp = data[currentCell];
  2504. data[currentCell] = data[targetCell];
  2505. data[targetCell] = temp;
  2506. }
  2507. }
  2508. // Create a 2D canvas to store the result
  2509. if (!screenshotCanvas) {
  2510. screenshotCanvas = document.createElement('canvas');
  2511. }
  2512. screenshotCanvas.width = width;
  2513. screenshotCanvas.height = height;
  2514. var context = screenshotCanvas.getContext('2d');
  2515. if (context) {
  2516. // Copy the pixels to a 2D canvas
  2517. var imageData = context.createImageData(width, height);
  2518. var castData = (imageData.data);
  2519. castData.set(data);
  2520. context.putImageData(imageData, 0, 0);
  2521. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2522. }
  2523. };
  2524. /**
  2525. * Converts the canvas data to blob.
  2526. * This acts as a polyfill for browsers not supporting the to blob function.
  2527. * @param canvas Defines the canvas to extract the data from
  2528. * @param successCallback Defines the callback triggered once the data are available
  2529. * @param mimeType Defines the mime type of the result
  2530. */
  2531. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2532. if (mimeType === void 0) { mimeType = "image/png"; }
  2533. // We need HTMLCanvasElement.toBlob for HD screenshots
  2534. if (!canvas.toBlob) {
  2535. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2536. canvas.toBlob = function (callback, type, quality) {
  2537. var _this = this;
  2538. setTimeout(function () {
  2539. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2540. for (var i = 0; i < len; i++) {
  2541. arr[i] = binStr.charCodeAt(i);
  2542. }
  2543. callback(new Blob([arr]));
  2544. });
  2545. };
  2546. }
  2547. canvas.toBlob(function (blob) {
  2548. successCallback(blob);
  2549. }, mimeType);
  2550. };
  2551. /**
  2552. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. if (successCallback) {
  2560. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2561. successCallback(base64Image);
  2562. }
  2563. else {
  2564. this.ToBlob(screenshotCanvas, function (blob) {
  2565. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2566. if (("download" in document.createElement("a"))) {
  2567. if (!fileName) {
  2568. var date = new Date();
  2569. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2570. fileName = "screenshot_" + stringDate + ".png";
  2571. }
  2572. Tools.Download(blob, fileName);
  2573. }
  2574. else {
  2575. var url = URL.createObjectURL(blob);
  2576. var newWindow = window.open("");
  2577. if (!newWindow) {
  2578. return;
  2579. }
  2580. var img = newWindow.document.createElement("img");
  2581. img.onload = function () {
  2582. // no longer need to read the blob so it's revoked
  2583. URL.revokeObjectURL(url);
  2584. };
  2585. img.src = url;
  2586. newWindow.document.body.appendChild(img);
  2587. }
  2588. }, mimeType);
  2589. }
  2590. };
  2591. /**
  2592. * Downloads a blob in the browser
  2593. * @param blob defines the blob to download
  2594. * @param fileName defines the name of the downloaded file
  2595. */
  2596. Tools.Download = function (blob, fileName) {
  2597. if (navigator && navigator.msSaveBlob) {
  2598. navigator.msSaveBlob(blob, fileName);
  2599. return;
  2600. }
  2601. var url = window.URL.createObjectURL(blob);
  2602. var a = document.createElement("a");
  2603. document.body.appendChild(a);
  2604. a.style.display = "none";
  2605. a.href = url;
  2606. a.download = fileName;
  2607. a.addEventListener("click", function () {
  2608. if (a.parentElement) {
  2609. a.parentElement.removeChild(a);
  2610. }
  2611. });
  2612. a.click();
  2613. window.URL.revokeObjectURL(url);
  2614. };
  2615. /**
  2616. * Captures a screenshot of the current rendering
  2617. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2618. * @param engine defines the rendering engine
  2619. * @param camera defines the source camera
  2620. * @param size This parameter can be set to a single number or to an object with the
  2621. * following (optional) properties: precision, width, height. If a single number is passed,
  2622. * it will be used for both width and height. If an object is passed, the screenshot size
  2623. * will be derived from the parameters. The precision property is a multiplier allowing
  2624. * rendering at a higher or lower resolution
  2625. * @param successCallback defines the callback receives a single parameter which contains the
  2626. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2627. * src parameter of an <img> to display it
  2628. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2629. * Check your browser for supported MIME types
  2630. */
  2631. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2632. if (mimeType === void 0) { mimeType = "image/png"; }
  2633. var width;
  2634. var height;
  2635. // If a precision value is specified
  2636. if (size.precision) {
  2637. width = Math.round(engine.getRenderWidth() * size.precision);
  2638. height = Math.round(width / engine.getAspectRatio(camera));
  2639. }
  2640. else if (size.width && size.height) {
  2641. width = size.width;
  2642. height = size.height;
  2643. }
  2644. //If passing only width, computing height to keep display canvas ratio.
  2645. else if (size.width && !size.height) {
  2646. width = size.width;
  2647. height = Math.round(width / engine.getAspectRatio(camera));
  2648. }
  2649. //If passing only height, computing width to keep display canvas ratio.
  2650. else if (size.height && !size.width) {
  2651. height = size.height;
  2652. width = Math.round(height * engine.getAspectRatio(camera));
  2653. }
  2654. //Assuming here that "size" parameter is a number
  2655. else if (!isNaN(size)) {
  2656. height = size;
  2657. width = size;
  2658. }
  2659. else {
  2660. Tools.Error("Invalid 'size' parameter !");
  2661. return;
  2662. }
  2663. if (!screenshotCanvas) {
  2664. screenshotCanvas = document.createElement('canvas');
  2665. }
  2666. screenshotCanvas.width = width;
  2667. screenshotCanvas.height = height;
  2668. var renderContext = screenshotCanvas.getContext("2d");
  2669. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2670. var newWidth = width;
  2671. var newHeight = newWidth / ratio;
  2672. if (newHeight > height) {
  2673. newHeight = height;
  2674. newWidth = newHeight * ratio;
  2675. }
  2676. var offsetX = Math.max(0, width - newWidth) / 2;
  2677. var offsetY = Math.max(0, height - newHeight) / 2;
  2678. var renderingCanvas = engine.getRenderingCanvas();
  2679. if (renderContext && renderingCanvas) {
  2680. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2681. }
  2682. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2683. };
  2684. /**
  2685. * Generates an image screenshot from the specified camera.
  2686. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2687. * @param engine The engine to use for rendering
  2688. * @param camera The camera to use for rendering
  2689. * @param size This parameter can be set to a single number or to an object with the
  2690. * following (optional) properties: precision, width, height. If a single number is passed,
  2691. * it will be used for both width and height. If an object is passed, the screenshot size
  2692. * will be derived from the parameters. The precision property is a multiplier allowing
  2693. * rendering at a higher or lower resolution
  2694. * @param successCallback The callback receives a single parameter which contains the
  2695. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2696. * src parameter of an <img> to display it
  2697. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2698. * Check your browser for supported MIME types
  2699. * @param samples Texture samples (default: 1)
  2700. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2701. * @param fileName A name for for the downloaded file.
  2702. */
  2703. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2704. if (mimeType === void 0) { mimeType = "image/png"; }
  2705. if (samples === void 0) { samples = 1; }
  2706. if (antialiasing === void 0) { antialiasing = false; }
  2707. var width;
  2708. var height;
  2709. //If a precision value is specified
  2710. if (size.precision) {
  2711. width = Math.round(engine.getRenderWidth() * size.precision);
  2712. height = Math.round(width / engine.getAspectRatio(camera));
  2713. size = { width: width, height: height };
  2714. }
  2715. else if (size.width && size.height) {
  2716. width = size.width;
  2717. height = size.height;
  2718. }
  2719. //If passing only width, computing height to keep display canvas ratio.
  2720. else if (size.width && !size.height) {
  2721. width = size.width;
  2722. height = Math.round(width / engine.getAspectRatio(camera));
  2723. size = { width: width, height: height };
  2724. }
  2725. //If passing only height, computing width to keep display canvas ratio.
  2726. else if (size.height && !size.width) {
  2727. height = size.height;
  2728. width = Math.round(height * engine.getAspectRatio(camera));
  2729. size = { width: width, height: height };
  2730. }
  2731. //Assuming here that "size" parameter is a number
  2732. else if (!isNaN(size)) {
  2733. height = size;
  2734. width = size;
  2735. }
  2736. else {
  2737. Tools.Error("Invalid 'size' parameter !");
  2738. return;
  2739. }
  2740. var scene = camera.getScene();
  2741. var previousCamera = null;
  2742. if (scene.activeCamera !== camera) {
  2743. previousCamera = scene.activeCamera;
  2744. scene.activeCamera = camera;
  2745. }
  2746. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2747. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2748. texture.renderList = null;
  2749. texture.samples = samples;
  2750. if (antialiasing) {
  2751. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2752. }
  2753. texture.onAfterRenderObservable.add(function () {
  2754. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2755. });
  2756. scene.incrementRenderId();
  2757. scene.resetCachedMaterial();
  2758. texture.render(true);
  2759. texture.dispose();
  2760. if (previousCamera) {
  2761. scene.activeCamera = previousCamera;
  2762. }
  2763. camera.getProjectionMatrix(true); // Force cache refresh;
  2764. };
  2765. /**
  2766. * Validates if xhr data is correct
  2767. * @param xhr defines the request to validate
  2768. * @param dataType defines the expected data type
  2769. * @returns true if data is correct
  2770. */
  2771. Tools.ValidateXHRData = function (xhr, dataType) {
  2772. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2773. if (dataType === void 0) { dataType = 7; }
  2774. try {
  2775. if (dataType & 1) {
  2776. if (xhr.responseText && xhr.responseText.length > 0) {
  2777. return true;
  2778. }
  2779. else if (dataType === 1) {
  2780. return false;
  2781. }
  2782. }
  2783. if (dataType & 2) {
  2784. // Check header width and height since there is no "TGA" magic number
  2785. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2786. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2787. return true;
  2788. }
  2789. else if (dataType === 2) {
  2790. return false;
  2791. }
  2792. }
  2793. if (dataType & 4) {
  2794. // Check for the "DDS" magic number
  2795. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2796. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2797. return true;
  2798. }
  2799. else {
  2800. return false;
  2801. }
  2802. }
  2803. }
  2804. catch (e) {
  2805. // Global protection
  2806. }
  2807. return false;
  2808. };
  2809. /**
  2810. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2811. * Be aware Math.random() could cause collisions, but:
  2812. * "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"
  2813. * @returns a pseudo random id
  2814. */
  2815. Tools.RandomId = function () {
  2816. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2817. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2818. return v.toString(16);
  2819. });
  2820. };
  2821. /**
  2822. * Test if the given uri is a base64 string
  2823. * @param uri The uri to test
  2824. * @return True if the uri is a base64 string or false otherwise
  2825. */
  2826. Tools.IsBase64 = function (uri) {
  2827. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2828. };
  2829. /**
  2830. * Decode the given base64 uri.
  2831. * @param uri The uri to decode
  2832. * @return The decoded base64 data.
  2833. */
  2834. Tools.DecodeBase64 = function (uri) {
  2835. var decodedString = atob(uri.split(",")[1]);
  2836. var bufferLength = decodedString.length;
  2837. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2838. for (var i = 0; i < bufferLength; i++) {
  2839. bufferView[i] = decodedString.charCodeAt(i);
  2840. }
  2841. return bufferView.buffer;
  2842. };
  2843. Tools._AddLogEntry = function (entry) {
  2844. Tools._LogCache = entry + Tools._LogCache;
  2845. if (Tools.OnNewCacheEntry) {
  2846. Tools.OnNewCacheEntry(entry);
  2847. }
  2848. };
  2849. Tools._FormatMessage = function (message) {
  2850. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2851. var date = new Date();
  2852. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2853. };
  2854. Tools._LogDisabled = function (message) {
  2855. // nothing to do
  2856. };
  2857. Tools._LogEnabled = function (message) {
  2858. var formattedMessage = Tools._FormatMessage(message);
  2859. console.log("BJS - " + formattedMessage);
  2860. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2861. Tools._AddLogEntry(entry);
  2862. };
  2863. Tools._WarnDisabled = function (message) {
  2864. // nothing to do
  2865. };
  2866. Tools._WarnEnabled = function (message) {
  2867. var formattedMessage = Tools._FormatMessage(message);
  2868. console.warn("BJS - " + formattedMessage);
  2869. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2870. Tools._AddLogEntry(entry);
  2871. };
  2872. Tools._ErrorDisabled = function (message) {
  2873. // nothing to do
  2874. };
  2875. Tools._ErrorEnabled = function (message) {
  2876. Tools.errorsCount++;
  2877. var formattedMessage = Tools._FormatMessage(message);
  2878. console.error("BJS - " + formattedMessage);
  2879. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2880. Tools._AddLogEntry(entry);
  2881. };
  2882. Object.defineProperty(Tools, "LogCache", {
  2883. /**
  2884. * Gets current log cache (list of logs)
  2885. */
  2886. get: function () {
  2887. return Tools._LogCache;
  2888. },
  2889. enumerable: true,
  2890. configurable: true
  2891. });
  2892. /**
  2893. * Clears the log cache
  2894. */
  2895. Tools.ClearLogCache = function () {
  2896. Tools._LogCache = "";
  2897. Tools.errorsCount = 0;
  2898. };
  2899. Object.defineProperty(Tools, "LogLevels", {
  2900. /**
  2901. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2902. */
  2903. set: function (level) {
  2904. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2905. Tools.Log = Tools._LogEnabled;
  2906. }
  2907. else {
  2908. Tools.Log = Tools._LogDisabled;
  2909. }
  2910. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2911. Tools.Warn = Tools._WarnEnabled;
  2912. }
  2913. else {
  2914. Tools.Warn = Tools._WarnDisabled;
  2915. }
  2916. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2917. Tools.Error = Tools._ErrorEnabled;
  2918. }
  2919. else {
  2920. Tools.Error = Tools._ErrorDisabled;
  2921. }
  2922. },
  2923. enumerable: true,
  2924. configurable: true
  2925. });
  2926. /**
  2927. * Checks if the loaded document was accessed via `file:`-Protocol.
  2928. * @returns boolean
  2929. */
  2930. Tools.IsFileURL = function () {
  2931. return location.protocol === "file:";
  2932. };
  2933. /**
  2934. * Checks if the window object exists
  2935. * @returns true if the window object exists
  2936. */
  2937. Tools.IsWindowObjectExist = function () {
  2938. return (typeof window) !== "undefined";
  2939. };
  2940. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2941. /**
  2942. * Sets the current performance log level
  2943. */
  2944. set: function (level) {
  2945. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2946. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2947. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2948. return;
  2949. }
  2950. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2951. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2952. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2953. return;
  2954. }
  2955. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2956. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2957. },
  2958. enumerable: true,
  2959. configurable: true
  2960. });
  2961. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2962. };
  2963. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2964. };
  2965. Tools._StartUserMark = function (counterName, condition) {
  2966. if (condition === void 0) { condition = true; }
  2967. if (!Tools._performance) {
  2968. if (!Tools.IsWindowObjectExist()) {
  2969. return;
  2970. }
  2971. Tools._performance = window.performance;
  2972. }
  2973. if (!condition || !Tools._performance.mark) {
  2974. return;
  2975. }
  2976. Tools._performance.mark(counterName + "-Begin");
  2977. };
  2978. Tools._EndUserMark = function (counterName, condition) {
  2979. if (condition === void 0) { condition = true; }
  2980. if (!condition || !Tools._performance.mark) {
  2981. return;
  2982. }
  2983. Tools._performance.mark(counterName + "-End");
  2984. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2985. };
  2986. Tools._StartPerformanceConsole = function (counterName, condition) {
  2987. if (condition === void 0) { condition = true; }
  2988. if (!condition) {
  2989. return;
  2990. }
  2991. Tools._StartUserMark(counterName, condition);
  2992. if (console.time) {
  2993. console.time(counterName);
  2994. }
  2995. };
  2996. Tools._EndPerformanceConsole = function (counterName, condition) {
  2997. if (condition === void 0) { condition = true; }
  2998. if (!condition) {
  2999. return;
  3000. }
  3001. Tools._EndUserMark(counterName, condition);
  3002. if (console.time) {
  3003. console.timeEnd(counterName);
  3004. }
  3005. };
  3006. Object.defineProperty(Tools, "Now", {
  3007. /**
  3008. * Gets either window.performance.now() if supported or Date.now() else
  3009. */
  3010. get: function () {
  3011. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3012. return window.performance.now();
  3013. }
  3014. return Date.now();
  3015. },
  3016. enumerable: true,
  3017. configurable: true
  3018. });
  3019. /**
  3020. * This method will return the name of the class used to create the instance of the given object.
  3021. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3022. * @param object the object to get the class name from
  3023. * @param isType defines if the object is actually a type
  3024. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3025. */
  3026. Tools.GetClassName = function (object, isType) {
  3027. if (isType === void 0) { isType = false; }
  3028. var name = null;
  3029. if (!isType && object.getClassName) {
  3030. name = object.getClassName();
  3031. }
  3032. else {
  3033. if (object instanceof Object) {
  3034. var classObj = isType ? object : Object.getPrototypeOf(object);
  3035. name = classObj.constructor["__bjsclassName__"];
  3036. }
  3037. if (!name) {
  3038. name = typeof object;
  3039. }
  3040. }
  3041. return name;
  3042. };
  3043. /**
  3044. * Gets the first element of an array satisfying a given predicate
  3045. * @param array defines the array to browse
  3046. * @param predicate defines the predicate to use
  3047. * @returns null if not found or the element
  3048. */
  3049. Tools.First = function (array, predicate) {
  3050. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3051. var el = array_1[_i];
  3052. if (predicate(el)) {
  3053. return el;
  3054. }
  3055. }
  3056. return null;
  3057. };
  3058. /**
  3059. * This method will return the name of the full name of the class, including its owning module (if any).
  3060. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3061. * @param object the object to get the class name from
  3062. * @param isType defines if the object is actually a type
  3063. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3064. * @ignorenaming
  3065. */
  3066. Tools.getFullClassName = function (object, isType) {
  3067. if (isType === void 0) { isType = false; }
  3068. var className = null;
  3069. var moduleName = null;
  3070. if (!isType && object.getClassName) {
  3071. className = object.getClassName();
  3072. }
  3073. else {
  3074. if (object instanceof Object) {
  3075. var classObj = isType ? object : Object.getPrototypeOf(object);
  3076. className = classObj.constructor["__bjsclassName__"];
  3077. moduleName = classObj.constructor["__bjsmoduleName__"];
  3078. }
  3079. if (!className) {
  3080. className = typeof object;
  3081. }
  3082. }
  3083. if (!className) {
  3084. return null;
  3085. }
  3086. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3087. };
  3088. /**
  3089. * Returns a promise that resolves after the given amount of time.
  3090. * @param delay Number of milliseconds to delay
  3091. * @returns Promise that resolves after the given amount of time
  3092. */
  3093. Tools.DelayAsync = function (delay) {
  3094. return new Promise(function (resolve) {
  3095. setTimeout(function () {
  3096. resolve();
  3097. }, delay);
  3098. });
  3099. };
  3100. /**
  3101. * Gets the current gradient from an array of IValueGradient
  3102. * @param ratio defines the current ratio to get
  3103. * @param gradients defines the array of IValueGradient
  3104. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3105. */
  3106. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3107. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3108. var currentGradient = gradients[gradientIndex];
  3109. var nextGradient = gradients[gradientIndex + 1];
  3110. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3111. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3112. updateFunc(currentGradient, nextGradient, scale);
  3113. return;
  3114. }
  3115. }
  3116. // Use last index if over
  3117. var lastIndex = gradients.length - 1;
  3118. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3119. };
  3120. /**
  3121. * Gets or sets the base URL to use to load assets
  3122. */
  3123. Tools.BaseUrl = "";
  3124. /**
  3125. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3126. */
  3127. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3128. /**
  3129. * Default behaviour for cors in the application.
  3130. * It can be a string if the expected behavior is identical in the entire app.
  3131. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3132. */
  3133. Tools.CorsBehavior = "anonymous";
  3134. /**
  3135. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3136. * @ignorenaming
  3137. */
  3138. Tools.UseFallbackTexture = true;
  3139. /**
  3140. * Use this object to register external classes like custom textures or material
  3141. * to allow the laoders to instantiate them
  3142. */
  3143. Tools.RegisteredExternalClasses = {};
  3144. /**
  3145. * Texture content used if a texture cannot loaded
  3146. * @ignorenaming
  3147. */
  3148. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3149. Tools._tmpFloatArray = new Float32Array(1);
  3150. /**
  3151. * Gets or sets a function used to pre-process url before using them to load assets
  3152. */
  3153. Tools.PreprocessUrl = function (url) {
  3154. return url;
  3155. };
  3156. // Logs
  3157. /**
  3158. * No log
  3159. */
  3160. Tools.NoneLogLevel = 0;
  3161. /**
  3162. * Only message logs
  3163. */
  3164. Tools.MessageLogLevel = 1;
  3165. /**
  3166. * Only warning logs
  3167. */
  3168. Tools.WarningLogLevel = 2;
  3169. /**
  3170. * Only error logs
  3171. */
  3172. Tools.ErrorLogLevel = 4;
  3173. /**
  3174. * All logs
  3175. */
  3176. Tools.AllLogLevel = 7;
  3177. Tools._LogCache = "";
  3178. /**
  3179. * Gets a value indicating the number of loading errors
  3180. * @ignorenaming
  3181. */
  3182. Tools.errorsCount = 0;
  3183. /**
  3184. * Log a message to the console
  3185. */
  3186. Tools.Log = Tools._LogEnabled;
  3187. /**
  3188. * Write a warning message to the console
  3189. */
  3190. Tools.Warn = Tools._WarnEnabled;
  3191. /**
  3192. * Write an error message to the console
  3193. */
  3194. Tools.Error = Tools._ErrorEnabled;
  3195. // Performances
  3196. /**
  3197. * No performance log
  3198. */
  3199. Tools.PerformanceNoneLogLevel = 0;
  3200. /**
  3201. * Use user marks to log performance
  3202. */
  3203. Tools.PerformanceUserMarkLogLevel = 1;
  3204. /**
  3205. * Log performance to the console
  3206. */
  3207. Tools.PerformanceConsoleLogLevel = 2;
  3208. /**
  3209. * Starts a performance counter
  3210. */
  3211. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3212. /**
  3213. * Ends a specific performance coutner
  3214. */
  3215. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3216. return Tools;
  3217. }());
  3218. BABYLON.Tools = Tools;
  3219. /**
  3220. * This class is used to track a performance counter which is number based.
  3221. * The user has access to many properties which give statistics of different nature.
  3222. *
  3223. * The implementer can track two kinds of Performance Counter: time and count.
  3224. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3225. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3226. */
  3227. var PerfCounter = /** @class */ (function () {
  3228. /**
  3229. * Creates a new counter
  3230. */
  3231. function PerfCounter() {
  3232. this._startMonitoringTime = 0;
  3233. this._min = 0;
  3234. this._max = 0;
  3235. this._average = 0;
  3236. this._lastSecAverage = 0;
  3237. this._current = 0;
  3238. this._totalValueCount = 0;
  3239. this._totalAccumulated = 0;
  3240. this._lastSecAccumulated = 0;
  3241. this._lastSecTime = 0;
  3242. this._lastSecValueCount = 0;
  3243. }
  3244. Object.defineProperty(PerfCounter.prototype, "min", {
  3245. /**
  3246. * Returns the smallest value ever
  3247. */
  3248. get: function () {
  3249. return this._min;
  3250. },
  3251. enumerable: true,
  3252. configurable: true
  3253. });
  3254. Object.defineProperty(PerfCounter.prototype, "max", {
  3255. /**
  3256. * Returns the biggest value ever
  3257. */
  3258. get: function () {
  3259. return this._max;
  3260. },
  3261. enumerable: true,
  3262. configurable: true
  3263. });
  3264. Object.defineProperty(PerfCounter.prototype, "average", {
  3265. /**
  3266. * Returns the average value since the performance counter is running
  3267. */
  3268. get: function () {
  3269. return this._average;
  3270. },
  3271. enumerable: true,
  3272. configurable: true
  3273. });
  3274. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3275. /**
  3276. * Returns the average value of the last second the counter was monitored
  3277. */
  3278. get: function () {
  3279. return this._lastSecAverage;
  3280. },
  3281. enumerable: true,
  3282. configurable: true
  3283. });
  3284. Object.defineProperty(PerfCounter.prototype, "current", {
  3285. /**
  3286. * Returns the current value
  3287. */
  3288. get: function () {
  3289. return this._current;
  3290. },
  3291. enumerable: true,
  3292. configurable: true
  3293. });
  3294. Object.defineProperty(PerfCounter.prototype, "total", {
  3295. /**
  3296. * Gets the accumulated total
  3297. */
  3298. get: function () {
  3299. return this._totalAccumulated;
  3300. },
  3301. enumerable: true,
  3302. configurable: true
  3303. });
  3304. Object.defineProperty(PerfCounter.prototype, "count", {
  3305. /**
  3306. * Gets the total value count
  3307. */
  3308. get: function () {
  3309. return this._totalValueCount;
  3310. },
  3311. enumerable: true,
  3312. configurable: true
  3313. });
  3314. /**
  3315. * Call this method to start monitoring a new frame.
  3316. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3317. */
  3318. PerfCounter.prototype.fetchNewFrame = function () {
  3319. this._totalValueCount++;
  3320. this._current = 0;
  3321. this._lastSecValueCount++;
  3322. };
  3323. /**
  3324. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3325. * @param newCount the count value to add to the monitored count
  3326. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3327. */
  3328. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3329. if (!PerfCounter.Enabled) {
  3330. return;
  3331. }
  3332. this._current += newCount;
  3333. if (fetchResult) {
  3334. this._fetchResult();
  3335. }
  3336. };
  3337. /**
  3338. * Start monitoring this performance counter
  3339. */
  3340. PerfCounter.prototype.beginMonitoring = function () {
  3341. if (!PerfCounter.Enabled) {
  3342. return;
  3343. }
  3344. this._startMonitoringTime = Tools.Now;
  3345. };
  3346. /**
  3347. * Compute the time lapsed since the previous beginMonitoring() call.
  3348. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3349. */
  3350. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3351. if (newFrame === void 0) { newFrame = true; }
  3352. if (!PerfCounter.Enabled) {
  3353. return;
  3354. }
  3355. if (newFrame) {
  3356. this.fetchNewFrame();
  3357. }
  3358. var currentTime = Tools.Now;
  3359. this._current = currentTime - this._startMonitoringTime;
  3360. if (newFrame) {
  3361. this._fetchResult();
  3362. }
  3363. };
  3364. PerfCounter.prototype._fetchResult = function () {
  3365. this._totalAccumulated += this._current;
  3366. this._lastSecAccumulated += this._current;
  3367. // Min/Max update
  3368. this._min = Math.min(this._min, this._current);
  3369. this._max = Math.max(this._max, this._current);
  3370. this._average = this._totalAccumulated / this._totalValueCount;
  3371. // Reset last sec?
  3372. var now = Tools.Now;
  3373. if ((now - this._lastSecTime) > 1000) {
  3374. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3375. this._lastSecTime = now;
  3376. this._lastSecAccumulated = 0;
  3377. this._lastSecValueCount = 0;
  3378. }
  3379. };
  3380. /**
  3381. * Gets or sets a global boolean to turn on and off all the counters
  3382. */
  3383. PerfCounter.Enabled = true;
  3384. return PerfCounter;
  3385. }());
  3386. BABYLON.PerfCounter = PerfCounter;
  3387. /**
  3388. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3389. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3390. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3391. * @param name The name of the class, case should be preserved
  3392. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3393. */
  3394. function className(name, module) {
  3395. return function (target) {
  3396. target["__bjsclassName__"] = name;
  3397. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3398. };
  3399. }
  3400. BABYLON.className = className;
  3401. /**
  3402. * An implementation of a loop for asynchronous functions.
  3403. */
  3404. var AsyncLoop = /** @class */ (function () {
  3405. /**
  3406. * Constructor.
  3407. * @param iterations the number of iterations.
  3408. * @param func the function to run each iteration
  3409. * @param successCallback the callback that will be called upon succesful execution
  3410. * @param offset starting offset.
  3411. */
  3412. function AsyncLoop(
  3413. /**
  3414. * Defines the number of iterations for the loop
  3415. */
  3416. iterations, func, successCallback, offset) {
  3417. if (offset === void 0) { offset = 0; }
  3418. this.iterations = iterations;
  3419. this.index = offset - 1;
  3420. this._done = false;
  3421. this._fn = func;
  3422. this._successCallback = successCallback;
  3423. }
  3424. /**
  3425. * Execute the next iteration. Must be called after the last iteration was finished.
  3426. */
  3427. AsyncLoop.prototype.executeNext = function () {
  3428. if (!this._done) {
  3429. if (this.index + 1 < this.iterations) {
  3430. ++this.index;
  3431. this._fn(this);
  3432. }
  3433. else {
  3434. this.breakLoop();
  3435. }
  3436. }
  3437. };
  3438. /**
  3439. * Break the loop and run the success callback.
  3440. */
  3441. AsyncLoop.prototype.breakLoop = function () {
  3442. this._done = true;
  3443. this._successCallback();
  3444. };
  3445. /**
  3446. * Create and run an async loop.
  3447. * @param iterations the number of iterations.
  3448. * @param fn the function to run each iteration
  3449. * @param successCallback the callback that will be called upon succesful execution
  3450. * @param offset starting offset.
  3451. * @returns the created async loop object
  3452. */
  3453. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3454. if (offset === void 0) { offset = 0; }
  3455. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3456. loop.executeNext();
  3457. return loop;
  3458. };
  3459. /**
  3460. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3461. * @param iterations total number of iterations
  3462. * @param syncedIterations number of synchronous iterations in each async iteration.
  3463. * @param fn the function to call each iteration.
  3464. * @param callback a success call back that will be called when iterating stops.
  3465. * @param breakFunction a break condition (optional)
  3466. * @param timeout timeout settings for the setTimeout function. default - 0.
  3467. * @returns the created async loop object
  3468. */
  3469. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3470. if (timeout === void 0) { timeout = 0; }
  3471. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3472. if (breakFunction && breakFunction()) {
  3473. loop.breakLoop();
  3474. }
  3475. else {
  3476. setTimeout(function () {
  3477. for (var i = 0; i < syncedIterations; ++i) {
  3478. var iteration = (loop.index * syncedIterations) + i;
  3479. if (iteration >= iterations) {
  3480. break;
  3481. }
  3482. fn(iteration);
  3483. if (breakFunction && breakFunction()) {
  3484. loop.breakLoop();
  3485. break;
  3486. }
  3487. }
  3488. loop.executeNext();
  3489. }, timeout);
  3490. }
  3491. }, callback);
  3492. };
  3493. return AsyncLoop;
  3494. }());
  3495. BABYLON.AsyncLoop = AsyncLoop;
  3496. })(BABYLON || (BABYLON = {}));
  3497. //# sourceMappingURL=babylon.tools.js.map
  3498. var BABYLON;
  3499. (function (BABYLON) {
  3500. /**
  3501. * Constant used to convert a value to gamma space
  3502. * @ignorenaming
  3503. */
  3504. BABYLON.ToGammaSpace = 1 / 2.2;
  3505. /**
  3506. * Constant used to convert a value to linear space
  3507. * @ignorenaming
  3508. */
  3509. BABYLON.ToLinearSpace = 2.2;
  3510. /**
  3511. * Constant used to define the minimal number value in Babylon.js
  3512. * @ignorenaming
  3513. */
  3514. BABYLON.Epsilon = 0.001;
  3515. /**
  3516. * Class used to hold a RBG color
  3517. */
  3518. var Color3 = /** @class */ (function () {
  3519. /**
  3520. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3521. * @param r defines the red component (between 0 and 1, default is 0)
  3522. * @param g defines the green component (between 0 and 1, default is 0)
  3523. * @param b defines the blue component (between 0 and 1, default is 0)
  3524. */
  3525. function Color3(
  3526. /**
  3527. * Defines the red component (between 0 and 1, default is 0)
  3528. */
  3529. r,
  3530. /**
  3531. * Defines the green component (between 0 and 1, default is 0)
  3532. */
  3533. g,
  3534. /**
  3535. * Defines the blue component (between 0 and 1, default is 0)
  3536. */
  3537. b) {
  3538. if (r === void 0) { r = 0; }
  3539. if (g === void 0) { g = 0; }
  3540. if (b === void 0) { b = 0; }
  3541. this.r = r;
  3542. this.g = g;
  3543. this.b = b;
  3544. }
  3545. /**
  3546. * Creates a string with the Color3 current values
  3547. * @returns the string representation of the Color3 object
  3548. */
  3549. Color3.prototype.toString = function () {
  3550. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3551. };
  3552. /**
  3553. * Returns the string "Color3"
  3554. * @returns "Color3"
  3555. */
  3556. Color3.prototype.getClassName = function () {
  3557. return "Color3";
  3558. };
  3559. /**
  3560. * Compute the Color3 hash code
  3561. * @returns an unique number that can be used to hash Color3 objects
  3562. */
  3563. Color3.prototype.getHashCode = function () {
  3564. var hash = this.r || 0;
  3565. hash = (hash * 397) ^ (this.g || 0);
  3566. hash = (hash * 397) ^ (this.b || 0);
  3567. return hash;
  3568. };
  3569. // Operators
  3570. /**
  3571. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3572. * @param array defines the array where to store the r,g,b components
  3573. * @param index defines an optional index in the target array to define where to start storing values
  3574. * @returns the current Color3 object
  3575. */
  3576. Color3.prototype.toArray = function (array, index) {
  3577. if (index === undefined) {
  3578. index = 0;
  3579. }
  3580. array[index] = this.r;
  3581. array[index + 1] = this.g;
  3582. array[index + 2] = this.b;
  3583. return this;
  3584. };
  3585. /**
  3586. * Returns a new Color4 object from the current Color3 and the given alpha
  3587. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3588. * @returns a new Color4 object
  3589. */
  3590. Color3.prototype.toColor4 = function (alpha) {
  3591. if (alpha === void 0) { alpha = 1; }
  3592. return new Color4(this.r, this.g, this.b, alpha);
  3593. };
  3594. /**
  3595. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3596. * @returns the new array
  3597. */
  3598. Color3.prototype.asArray = function () {
  3599. var result = new Array();
  3600. this.toArray(result, 0);
  3601. return result;
  3602. };
  3603. /**
  3604. * Returns the luminance value
  3605. * @returns a float value
  3606. */
  3607. Color3.prototype.toLuminance = function () {
  3608. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3609. };
  3610. /**
  3611. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3612. * @param otherColor defines the second operand
  3613. * @returns the new Color3 object
  3614. */
  3615. Color3.prototype.multiply = function (otherColor) {
  3616. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3617. };
  3618. /**
  3619. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3620. * @param otherColor defines the second operand
  3621. * @param result defines the Color3 object where to store the result
  3622. * @returns the current Color3
  3623. */
  3624. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3625. result.r = this.r * otherColor.r;
  3626. result.g = this.g * otherColor.g;
  3627. result.b = this.b * otherColor.b;
  3628. return this;
  3629. };
  3630. /**
  3631. * Determines equality between Color3 objects
  3632. * @param otherColor defines the second operand
  3633. * @returns true if the rgb values are equal to the given ones
  3634. */
  3635. Color3.prototype.equals = function (otherColor) {
  3636. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3637. };
  3638. /**
  3639. * Determines equality between the current Color3 object and a set of r,b,g values
  3640. * @param r defines the red component to check
  3641. * @param g defines the green component to check
  3642. * @param b defines the blue component to check
  3643. * @returns true if the rgb values are equal to the given ones
  3644. */
  3645. Color3.prototype.equalsFloats = function (r, g, b) {
  3646. return this.r === r && this.g === g && this.b === b;
  3647. };
  3648. /**
  3649. * Multiplies in place each rgb value by scale
  3650. * @param scale defines the scaling factor
  3651. * @returns the updated Color3
  3652. */
  3653. Color3.prototype.scale = function (scale) {
  3654. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3655. };
  3656. /**
  3657. * Multiplies the rgb values by scale and stores the result into "result"
  3658. * @param scale defines the scaling factor
  3659. * @param result defines the Color3 object where to store the result
  3660. * @returns the unmodified current Color3
  3661. */
  3662. Color3.prototype.scaleToRef = function (scale, result) {
  3663. result.r = this.r * scale;
  3664. result.g = this.g * scale;
  3665. result.b = this.b * scale;
  3666. return this;
  3667. };
  3668. /**
  3669. * Scale the current Color3 values by a factor and add the result to a given Color3
  3670. * @param scale defines the scale factor
  3671. * @param result defines color to store the result into
  3672. * @returns the unmodified current Color3
  3673. */
  3674. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3675. result.r += this.r * scale;
  3676. result.g += this.g * scale;
  3677. result.b += this.b * scale;
  3678. return this;
  3679. };
  3680. /**
  3681. * Clamps the rgb values by the min and max values and stores the result into "result"
  3682. * @param min defines minimum clamping value (default is 0)
  3683. * @param max defines maximum clamping value (default is 1)
  3684. * @param result defines color to store the result into
  3685. * @returns the original Color3
  3686. */
  3687. Color3.prototype.clampToRef = function (min, max, result) {
  3688. if (min === void 0) { min = 0; }
  3689. if (max === void 0) { max = 1; }
  3690. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3691. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3692. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3693. return this;
  3694. };
  3695. /**
  3696. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3697. * @param otherColor defines the second operand
  3698. * @returns the new Color3
  3699. */
  3700. Color3.prototype.add = function (otherColor) {
  3701. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3702. };
  3703. /**
  3704. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3705. * @param otherColor defines the second operand
  3706. * @param result defines Color3 object to store the result into
  3707. * @returns the unmodified current Color3
  3708. */
  3709. Color3.prototype.addToRef = function (otherColor, result) {
  3710. result.r = this.r + otherColor.r;
  3711. result.g = this.g + otherColor.g;
  3712. result.b = this.b + otherColor.b;
  3713. return this;
  3714. };
  3715. /**
  3716. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3717. * @param otherColor defines the second operand
  3718. * @returns the new Color3
  3719. */
  3720. Color3.prototype.subtract = function (otherColor) {
  3721. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3722. };
  3723. /**
  3724. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3725. * @param otherColor defines the second operand
  3726. * @param result defines Color3 object to store the result into
  3727. * @returns the unmodified current Color3
  3728. */
  3729. Color3.prototype.subtractToRef = function (otherColor, result) {
  3730. result.r = this.r - otherColor.r;
  3731. result.g = this.g - otherColor.g;
  3732. result.b = this.b - otherColor.b;
  3733. return this;
  3734. };
  3735. /**
  3736. * Copy the current object
  3737. * @returns a new Color3 copied the current one
  3738. */
  3739. Color3.prototype.clone = function () {
  3740. return new Color3(this.r, this.g, this.b);
  3741. };
  3742. /**
  3743. * Copies the rgb values from the source in the current Color3
  3744. * @param source defines the source Color3 object
  3745. * @returns the updated Color3 object
  3746. */
  3747. Color3.prototype.copyFrom = function (source) {
  3748. this.r = source.r;
  3749. this.g = source.g;
  3750. this.b = source.b;
  3751. return this;
  3752. };
  3753. /**
  3754. * Updates the Color3 rgb values from the given floats
  3755. * @param r defines the red component to read from
  3756. * @param g defines the green component to read from
  3757. * @param b defines the blue component to read from
  3758. * @returns the current Color3 object
  3759. */
  3760. Color3.prototype.copyFromFloats = function (r, g, b) {
  3761. this.r = r;
  3762. this.g = g;
  3763. this.b = b;
  3764. return this;
  3765. };
  3766. /**
  3767. * Updates the Color3 rgb values from the given floats
  3768. * @param r defines the red component to read from
  3769. * @param g defines the green component to read from
  3770. * @param b defines the blue component to read from
  3771. * @returns the current Color3 object
  3772. */
  3773. Color3.prototype.set = function (r, g, b) {
  3774. return this.copyFromFloats(r, g, b);
  3775. };
  3776. /**
  3777. * Compute the Color3 hexadecimal code as a string
  3778. * @returns a string containing the hexadecimal representation of the Color3 object
  3779. */
  3780. Color3.prototype.toHexString = function () {
  3781. var intR = (this.r * 255) | 0;
  3782. var intG = (this.g * 255) | 0;
  3783. var intB = (this.b * 255) | 0;
  3784. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3785. };
  3786. /**
  3787. * Computes a new Color3 converted from the current one to linear space
  3788. * @returns a new Color3 object
  3789. */
  3790. Color3.prototype.toLinearSpace = function () {
  3791. var convertedColor = new Color3();
  3792. this.toLinearSpaceToRef(convertedColor);
  3793. return convertedColor;
  3794. };
  3795. /**
  3796. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3797. * @param convertedColor defines the Color3 object where to store the linear space version
  3798. * @returns the unmodified Color3
  3799. */
  3800. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3801. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3802. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3803. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3804. return this;
  3805. };
  3806. /**
  3807. * Computes a new Color3 converted from the current one to gamma space
  3808. * @returns a new Color3 object
  3809. */
  3810. Color3.prototype.toGammaSpace = function () {
  3811. var convertedColor = new Color3();
  3812. this.toGammaSpaceToRef(convertedColor);
  3813. return convertedColor;
  3814. };
  3815. /**
  3816. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3817. * @param convertedColor defines the Color3 object where to store the gamma space version
  3818. * @returns the unmodified Color3
  3819. */
  3820. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3821. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3822. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3823. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3824. return this;
  3825. };
  3826. // Statics
  3827. /**
  3828. * Creates a new Color3 from the string containing valid hexadecimal values
  3829. * @param hex defines a string containing valid hexadecimal values
  3830. * @returns a new Color3 object
  3831. */
  3832. Color3.FromHexString = function (hex) {
  3833. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3834. return new Color3(0, 0, 0);
  3835. }
  3836. var r = parseInt(hex.substring(1, 3), 16);
  3837. var g = parseInt(hex.substring(3, 5), 16);
  3838. var b = parseInt(hex.substring(5, 7), 16);
  3839. return Color3.FromInts(r, g, b);
  3840. };
  3841. /**
  3842. * Creates a new Vector3 from the starting index of the given array
  3843. * @param array defines the source array
  3844. * @param offset defines an offset in the source array
  3845. * @returns a new Color3 object
  3846. */
  3847. Color3.FromArray = function (array, offset) {
  3848. if (offset === void 0) { offset = 0; }
  3849. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3850. };
  3851. /**
  3852. * Creates a new Color3 from integer values (< 256)
  3853. * @param r defines the red component to read from (value between 0 and 255)
  3854. * @param g defines the green component to read from (value between 0 and 255)
  3855. * @param b defines the blue component to read from (value between 0 and 255)
  3856. * @returns a new Color3 object
  3857. */
  3858. Color3.FromInts = function (r, g, b) {
  3859. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3860. };
  3861. /**
  3862. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3863. * @param start defines the start Color3 value
  3864. * @param end defines the end Color3 value
  3865. * @param amount defines the gradient value between start and end
  3866. * @returns a new Color3 object
  3867. */
  3868. Color3.Lerp = function (start, end, amount) {
  3869. var result = new Color3(0.0, 0.0, 0.0);
  3870. Color3.LerpToRef(start, end, amount, result);
  3871. return result;
  3872. };
  3873. /**
  3874. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3875. * @param left defines the start value
  3876. * @param right defines the end value
  3877. * @param amount defines the gradient factor
  3878. * @param result defines the Color3 object where to store the result
  3879. */
  3880. Color3.LerpToRef = function (left, right, amount, result) {
  3881. result.r = left.r + ((right.r - left.r) * amount);
  3882. result.g = left.g + ((right.g - left.g) * amount);
  3883. result.b = left.b + ((right.b - left.b) * amount);
  3884. };
  3885. /**
  3886. * Returns a Color3 value containing a red color
  3887. * @returns a new Color3 object
  3888. */
  3889. Color3.Red = function () { return new Color3(1, 0, 0); };
  3890. /**
  3891. * Returns a Color3 value containing a green color
  3892. * @returns a new Color3 object
  3893. */
  3894. Color3.Green = function () { return new Color3(0, 1, 0); };
  3895. /**
  3896. * Returns a Color3 value containing a blue color
  3897. * @returns a new Color3 object
  3898. */
  3899. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3900. /**
  3901. * Returns a Color3 value containing a black color
  3902. * @returns a new Color3 object
  3903. */
  3904. Color3.Black = function () { return new Color3(0, 0, 0); };
  3905. /**
  3906. * Returns a Color3 value containing a white color
  3907. * @returns a new Color3 object
  3908. */
  3909. Color3.White = function () { return new Color3(1, 1, 1); };
  3910. /**
  3911. * Returns a Color3 value containing a purple color
  3912. * @returns a new Color3 object
  3913. */
  3914. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3915. /**
  3916. * Returns a Color3 value containing a magenta color
  3917. * @returns a new Color3 object
  3918. */
  3919. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3920. /**
  3921. * Returns a Color3 value containing a yellow color
  3922. * @returns a new Color3 object
  3923. */
  3924. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3925. /**
  3926. * Returns a Color3 value containing a gray color
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3930. /**
  3931. * Returns a Color3 value containing a teal color
  3932. * @returns a new Color3 object
  3933. */
  3934. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3935. /**
  3936. * Returns a Color3 value containing a random color
  3937. * @returns a new Color3 object
  3938. */
  3939. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3940. return Color3;
  3941. }());
  3942. BABYLON.Color3 = Color3;
  3943. /**
  3944. * Class used to hold a RBGA color
  3945. */
  3946. var Color4 = /** @class */ (function () {
  3947. /**
  3948. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3949. * @param r defines the red component (between 0 and 1, default is 0)
  3950. * @param g defines the green component (between 0 and 1, default is 0)
  3951. * @param b defines the blue component (between 0 and 1, default is 0)
  3952. * @param a defines the alpha component (between 0 and 1, default is 1)
  3953. */
  3954. function Color4(
  3955. /**
  3956. * Defines the red component (between 0 and 1, default is 0)
  3957. */
  3958. r,
  3959. /**
  3960. * Defines the green component (between 0 and 1, default is 0)
  3961. */
  3962. g,
  3963. /**
  3964. * Defines the blue component (between 0 and 1, default is 0)
  3965. */
  3966. b,
  3967. /**
  3968. * Defines the alpha component (between 0 and 1, default is 1)
  3969. */
  3970. a) {
  3971. if (r === void 0) { r = 0; }
  3972. if (g === void 0) { g = 0; }
  3973. if (b === void 0) { b = 0; }
  3974. if (a === void 0) { a = 1; }
  3975. this.r = r;
  3976. this.g = g;
  3977. this.b = b;
  3978. this.a = a;
  3979. }
  3980. // Operators
  3981. /**
  3982. * Adds in place the given Color4 values to the current Color4 object
  3983. * @param right defines the second operand
  3984. * @returns the current updated Color4 object
  3985. */
  3986. Color4.prototype.addInPlace = function (right) {
  3987. this.r += right.r;
  3988. this.g += right.g;
  3989. this.b += right.b;
  3990. this.a += right.a;
  3991. return this;
  3992. };
  3993. /**
  3994. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3995. * @returns the new array
  3996. */
  3997. Color4.prototype.asArray = function () {
  3998. var result = new Array();
  3999. this.toArray(result, 0);
  4000. return result;
  4001. };
  4002. /**
  4003. * Stores from the starting index in the given array the Color4 successive values
  4004. * @param array defines the array where to store the r,g,b components
  4005. * @param index defines an optional index in the target array to define where to start storing values
  4006. * @returns the current Color4 object
  4007. */
  4008. Color4.prototype.toArray = function (array, index) {
  4009. if (index === void 0) { index = 0; }
  4010. array[index] = this.r;
  4011. array[index + 1] = this.g;
  4012. array[index + 2] = this.b;
  4013. array[index + 3] = this.a;
  4014. return this;
  4015. };
  4016. /**
  4017. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4018. * @param right defines the second operand
  4019. * @returns a new Color4 object
  4020. */
  4021. Color4.prototype.add = function (right) {
  4022. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4023. };
  4024. /**
  4025. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4026. * @param right defines the second operand
  4027. * @returns a new Color4 object
  4028. */
  4029. Color4.prototype.subtract = function (right) {
  4030. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4031. };
  4032. /**
  4033. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4034. * @param right defines the second operand
  4035. * @param result defines the Color4 object where to store the result
  4036. * @returns the current Color4 object
  4037. */
  4038. Color4.prototype.subtractToRef = function (right, result) {
  4039. result.r = this.r - right.r;
  4040. result.g = this.g - right.g;
  4041. result.b = this.b - right.b;
  4042. result.a = this.a - right.a;
  4043. return this;
  4044. };
  4045. /**
  4046. * Creates a new Color4 with the current Color4 values multiplied by scale
  4047. * @param scale defines the scaling factor to apply
  4048. * @returns a new Color4 object
  4049. */
  4050. Color4.prototype.scale = function (scale) {
  4051. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4052. };
  4053. /**
  4054. * Multiplies the current Color4 values by scale and stores the result in "result"
  4055. * @param scale defines the scaling factor to apply
  4056. * @param result defines the Color4 object where to store the result
  4057. * @returns the current unmodified Color4
  4058. */
  4059. Color4.prototype.scaleToRef = function (scale, result) {
  4060. result.r = this.r * scale;
  4061. result.g = this.g * scale;
  4062. result.b = this.b * scale;
  4063. result.a = this.a * scale;
  4064. return this;
  4065. };
  4066. /**
  4067. * Scale the current Color4 values by a factor and add the result to a given Color4
  4068. * @param scale defines the scale factor
  4069. * @param result defines the Color4 object where to store the result
  4070. * @returns the unmodified current Color4
  4071. */
  4072. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4073. result.r += this.r * scale;
  4074. result.g += this.g * scale;
  4075. result.b += this.b * scale;
  4076. result.a += this.a * scale;
  4077. return this;
  4078. };
  4079. /**
  4080. * Clamps the rgb values by the min and max values and stores the result into "result"
  4081. * @param min defines minimum clamping value (default is 0)
  4082. * @param max defines maximum clamping value (default is 1)
  4083. * @param result defines color to store the result into.
  4084. * @returns the cuurent Color4
  4085. */
  4086. Color4.prototype.clampToRef = function (min, max, result) {
  4087. if (min === void 0) { min = 0; }
  4088. if (max === void 0) { max = 1; }
  4089. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4090. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4091. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4092. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4093. return this;
  4094. };
  4095. /**
  4096. * Multipy an Color4 value by another and return a new Color4 object
  4097. * @param color defines the Color4 value to multiply by
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.multiply = function (color) {
  4101. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4102. };
  4103. /**
  4104. * Multipy a Color4 value by another and push the result in a reference value
  4105. * @param color defines the Color4 value to multiply by
  4106. * @param result defines the Color4 to fill the result in
  4107. * @returns the result Color4
  4108. */
  4109. Color4.prototype.multiplyToRef = function (color, result) {
  4110. result.r = this.r * color.r;
  4111. result.g = this.g * color.g;
  4112. result.b = this.b * color.b;
  4113. result.a = this.a * color.a;
  4114. return result;
  4115. };
  4116. /**
  4117. * Creates a string with the Color4 current values
  4118. * @returns the string representation of the Color4 object
  4119. */
  4120. Color4.prototype.toString = function () {
  4121. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4122. };
  4123. /**
  4124. * Returns the string "Color4"
  4125. * @returns "Color4"
  4126. */
  4127. Color4.prototype.getClassName = function () {
  4128. return "Color4";
  4129. };
  4130. /**
  4131. * Compute the Color4 hash code
  4132. * @returns an unique number that can be used to hash Color4 objects
  4133. */
  4134. Color4.prototype.getHashCode = function () {
  4135. var hash = this.r || 0;
  4136. hash = (hash * 397) ^ (this.g || 0);
  4137. hash = (hash * 397) ^ (this.b || 0);
  4138. hash = (hash * 397) ^ (this.a || 0);
  4139. return hash;
  4140. };
  4141. /**
  4142. * Creates a new Color4 copied from the current one
  4143. * @returns a new Color4 object
  4144. */
  4145. Color4.prototype.clone = function () {
  4146. return new Color4(this.r, this.g, this.b, this.a);
  4147. };
  4148. /**
  4149. * Copies the given Color4 values into the current one
  4150. * @param source defines the source Color4 object
  4151. * @returns the current updated Color4 object
  4152. */
  4153. Color4.prototype.copyFrom = function (source) {
  4154. this.r = source.r;
  4155. this.g = source.g;
  4156. this.b = source.b;
  4157. this.a = source.a;
  4158. return this;
  4159. };
  4160. /**
  4161. * Copies the given float values into the current one
  4162. * @param r defines the red component to read from
  4163. * @param g defines the green component to read from
  4164. * @param b defines the blue component to read from
  4165. * @param a defines the alpha component to read from
  4166. * @returns the current updated Color4 object
  4167. */
  4168. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4169. this.r = r;
  4170. this.g = g;
  4171. this.b = b;
  4172. this.a = a;
  4173. return this;
  4174. };
  4175. /**
  4176. * Copies the given float values into the current one
  4177. * @param r defines the red component to read from
  4178. * @param g defines the green component to read from
  4179. * @param b defines the blue component to read from
  4180. * @param a defines the alpha component to read from
  4181. * @returns the current updated Color4 object
  4182. */
  4183. Color4.prototype.set = function (r, g, b, a) {
  4184. return this.copyFromFloats(r, g, b, a);
  4185. };
  4186. /**
  4187. * Compute the Color4 hexadecimal code as a string
  4188. * @returns a string containing the hexadecimal representation of the Color4 object
  4189. */
  4190. Color4.prototype.toHexString = function () {
  4191. var intR = (this.r * 255) | 0;
  4192. var intG = (this.g * 255) | 0;
  4193. var intB = (this.b * 255) | 0;
  4194. var intA = (this.a * 255) | 0;
  4195. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4196. };
  4197. /**
  4198. * Computes a new Color4 converted from the current one to linear space
  4199. * @returns a new Color4 object
  4200. */
  4201. Color4.prototype.toLinearSpace = function () {
  4202. var convertedColor = new Color4();
  4203. this.toLinearSpaceToRef(convertedColor);
  4204. return convertedColor;
  4205. };
  4206. /**
  4207. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4208. * @param convertedColor defines the Color4 object where to store the linear space version
  4209. * @returns the unmodified Color4
  4210. */
  4211. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4212. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4213. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4214. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4215. convertedColor.a = this.a;
  4216. return this;
  4217. };
  4218. /**
  4219. * Computes a new Color4 converted from the current one to gamma space
  4220. * @returns a new Color4 object
  4221. */
  4222. Color4.prototype.toGammaSpace = function () {
  4223. var convertedColor = new Color4();
  4224. this.toGammaSpaceToRef(convertedColor);
  4225. return convertedColor;
  4226. };
  4227. /**
  4228. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4229. * @param convertedColor defines the Color4 object where to store the gamma space version
  4230. * @returns the unmodified Color4
  4231. */
  4232. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4233. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4234. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4235. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4236. convertedColor.a = this.a;
  4237. return this;
  4238. };
  4239. // Statics
  4240. /**
  4241. * Creates a new Color4 from the string containing valid hexadecimal values
  4242. * @param hex defines a string containing valid hexadecimal values
  4243. * @returns a new Color4 object
  4244. */
  4245. Color4.FromHexString = function (hex) {
  4246. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4247. return new Color4(0.0, 0.0, 0.0, 0.0);
  4248. }
  4249. var r = parseInt(hex.substring(1, 3), 16);
  4250. var g = parseInt(hex.substring(3, 5), 16);
  4251. var b = parseInt(hex.substring(5, 7), 16);
  4252. var a = parseInt(hex.substring(7, 9), 16);
  4253. return Color4.FromInts(r, g, b, a);
  4254. };
  4255. /**
  4256. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4257. * @param left defines the start value
  4258. * @param right defines the end value
  4259. * @param amount defines the gradient factor
  4260. * @returns a new Color4 object
  4261. */
  4262. Color4.Lerp = function (left, right, amount) {
  4263. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4264. Color4.LerpToRef(left, right, amount, result);
  4265. return result;
  4266. };
  4267. /**
  4268. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4269. * @param left defines the start value
  4270. * @param right defines the end value
  4271. * @param amount defines the gradient factor
  4272. * @param result defines the Color4 object where to store data
  4273. */
  4274. Color4.LerpToRef = function (left, right, amount, result) {
  4275. result.r = left.r + (right.r - left.r) * amount;
  4276. result.g = left.g + (right.g - left.g) * amount;
  4277. result.b = left.b + (right.b - left.b) * amount;
  4278. result.a = left.a + (right.a - left.a) * amount;
  4279. };
  4280. /**
  4281. * Creates a new Color4 from a Color3 and an alpha value
  4282. * @param color3 defines the source Color3 to read from
  4283. * @param alpha defines the alpha component (1.0 by default)
  4284. * @returns a new Color4 object
  4285. */
  4286. Color4.FromColor3 = function (color3, alpha) {
  4287. if (alpha === void 0) { alpha = 1.0; }
  4288. return new Color4(color3.r, color3.g, color3.b, alpha);
  4289. };
  4290. /**
  4291. * Creates a new Color4 from the starting index element of the given array
  4292. * @param array defines the source array to read from
  4293. * @param offset defines the offset in the source array
  4294. * @returns a new Color4 object
  4295. */
  4296. Color4.FromArray = function (array, offset) {
  4297. if (offset === void 0) { offset = 0; }
  4298. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4299. };
  4300. /**
  4301. * Creates a new Color3 from integer values (< 256)
  4302. * @param r defines the red component to read from (value between 0 and 255)
  4303. * @param g defines the green component to read from (value between 0 and 255)
  4304. * @param b defines the blue component to read from (value between 0 and 255)
  4305. * @param a defines the alpha component to read from (value between 0 and 255)
  4306. * @returns a new Color3 object
  4307. */
  4308. Color4.FromInts = function (r, g, b, a) {
  4309. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4310. };
  4311. /**
  4312. * Check the content of a given array and convert it to an array containing RGBA data
  4313. * If the original array was already containing count * 4 values then it is returned directly
  4314. * @param colors defines the array to check
  4315. * @param count defines the number of RGBA data to expect
  4316. * @returns an array containing count * 4 values (RGBA)
  4317. */
  4318. Color4.CheckColors4 = function (colors, count) {
  4319. // Check if color3 was used
  4320. if (colors.length === count * 3) {
  4321. var colors4 = [];
  4322. for (var index = 0; index < colors.length; index += 3) {
  4323. var newIndex = (index / 3) * 4;
  4324. colors4[newIndex] = colors[index];
  4325. colors4[newIndex + 1] = colors[index + 1];
  4326. colors4[newIndex + 2] = colors[index + 2];
  4327. colors4[newIndex + 3] = 1.0;
  4328. }
  4329. return colors4;
  4330. }
  4331. return colors;
  4332. };
  4333. return Color4;
  4334. }());
  4335. BABYLON.Color4 = Color4;
  4336. /**
  4337. * Class representing a vector containing 2 coordinates
  4338. */
  4339. var Vector2 = /** @class */ (function () {
  4340. /**
  4341. * Creates a new Vector2 from the given x and y coordinates
  4342. * @param x defines the first coordinate
  4343. * @param y defines the second coordinate
  4344. */
  4345. function Vector2(
  4346. /** defines the first coordinate */
  4347. x,
  4348. /** defines the second coordinate */
  4349. y) {
  4350. if (x === void 0) { x = 0; }
  4351. if (y === void 0) { y = 0; }
  4352. this.x = x;
  4353. this.y = y;
  4354. }
  4355. /**
  4356. * Gets a string with the Vector2 coordinates
  4357. * @returns a string with the Vector2 coordinates
  4358. */
  4359. Vector2.prototype.toString = function () {
  4360. return "{X: " + this.x + " Y:" + this.y + "}";
  4361. };
  4362. /**
  4363. * Gets class name
  4364. * @returns the string "Vector2"
  4365. */
  4366. Vector2.prototype.getClassName = function () {
  4367. return "Vector2";
  4368. };
  4369. /**
  4370. * Gets current vector hash code
  4371. * @returns the Vector2 hash code as a number
  4372. */
  4373. Vector2.prototype.getHashCode = function () {
  4374. var hash = this.x || 0;
  4375. hash = (hash * 397) ^ (this.y || 0);
  4376. return hash;
  4377. };
  4378. // Operators
  4379. /**
  4380. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4381. * @param array defines the source array
  4382. * @param index defines the offset in source array
  4383. * @returns the current Vector2
  4384. */
  4385. Vector2.prototype.toArray = function (array, index) {
  4386. if (index === void 0) { index = 0; }
  4387. array[index] = this.x;
  4388. array[index + 1] = this.y;
  4389. return this;
  4390. };
  4391. /**
  4392. * Copy the current vector to an array
  4393. * @returns a new array with 2 elements: the Vector2 coordinates.
  4394. */
  4395. Vector2.prototype.asArray = function () {
  4396. var result = new Array();
  4397. this.toArray(result, 0);
  4398. return result;
  4399. };
  4400. /**
  4401. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4402. * @param source defines the source Vector2
  4403. * @returns the current updated Vector2
  4404. */
  4405. Vector2.prototype.copyFrom = function (source) {
  4406. this.x = source.x;
  4407. this.y = source.y;
  4408. return this;
  4409. };
  4410. /**
  4411. * Sets the Vector2 coordinates with the given floats
  4412. * @param x defines the first coordinate
  4413. * @param y defines the second coordinate
  4414. * @returns the current updated Vector2
  4415. */
  4416. Vector2.prototype.copyFromFloats = function (x, y) {
  4417. this.x = x;
  4418. this.y = y;
  4419. return this;
  4420. };
  4421. /**
  4422. * Sets the Vector2 coordinates with the given floats
  4423. * @param x defines the first coordinate
  4424. * @param y defines the second coordinate
  4425. * @returns the current updated Vector2
  4426. */
  4427. Vector2.prototype.set = function (x, y) {
  4428. return this.copyFromFloats(x, y);
  4429. };
  4430. /**
  4431. * Add another vector with the current one
  4432. * @param otherVector defines the other vector
  4433. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4434. */
  4435. Vector2.prototype.add = function (otherVector) {
  4436. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4437. };
  4438. /**
  4439. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4440. * @param otherVector defines the other vector
  4441. * @param result defines the target vector
  4442. * @returns the unmodified current Vector2
  4443. */
  4444. Vector2.prototype.addToRef = function (otherVector, result) {
  4445. result.x = this.x + otherVector.x;
  4446. result.y = this.y + otherVector.y;
  4447. return this;
  4448. };
  4449. /**
  4450. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4451. * @param otherVector defines the other vector
  4452. * @returns the current updated Vector2
  4453. */
  4454. Vector2.prototype.addInPlace = function (otherVector) {
  4455. this.x += otherVector.x;
  4456. this.y += otherVector.y;
  4457. return this;
  4458. };
  4459. /**
  4460. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4461. * @param otherVector defines the other vector
  4462. * @returns a new Vector2
  4463. */
  4464. Vector2.prototype.addVector3 = function (otherVector) {
  4465. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4466. };
  4467. /**
  4468. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4469. * @param otherVector defines the other vector
  4470. * @returns a new Vector2
  4471. */
  4472. Vector2.prototype.subtract = function (otherVector) {
  4473. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4474. };
  4475. /**
  4476. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4477. * @param otherVector defines the other vector
  4478. * @param result defines the target vector
  4479. * @returns the unmodified current Vector2
  4480. */
  4481. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4482. result.x = this.x - otherVector.x;
  4483. result.y = this.y - otherVector.y;
  4484. return this;
  4485. };
  4486. /**
  4487. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4488. * @param otherVector defines the other vector
  4489. * @returns the current updated Vector2
  4490. */
  4491. Vector2.prototype.subtractInPlace = function (otherVector) {
  4492. this.x -= otherVector.x;
  4493. this.y -= otherVector.y;
  4494. return this;
  4495. };
  4496. /**
  4497. * Multiplies in place the current Vector2 coordinates by the given ones
  4498. * @param otherVector defines the other vector
  4499. * @returns the current updated Vector2
  4500. */
  4501. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4502. this.x *= otherVector.x;
  4503. this.y *= otherVector.y;
  4504. return this;
  4505. };
  4506. /**
  4507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4508. * @param otherVector defines the other vector
  4509. * @returns a new Vector2
  4510. */
  4511. Vector2.prototype.multiply = function (otherVector) {
  4512. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4513. };
  4514. /**
  4515. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4516. * @param otherVector defines the other vector
  4517. * @param result defines the target vector
  4518. * @returns the unmodified current Vector2
  4519. */
  4520. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4521. result.x = this.x * otherVector.x;
  4522. result.y = this.y * otherVector.y;
  4523. return this;
  4524. };
  4525. /**
  4526. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4527. * @param x defines the first coordinate
  4528. * @param y defines the second coordinate
  4529. * @returns a new Vector2
  4530. */
  4531. Vector2.prototype.multiplyByFloats = function (x, y) {
  4532. return new Vector2(this.x * x, this.y * y);
  4533. };
  4534. /**
  4535. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4536. * @param otherVector defines the other vector
  4537. * @returns a new Vector2
  4538. */
  4539. Vector2.prototype.divide = function (otherVector) {
  4540. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4541. };
  4542. /**
  4543. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4544. * @param otherVector defines the other vector
  4545. * @param result defines the target vector
  4546. * @returns the unmodified current Vector2
  4547. */
  4548. Vector2.prototype.divideToRef = function (otherVector, result) {
  4549. result.x = this.x / otherVector.x;
  4550. result.y = this.y / otherVector.y;
  4551. return this;
  4552. };
  4553. /**
  4554. * Divides the current Vector2 coordinates by the given ones
  4555. * @param otherVector defines the other vector
  4556. * @returns the current updated Vector2
  4557. */
  4558. Vector2.prototype.divideInPlace = function (otherVector) {
  4559. return this.divideToRef(otherVector, this);
  4560. };
  4561. /**
  4562. * Gets a new Vector2 with current Vector2 negated coordinates
  4563. * @returns a new Vector2
  4564. */
  4565. Vector2.prototype.negate = function () {
  4566. return new Vector2(-this.x, -this.y);
  4567. };
  4568. /**
  4569. * Multiply the Vector2 coordinates by scale
  4570. * @param scale defines the scaling factor
  4571. * @returns the current updated Vector2
  4572. */
  4573. Vector2.prototype.scaleInPlace = function (scale) {
  4574. this.x *= scale;
  4575. this.y *= scale;
  4576. return this;
  4577. };
  4578. /**
  4579. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4580. * @param scale defines the scaling factor
  4581. * @returns a new Vector2
  4582. */
  4583. Vector2.prototype.scale = function (scale) {
  4584. var result = new Vector2(0, 0);
  4585. this.scaleToRef(scale, result);
  4586. return result;
  4587. };
  4588. /**
  4589. * Scale the current Vector2 values by a factor to a given Vector2
  4590. * @param scale defines the scale factor
  4591. * @param result defines the Vector2 object where to store the result
  4592. * @returns the unmodified current Vector2
  4593. */
  4594. Vector2.prototype.scaleToRef = function (scale, result) {
  4595. result.x = this.x * scale;
  4596. result.y = this.y * scale;
  4597. return this;
  4598. };
  4599. /**
  4600. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4601. * @param scale defines the scale factor
  4602. * @param result defines the Vector2 object where to store the result
  4603. * @returns the unmodified current Vector2
  4604. */
  4605. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4606. result.x += this.x * scale;
  4607. result.y += this.y * scale;
  4608. return this;
  4609. };
  4610. /**
  4611. * Gets a boolean if two vectors are equals
  4612. * @param otherVector defines the other vector
  4613. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4614. */
  4615. Vector2.prototype.equals = function (otherVector) {
  4616. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4617. };
  4618. /**
  4619. * Gets a boolean if two vectors are equals (using an epsilon value)
  4620. * @param otherVector defines the other vector
  4621. * @param epsilon defines the minimal distance to consider equality
  4622. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4623. */
  4624. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4625. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4626. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4627. };
  4628. /**
  4629. * Gets a new Vector2 from current Vector2 floored values
  4630. * @returns a new Vector2
  4631. */
  4632. Vector2.prototype.floor = function () {
  4633. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4634. };
  4635. /**
  4636. * Gets a new Vector2 from current Vector2 floored values
  4637. * @returns a new Vector2
  4638. */
  4639. Vector2.prototype.fract = function () {
  4640. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4641. };
  4642. // Properties
  4643. /**
  4644. * Gets the length of the vector
  4645. * @returns the vector length (float)
  4646. */
  4647. Vector2.prototype.length = function () {
  4648. return Math.sqrt(this.x * this.x + this.y * this.y);
  4649. };
  4650. /**
  4651. * Gets the vector squared length
  4652. * @returns the vector squared length (float)
  4653. */
  4654. Vector2.prototype.lengthSquared = function () {
  4655. return (this.x * this.x + this.y * this.y);
  4656. };
  4657. // Methods
  4658. /**
  4659. * Normalize the vector
  4660. * @returns the current updated Vector2
  4661. */
  4662. Vector2.prototype.normalize = function () {
  4663. var len = this.length();
  4664. if (len === 0) {
  4665. return this;
  4666. }
  4667. var num = 1.0 / len;
  4668. this.x *= num;
  4669. this.y *= num;
  4670. return this;
  4671. };
  4672. /**
  4673. * Gets a new Vector2 copied from the Vector2
  4674. * @returns a new Vector2
  4675. */
  4676. Vector2.prototype.clone = function () {
  4677. return new Vector2(this.x, this.y);
  4678. };
  4679. // Statics
  4680. /**
  4681. * Gets a new Vector2(0, 0)
  4682. * @returns a new Vector2
  4683. */
  4684. Vector2.Zero = function () {
  4685. return new Vector2(0, 0);
  4686. };
  4687. /**
  4688. * Gets a new Vector2(1, 1)
  4689. * @returns a new Vector2
  4690. */
  4691. Vector2.One = function () {
  4692. return new Vector2(1, 1);
  4693. };
  4694. /**
  4695. * Gets a new Vector2 set from the given index element of the given array
  4696. * @param array defines the data source
  4697. * @param offset defines the offset in the data source
  4698. * @returns a new Vector2
  4699. */
  4700. Vector2.FromArray = function (array, offset) {
  4701. if (offset === void 0) { offset = 0; }
  4702. return new Vector2(array[offset], array[offset + 1]);
  4703. };
  4704. /**
  4705. * Sets "result" from the given index element of the given array
  4706. * @param array defines the data source
  4707. * @param offset defines the offset in the data source
  4708. * @param result defines the target vector
  4709. */
  4710. Vector2.FromArrayToRef = function (array, offset, result) {
  4711. result.x = array[offset];
  4712. result.y = array[offset + 1];
  4713. };
  4714. /**
  4715. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4716. * @param value1 defines 1st point of control
  4717. * @param value2 defines 2nd point of control
  4718. * @param value3 defines 3rd point of control
  4719. * @param value4 defines 4th point of control
  4720. * @param amount defines the interpolation factor
  4721. * @returns a new Vector2
  4722. */
  4723. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4724. var squared = amount * amount;
  4725. var cubed = amount * squared;
  4726. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4727. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4728. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4729. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4730. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4731. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4732. return new Vector2(x, y);
  4733. };
  4734. /**
  4735. * 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".
  4736. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4737. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4738. * @param value defines the value to clamp
  4739. * @param min defines the lower limit
  4740. * @param max defines the upper limit
  4741. * @returns a new Vector2
  4742. */
  4743. Vector2.Clamp = function (value, min, max) {
  4744. var x = value.x;
  4745. x = (x > max.x) ? max.x : x;
  4746. x = (x < min.x) ? min.x : x;
  4747. var y = value.y;
  4748. y = (y > max.y) ? max.y : y;
  4749. y = (y < min.y) ? min.y : y;
  4750. return new Vector2(x, y);
  4751. };
  4752. /**
  4753. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4754. * @param value1 defines the 1st control point
  4755. * @param tangent1 defines the outgoing tangent
  4756. * @param value2 defines the 2nd control point
  4757. * @param tangent2 defines the incoming tangent
  4758. * @param amount defines the interpolation factor
  4759. * @returns a new Vector2
  4760. */
  4761. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4762. var squared = amount * amount;
  4763. var cubed = amount * squared;
  4764. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4765. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4766. var part3 = (cubed - (2.0 * squared)) + amount;
  4767. var part4 = cubed - squared;
  4768. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4769. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4770. return new Vector2(x, y);
  4771. };
  4772. /**
  4773. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4774. * @param start defines the start vector
  4775. * @param end defines the end vector
  4776. * @param amount defines the interpolation factor
  4777. * @returns a new Vector2
  4778. */
  4779. Vector2.Lerp = function (start, end, amount) {
  4780. var x = start.x + ((end.x - start.x) * amount);
  4781. var y = start.y + ((end.y - start.y) * amount);
  4782. return new Vector2(x, y);
  4783. };
  4784. /**
  4785. * Gets the dot product of the vector "left" and the vector "right"
  4786. * @param left defines first vector
  4787. * @param right defines second vector
  4788. * @returns the dot product (float)
  4789. */
  4790. Vector2.Dot = function (left, right) {
  4791. return left.x * right.x + left.y * right.y;
  4792. };
  4793. /**
  4794. * Returns a new Vector2 equal to the normalized given vector
  4795. * @param vector defines the vector to normalize
  4796. * @returns a new Vector2
  4797. */
  4798. Vector2.Normalize = function (vector) {
  4799. var newVector = vector.clone();
  4800. newVector.normalize();
  4801. return newVector;
  4802. };
  4803. /**
  4804. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4805. * @param left defines 1st vector
  4806. * @param right defines 2nd vector
  4807. * @returns a new Vector2
  4808. */
  4809. Vector2.Minimize = function (left, right) {
  4810. var x = (left.x < right.x) ? left.x : right.x;
  4811. var y = (left.y < right.y) ? left.y : right.y;
  4812. return new Vector2(x, y);
  4813. };
  4814. /**
  4815. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4816. * @param left defines 1st vector
  4817. * @param right defines 2nd vector
  4818. * @returns a new Vector2
  4819. */
  4820. Vector2.Maximize = function (left, right) {
  4821. var x = (left.x > right.x) ? left.x : right.x;
  4822. var y = (left.y > right.y) ? left.y : right.y;
  4823. return new Vector2(x, y);
  4824. };
  4825. /**
  4826. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4827. * @param vector defines the vector to transform
  4828. * @param transformation defines the matrix to apply
  4829. * @returns a new Vector2
  4830. */
  4831. Vector2.Transform = function (vector, transformation) {
  4832. var r = Vector2.Zero();
  4833. Vector2.TransformToRef(vector, transformation, r);
  4834. return r;
  4835. };
  4836. /**
  4837. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4838. * @param vector defines the vector to transform
  4839. * @param transformation defines the matrix to apply
  4840. * @param result defines the target vector
  4841. */
  4842. Vector2.TransformToRef = function (vector, transformation, result) {
  4843. var m = transformation.m;
  4844. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4845. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4846. result.x = x;
  4847. result.y = y;
  4848. };
  4849. /**
  4850. * Determines if a given vector is included in a triangle
  4851. * @param p defines the vector to test
  4852. * @param p0 defines 1st triangle point
  4853. * @param p1 defines 2nd triangle point
  4854. * @param p2 defines 3rd triangle point
  4855. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4856. */
  4857. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4858. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4859. var sign = a < 0 ? -1 : 1;
  4860. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4861. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4862. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4863. };
  4864. /**
  4865. * Gets the distance between the vectors "value1" and "value2"
  4866. * @param value1 defines first vector
  4867. * @param value2 defines second vector
  4868. * @returns the distance between vectors
  4869. */
  4870. Vector2.Distance = function (value1, value2) {
  4871. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4872. };
  4873. /**
  4874. * Returns the squared distance between the vectors "value1" and "value2"
  4875. * @param value1 defines first vector
  4876. * @param value2 defines second vector
  4877. * @returns the squared distance between vectors
  4878. */
  4879. Vector2.DistanceSquared = function (value1, value2) {
  4880. var x = value1.x - value2.x;
  4881. var y = value1.y - value2.y;
  4882. return (x * x) + (y * y);
  4883. };
  4884. /**
  4885. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4886. * @param value1 defines first vector
  4887. * @param value2 defines second vector
  4888. * @returns a new Vector2
  4889. */
  4890. Vector2.Center = function (value1, value2) {
  4891. var center = value1.add(value2);
  4892. center.scaleInPlace(0.5);
  4893. return center;
  4894. };
  4895. /**
  4896. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4897. * @param p defines the middle point
  4898. * @param segA defines one point of the segment
  4899. * @param segB defines the other point of the segment
  4900. * @returns the shortest distance
  4901. */
  4902. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4903. var l2 = Vector2.DistanceSquared(segA, segB);
  4904. if (l2 === 0.0) {
  4905. return Vector2.Distance(p, segA);
  4906. }
  4907. var v = segB.subtract(segA);
  4908. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4909. var proj = segA.add(v.multiplyByFloats(t, t));
  4910. return Vector2.Distance(p, proj);
  4911. };
  4912. return Vector2;
  4913. }());
  4914. BABYLON.Vector2 = Vector2;
  4915. /**
  4916. * Classed used to store (x,y,z) vector representation
  4917. * A Vector3 is the main object used in 3D geometry
  4918. * It can represent etiher the coordinates of a point the space, either a direction
  4919. * Reminder: Babylon.js uses a left handed forward facing system
  4920. */
  4921. var Vector3 = /** @class */ (function () {
  4922. /**
  4923. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4924. * @param x defines the first coordinates (on X axis)
  4925. * @param y defines the second coordinates (on Y axis)
  4926. * @param z defines the third coordinates (on Z axis)
  4927. */
  4928. function Vector3(
  4929. /**
  4930. * Defines the first coordinates (on X axis)
  4931. */
  4932. x,
  4933. /**
  4934. * Defines the second coordinates (on Y axis)
  4935. */
  4936. y,
  4937. /**
  4938. * Defines the third coordinates (on Z axis)
  4939. */
  4940. z) {
  4941. if (x === void 0) { x = 0; }
  4942. if (y === void 0) { y = 0; }
  4943. if (z === void 0) { z = 0; }
  4944. this.x = x;
  4945. this.y = y;
  4946. this.z = z;
  4947. }
  4948. /**
  4949. * Creates a string representation of the Vector3
  4950. * @returns a string with the Vector3 coordinates.
  4951. */
  4952. Vector3.prototype.toString = function () {
  4953. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4954. };
  4955. /**
  4956. * Gets the class name
  4957. * @returns the string "Vector3"
  4958. */
  4959. Vector3.prototype.getClassName = function () {
  4960. return "Vector3";
  4961. };
  4962. /**
  4963. * Creates the Vector3 hash code
  4964. * @returns a number which tends to be unique between Vector3 instances
  4965. */
  4966. Vector3.prototype.getHashCode = function () {
  4967. var hash = this.x || 0;
  4968. hash = (hash * 397) ^ (this.y || 0);
  4969. hash = (hash * 397) ^ (this.z || 0);
  4970. return hash;
  4971. };
  4972. // Operators
  4973. /**
  4974. * Creates an array containing three elements : the coordinates of the Vector3
  4975. * @returns a new array of numbers
  4976. */
  4977. Vector3.prototype.asArray = function () {
  4978. var result = [];
  4979. this.toArray(result, 0);
  4980. return result;
  4981. };
  4982. /**
  4983. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4984. * @param array defines the destination array
  4985. * @param index defines the offset in the destination array
  4986. * @returns the current Vector3
  4987. */
  4988. Vector3.prototype.toArray = function (array, index) {
  4989. if (index === void 0) { index = 0; }
  4990. array[index] = this.x;
  4991. array[index + 1] = this.y;
  4992. array[index + 2] = this.z;
  4993. return this;
  4994. };
  4995. /**
  4996. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4997. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4998. */
  4999. Vector3.prototype.toQuaternion = function () {
  5000. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5001. };
  5002. /**
  5003. * Adds the given vector to the current Vector3
  5004. * @param otherVector defines the second operand
  5005. * @returns the current updated Vector3
  5006. */
  5007. Vector3.prototype.addInPlace = function (otherVector) {
  5008. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5009. };
  5010. /**
  5011. * Adds the given coordinates to the current Vector3
  5012. * @param x defines the x coordinate of the operand
  5013. * @param y defines the y coordinate of the operand
  5014. * @param z defines the z coordinate of the operand
  5015. * @returns the current updated Vector3
  5016. */
  5017. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5018. this.x += x;
  5019. this.y += y;
  5020. this.z += z;
  5021. return this;
  5022. };
  5023. /**
  5024. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5025. * @param otherVector defines the second operand
  5026. * @returns the resulting Vector3
  5027. */
  5028. Vector3.prototype.add = function (otherVector) {
  5029. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5030. };
  5031. /**
  5032. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5033. * @param otherVector defines the second operand
  5034. * @param result defines the Vector3 object where to store the result
  5035. * @returns the current Vector3
  5036. */
  5037. Vector3.prototype.addToRef = function (otherVector, result) {
  5038. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5039. };
  5040. /**
  5041. * Subtract the given vector from the current Vector3
  5042. * @param otherVector defines the second operand
  5043. * @returns the current updated Vector3
  5044. */
  5045. Vector3.prototype.subtractInPlace = function (otherVector) {
  5046. this.x -= otherVector.x;
  5047. this.y -= otherVector.y;
  5048. this.z -= otherVector.z;
  5049. return this;
  5050. };
  5051. /**
  5052. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5053. * @param otherVector defines the second operand
  5054. * @returns the resulting Vector3
  5055. */
  5056. Vector3.prototype.subtract = function (otherVector) {
  5057. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5058. };
  5059. /**
  5060. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5061. * @param otherVector defines the second operand
  5062. * @param result defines the Vector3 object where to store the result
  5063. * @returns the current Vector3
  5064. */
  5065. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5066. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5067. };
  5068. /**
  5069. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5070. * @param x defines the x coordinate of the operand
  5071. * @param y defines the y coordinate of the operand
  5072. * @param z defines the z coordinate of the operand
  5073. * @returns the resulting Vector3
  5074. */
  5075. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5076. return new Vector3(this.x - x, this.y - y, this.z - z);
  5077. };
  5078. /**
  5079. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5080. * @param x defines the x coordinate of the operand
  5081. * @param y defines the y coordinate of the operand
  5082. * @param z defines the z coordinate of the operand
  5083. * @param result defines the Vector3 object where to store the result
  5084. * @returns the current Vector3
  5085. */
  5086. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5087. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5088. };
  5089. /**
  5090. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5091. * @returns a new Vector3
  5092. */
  5093. Vector3.prototype.negate = function () {
  5094. return new Vector3(-this.x, -this.y, -this.z);
  5095. };
  5096. /**
  5097. * Multiplies the Vector3 coordinates by the float "scale"
  5098. * @param scale defines the multiplier factor
  5099. * @returns the current updated Vector3
  5100. */
  5101. Vector3.prototype.scaleInPlace = function (scale) {
  5102. this.x *= scale;
  5103. this.y *= scale;
  5104. this.z *= scale;
  5105. return this;
  5106. };
  5107. /**
  5108. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5109. * @param scale defines the multiplier factor
  5110. * @returns a new Vector3
  5111. */
  5112. Vector3.prototype.scale = function (scale) {
  5113. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5114. };
  5115. /**
  5116. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5117. * @param scale defines the multiplier factor
  5118. * @param result defines the Vector3 object where to store the result
  5119. * @returns the current Vector3
  5120. */
  5121. Vector3.prototype.scaleToRef = function (scale, result) {
  5122. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5123. };
  5124. /**
  5125. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5126. * @param scale defines the scale factor
  5127. * @param result defines the Vector3 object where to store the result
  5128. * @returns the unmodified current Vector3
  5129. */
  5130. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5131. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5132. };
  5133. /**
  5134. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5135. * @param otherVector defines the second operand
  5136. * @returns true if both vectors are equals
  5137. */
  5138. Vector3.prototype.equals = function (otherVector) {
  5139. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5140. };
  5141. /**
  5142. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5143. * @param otherVector defines the second operand
  5144. * @param epsilon defines the minimal distance to define values as equals
  5145. * @returns true if both vectors are distant less than epsilon
  5146. */
  5147. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5148. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5149. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);
  5150. };
  5151. /**
  5152. * Returns true if the current Vector3 coordinates equals the given floats
  5153. * @param x defines the x coordinate of the operand
  5154. * @param y defines the y coordinate of the operand
  5155. * @param z defines the z coordinate of the operand
  5156. * @returns true if both vectors are equals
  5157. */
  5158. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5159. return this.x === x && this.y === y && this.z === z;
  5160. };
  5161. /**
  5162. * Multiplies the current Vector3 coordinates by the given ones
  5163. * @param otherVector defines the second operand
  5164. * @returns the current updated Vector3
  5165. */
  5166. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5167. this.x *= otherVector.x;
  5168. this.y *= otherVector.y;
  5169. this.z *= otherVector.z;
  5170. return this;
  5171. };
  5172. /**
  5173. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5174. * @param otherVector defines the second operand
  5175. * @returns the new Vector3
  5176. */
  5177. Vector3.prototype.multiply = function (otherVector) {
  5178. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5179. };
  5180. /**
  5181. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5182. * @param otherVector defines the second operand
  5183. * @param result defines the Vector3 object where to store the result
  5184. * @returns the current Vector3
  5185. */
  5186. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5187. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5188. };
  5189. /**
  5190. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5191. * @param x defines the x coordinate of the operand
  5192. * @param y defines the y coordinate of the operand
  5193. * @param z defines the z coordinate of the operand
  5194. * @returns the new Vector3
  5195. */
  5196. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5197. return new Vector3(this.x * x, this.y * y, this.z * z);
  5198. };
  5199. /**
  5200. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5201. * @param otherVector defines the second operand
  5202. * @returns the new Vector3
  5203. */
  5204. Vector3.prototype.divide = function (otherVector) {
  5205. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5206. };
  5207. /**
  5208. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5209. * @param otherVector defines the second operand
  5210. * @param result defines the Vector3 object where to store the result
  5211. * @returns the current Vector3
  5212. */
  5213. Vector3.prototype.divideToRef = function (otherVector, result) {
  5214. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5215. };
  5216. /**
  5217. * Divides the current Vector3 coordinates by the given ones.
  5218. * @param otherVector defines the second operand
  5219. * @returns the current updated Vector3
  5220. */
  5221. Vector3.prototype.divideInPlace = function (otherVector) {
  5222. return this.divideToRef(otherVector, this);
  5223. };
  5224. /**
  5225. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5226. * @param other defines the second operand
  5227. * @returns the current updated Vector3
  5228. */
  5229. Vector3.prototype.minimizeInPlace = function (other) {
  5230. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5231. };
  5232. /**
  5233. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5234. * @param other defines the second operand
  5235. * @returns the current updated Vector3
  5236. */
  5237. Vector3.prototype.maximizeInPlace = function (other) {
  5238. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5239. };
  5240. /**
  5241. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5242. * @param x defines the x coordinate of the operand
  5243. * @param y defines the y coordinate of the operand
  5244. * @param z defines the z coordinate of the operand
  5245. * @returns the current updated Vector3
  5246. */
  5247. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5248. if (x < this.x) {
  5249. this.x = x;
  5250. }
  5251. if (y < this.y) {
  5252. this.y = y;
  5253. }
  5254. if (z < this.z) {
  5255. this.z = z;
  5256. }
  5257. return this;
  5258. };
  5259. /**
  5260. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5261. * @param x defines the x coordinate of the operand
  5262. * @param y defines the y coordinate of the operand
  5263. * @param z defines the z coordinate of the operand
  5264. * @returns the current updated Vector3
  5265. */
  5266. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5267. if (x > this.x) {
  5268. this.x = x;
  5269. }
  5270. if (y > this.y) {
  5271. this.y = y;
  5272. }
  5273. if (z > this.z) {
  5274. this.z = z;
  5275. }
  5276. return this;
  5277. };
  5278. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5279. /**
  5280. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5281. */
  5282. get: function () {
  5283. var absX = Math.abs(this.x);
  5284. var absY = Math.abs(this.y);
  5285. if (absX !== absY) {
  5286. return true;
  5287. }
  5288. var absZ = Math.abs(this.z);
  5289. if (absX !== absZ) {
  5290. return true;
  5291. }
  5292. if (absY !== absZ) {
  5293. return true;
  5294. }
  5295. return false;
  5296. },
  5297. enumerable: true,
  5298. configurable: true
  5299. });
  5300. /**
  5301. * Gets a new Vector3 from current Vector3 floored values
  5302. * @returns a new Vector3
  5303. */
  5304. Vector3.prototype.floor = function () {
  5305. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5306. };
  5307. /**
  5308. * Gets a new Vector3 from current Vector3 floored values
  5309. * @returns a new Vector3
  5310. */
  5311. Vector3.prototype.fract = function () {
  5312. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5313. };
  5314. // Properties
  5315. /**
  5316. * Gets the length of the Vector3
  5317. * @returns the length of the Vecto3
  5318. */
  5319. Vector3.prototype.length = function () {
  5320. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5321. };
  5322. /**
  5323. * Gets the squared length of the Vector3
  5324. * @returns squared length of the Vector3
  5325. */
  5326. Vector3.prototype.lengthSquared = function () {
  5327. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5328. };
  5329. /**
  5330. * Normalize the current Vector3.
  5331. * Please note that this is an in place operation.
  5332. * @returns the current updated Vector3
  5333. */
  5334. Vector3.prototype.normalize = function () {
  5335. return this.normalizeFromLength(this.length());
  5336. };
  5337. /**
  5338. * Normalize the current Vector3 with the given input length.
  5339. * Please note that this is an in place operation.
  5340. * @param len the length of the vector
  5341. * @returns the current updated Vector3
  5342. */
  5343. Vector3.prototype.normalizeFromLength = function (len) {
  5344. if (len === 0 || len === 1.0) {
  5345. return this;
  5346. }
  5347. return this.scaleInPlace(1.0 / len);
  5348. };
  5349. /**
  5350. * Normalize the current Vector3 to a new vector
  5351. * @returns the new Vector3
  5352. */
  5353. Vector3.prototype.normalizeToNew = function () {
  5354. var normalized = new Vector3(0, 0, 0);
  5355. this.normalizeToRef(normalized);
  5356. return normalized;
  5357. };
  5358. /**
  5359. * Normalize the current Vector3 to the reference
  5360. * @param reference define the Vector3 to update
  5361. * @returns the updated Vector3
  5362. */
  5363. Vector3.prototype.normalizeToRef = function (reference) {
  5364. var len = this.length();
  5365. if (len === 0 || len === 1.0) {
  5366. return reference.copyFromFloats(this.x, this.y, this.z);
  5367. }
  5368. return this.scaleToRef(1.0 / len, reference);
  5369. };
  5370. /**
  5371. * Creates a new Vector3 copied from the current Vector3
  5372. * @returns the new Vector3
  5373. */
  5374. Vector3.prototype.clone = function () {
  5375. return new Vector3(this.x, this.y, this.z);
  5376. };
  5377. /**
  5378. * Copies the given vector coordinates to the current Vector3 ones
  5379. * @param source defines the source Vector3
  5380. * @returns the current updated Vector3
  5381. */
  5382. Vector3.prototype.copyFrom = function (source) {
  5383. return this.copyFromFloats(source.x, source.y, source.z);
  5384. };
  5385. /**
  5386. * Copies the given floats to the current Vector3 coordinates
  5387. * @param x defines the x coordinate of the operand
  5388. * @param y defines the y coordinate of the operand
  5389. * @param z defines the z coordinate of the operand
  5390. * @returns the current updated Vector3
  5391. */
  5392. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5393. this.x = x;
  5394. this.y = y;
  5395. this.z = z;
  5396. return this;
  5397. };
  5398. /**
  5399. * Copies the given floats to the current Vector3 coordinates
  5400. * @param x defines the x coordinate of the operand
  5401. * @param y defines the y coordinate of the operand
  5402. * @param z defines the z coordinate of the operand
  5403. * @returns the current updated Vector3
  5404. */
  5405. Vector3.prototype.set = function (x, y, z) {
  5406. return this.copyFromFloats(x, y, z);
  5407. };
  5408. /**
  5409. * Copies the given float to the current Vector3 coordinates
  5410. * @param v defines the x, y and z coordinates of the operand
  5411. * @returns the current updated Vector3
  5412. */
  5413. Vector3.prototype.setAll = function (v) {
  5414. this.x = this.y = this.z = v;
  5415. return this;
  5416. };
  5417. // Statics
  5418. /**
  5419. * Get the clip factor between two vectors
  5420. * @param vector0 defines the first operand
  5421. * @param vector1 defines the second operand
  5422. * @param axis defines the axis to use
  5423. * @param size defines the size along the axis
  5424. * @returns the clip factor
  5425. */
  5426. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5427. var d0 = Vector3.Dot(vector0, axis) - size;
  5428. var d1 = Vector3.Dot(vector1, axis) - size;
  5429. var s = d0 / (d0 - d1);
  5430. return s;
  5431. };
  5432. /**
  5433. * Get angle between two vectors
  5434. * @param vector0 angle between vector0 and vector1
  5435. * @param vector1 angle between vector0 and vector1
  5436. * @param normal direction of the normal
  5437. * @return the angle between vector0 and vector1
  5438. */
  5439. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5440. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5441. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5442. var dot = Vector3.Dot(v0, v1);
  5443. var n = MathTmp.Vector3[3];
  5444. Vector3.CrossToRef(v0, v1, n);
  5445. if (Vector3.Dot(n, normal) > 0) {
  5446. return Math.acos(dot);
  5447. }
  5448. return -Math.acos(dot);
  5449. };
  5450. /**
  5451. * Returns a new Vector3 set from the index "offset" of the given array
  5452. * @param array defines the source array
  5453. * @param offset defines the offset in the source array
  5454. * @returns the new Vector3
  5455. */
  5456. Vector3.FromArray = function (array, offset) {
  5457. if (!offset) {
  5458. offset = 0;
  5459. }
  5460. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5461. };
  5462. /**
  5463. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5464. * This function is deprecated. Use FromArray instead
  5465. * @param array defines the source array
  5466. * @param offset defines the offset in the source array
  5467. * @returns the new Vector3
  5468. */
  5469. Vector3.FromFloatArray = function (array, offset) {
  5470. return Vector3.FromArray(array, offset);
  5471. };
  5472. /**
  5473. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5474. * @param array defines the source array
  5475. * @param offset defines the offset in the source array
  5476. * @param result defines the Vector3 where to store the result
  5477. */
  5478. Vector3.FromArrayToRef = function (array, offset, result) {
  5479. result.x = array[offset];
  5480. result.y = array[offset + 1];
  5481. result.z = array[offset + 2];
  5482. };
  5483. /**
  5484. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5485. * This function is deprecated. Use FromArrayToRef instead.
  5486. * @param array defines the source array
  5487. * @param offset defines the offset in the source array
  5488. * @param result defines the Vector3 where to store the result
  5489. */
  5490. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5491. return Vector3.FromArrayToRef(array, offset, result);
  5492. };
  5493. /**
  5494. * Sets the given vector "result" with the given floats.
  5495. * @param x defines the x coordinate of the source
  5496. * @param y defines the y coordinate of the source
  5497. * @param z defines the z coordinate of the source
  5498. * @param result defines the Vector3 where to store the result
  5499. */
  5500. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5501. result.copyFromFloats(x, y, z);
  5502. };
  5503. /**
  5504. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5505. * @returns a new empty Vector3
  5506. */
  5507. Vector3.Zero = function () {
  5508. return new Vector3(0.0, 0.0, 0.0);
  5509. };
  5510. /**
  5511. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5512. * @returns a new unit Vector3
  5513. */
  5514. Vector3.One = function () {
  5515. return new Vector3(1.0, 1.0, 1.0);
  5516. };
  5517. /**
  5518. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5519. * @returns a new up Vector3
  5520. */
  5521. Vector3.Up = function () {
  5522. return new Vector3(0.0, 1.0, 0.0);
  5523. };
  5524. /**
  5525. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5526. * @returns a new down Vector3
  5527. */
  5528. Vector3.Down = function () {
  5529. return new Vector3(0.0, -1.0, 0.0);
  5530. };
  5531. /**
  5532. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5533. * @returns a new forward Vector3
  5534. */
  5535. Vector3.Forward = function () {
  5536. return new Vector3(0.0, 0.0, 1.0);
  5537. };
  5538. /**
  5539. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5540. * @returns a new forward Vector3
  5541. */
  5542. Vector3.Backward = function () {
  5543. return new Vector3(0.0, 0.0, -1.0);
  5544. };
  5545. /**
  5546. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5547. * @returns a new right Vector3
  5548. */
  5549. Vector3.Right = function () {
  5550. return new Vector3(1.0, 0.0, 0.0);
  5551. };
  5552. /**
  5553. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5554. * @returns a new left Vector3
  5555. */
  5556. Vector3.Left = function () {
  5557. return new Vector3(-1.0, 0.0, 0.0);
  5558. };
  5559. /**
  5560. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5561. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5562. * @param vector defines the Vector3 to transform
  5563. * @param transformation defines the transformation matrix
  5564. * @returns the transformed Vector3
  5565. */
  5566. Vector3.TransformCoordinates = function (vector, transformation) {
  5567. var result = Vector3.Zero();
  5568. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5569. return result;
  5570. };
  5571. /**
  5572. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5573. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5574. * @param vector defines the Vector3 to transform
  5575. * @param transformation defines the transformation matrix
  5576. * @param result defines the Vector3 where to store the result
  5577. */
  5578. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5579. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5580. };
  5581. /**
  5582. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5583. * This method computes tranformed coordinates only, not transformed direction vectors
  5584. * @param x define the x coordinate of the source vector
  5585. * @param y define the y coordinate of the source vector
  5586. * @param z define the z coordinate of the source vector
  5587. * @param transformation defines the transformation matrix
  5588. * @param result defines the Vector3 where to store the result
  5589. */
  5590. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5591. var m = transformation.m;
  5592. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5593. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5594. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5595. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5596. result.x = rx * rw;
  5597. result.y = ry * rw;
  5598. result.z = rz * rw;
  5599. };
  5600. /**
  5601. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5602. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5603. * @param vector defines the Vector3 to transform
  5604. * @param transformation defines the transformation matrix
  5605. * @returns the new Vector3
  5606. */
  5607. Vector3.TransformNormal = function (vector, transformation) {
  5608. var result = Vector3.Zero();
  5609. Vector3.TransformNormalToRef(vector, transformation, result);
  5610. return result;
  5611. };
  5612. /**
  5613. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5614. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5615. * @param vector defines the Vector3 to transform
  5616. * @param transformation defines the transformation matrix
  5617. * @param result defines the Vector3 where to store the result
  5618. */
  5619. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5620. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5621. };
  5622. /**
  5623. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5624. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5625. * @param x define the x coordinate of the source vector
  5626. * @param y define the y coordinate of the source vector
  5627. * @param z define the z coordinate of the source vector
  5628. * @param transformation defines the transformation matrix
  5629. * @param result defines the Vector3 where to store the result
  5630. */
  5631. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5632. var m = transformation.m;
  5633. result.x = x * m[0] + y * m[4] + z * m[8];
  5634. result.y = x * m[1] + y * m[5] + z * m[9];
  5635. result.z = x * m[2] + y * m[6] + z * m[10];
  5636. };
  5637. /**
  5638. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5639. * @param value1 defines the first control point
  5640. * @param value2 defines the second control point
  5641. * @param value3 defines the third control point
  5642. * @param value4 defines the fourth control point
  5643. * @param amount defines the amount on the spline to use
  5644. * @returns the new Vector3
  5645. */
  5646. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5647. var squared = amount * amount;
  5648. var cubed = amount * squared;
  5649. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5650. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5651. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5652. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5653. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5654. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5655. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5656. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5657. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5658. return new Vector3(x, y, z);
  5659. };
  5660. /**
  5661. * 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"
  5662. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5663. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5664. * @param value defines the current value
  5665. * @param min defines the lower range value
  5666. * @param max defines the upper range value
  5667. * @returns the new Vector3
  5668. */
  5669. Vector3.Clamp = function (value, min, max) {
  5670. var x = value.x;
  5671. x = (x > max.x) ? max.x : x;
  5672. x = (x < min.x) ? min.x : x;
  5673. var y = value.y;
  5674. y = (y > max.y) ? max.y : y;
  5675. y = (y < min.y) ? min.y : y;
  5676. var z = value.z;
  5677. z = (z > max.z) ? max.z : z;
  5678. z = (z < min.z) ? min.z : z;
  5679. return new Vector3(x, y, z);
  5680. };
  5681. /**
  5682. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5683. * @param value1 defines the first control point
  5684. * @param tangent1 defines the first tangent vector
  5685. * @param value2 defines the second control point
  5686. * @param tangent2 defines the second tangent vector
  5687. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5688. * @returns the new Vector3
  5689. */
  5690. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5691. var squared = amount * amount;
  5692. var cubed = amount * squared;
  5693. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5694. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5695. var part3 = (cubed - (2.0 * squared)) + amount;
  5696. var part4 = cubed - squared;
  5697. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5698. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5699. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5700. return new Vector3(x, y, z);
  5701. };
  5702. /**
  5703. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5704. * @param start defines the start value
  5705. * @param end defines the end value
  5706. * @param amount max defines amount between both (between 0 and 1)
  5707. * @returns the new Vector3
  5708. */
  5709. Vector3.Lerp = function (start, end, amount) {
  5710. var result = new Vector3(0, 0, 0);
  5711. Vector3.LerpToRef(start, end, amount, result);
  5712. return result;
  5713. };
  5714. /**
  5715. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5716. * @param start defines the start value
  5717. * @param end defines the end value
  5718. * @param amount max defines amount between both (between 0 and 1)
  5719. * @param result defines the Vector3 where to store the result
  5720. */
  5721. Vector3.LerpToRef = function (start, end, amount, result) {
  5722. result.x = start.x + ((end.x - start.x) * amount);
  5723. result.y = start.y + ((end.y - start.y) * amount);
  5724. result.z = start.z + ((end.z - start.z) * amount);
  5725. };
  5726. /**
  5727. * Returns the dot product (float) between the vectors "left" and "right"
  5728. * @param left defines the left operand
  5729. * @param right defines the right operand
  5730. * @returns the dot product
  5731. */
  5732. Vector3.Dot = function (left, right) {
  5733. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5734. };
  5735. /**
  5736. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5737. * The cross product is then orthogonal to both "left" and "right"
  5738. * @param left defines the left operand
  5739. * @param right defines the right operand
  5740. * @returns the cross product
  5741. */
  5742. Vector3.Cross = function (left, right) {
  5743. var result = Vector3.Zero();
  5744. Vector3.CrossToRef(left, right, result);
  5745. return result;
  5746. };
  5747. /**
  5748. * Sets the given vector "result" with the cross product of "left" and "right"
  5749. * The cross product is then orthogonal to both "left" and "right"
  5750. * @param left defines the left operand
  5751. * @param right defines the right operand
  5752. * @param result defines the Vector3 where to store the result
  5753. */
  5754. Vector3.CrossToRef = function (left, right, result) {
  5755. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  5756. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  5757. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  5758. result.copyFrom(MathTmp.Vector3[0]);
  5759. };
  5760. /**
  5761. * Returns a new Vector3 as the normalization of the given vector
  5762. * @param vector defines the Vector3 to normalize
  5763. * @returns the new Vector3
  5764. */
  5765. Vector3.Normalize = function (vector) {
  5766. var result = Vector3.Zero();
  5767. Vector3.NormalizeToRef(vector, result);
  5768. return result;
  5769. };
  5770. /**
  5771. * Sets the given vector "result" with the normalization of the given first vector
  5772. * @param vector defines the Vector3 to normalize
  5773. * @param result defines the Vector3 where to store the result
  5774. */
  5775. Vector3.NormalizeToRef = function (vector, result) {
  5776. vector.normalizeToRef(result);
  5777. };
  5778. /**
  5779. * Project a Vector3 onto screen space
  5780. * @param vector defines the Vector3 to project
  5781. * @param world defines the world matrix to use
  5782. * @param transform defines the transform (view x projection) matrix to use
  5783. * @param viewport defines the screen viewport to use
  5784. * @returns the new Vector3
  5785. */
  5786. Vector3.Project = function (vector, world, transform, viewport) {
  5787. var cw = viewport.width;
  5788. var ch = viewport.height;
  5789. var cx = viewport.x;
  5790. var cy = viewport.y;
  5791. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  5792. 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);
  5793. var matrix = MathTmp.Matrix[0];
  5794. world.multiplyToRef(transform, matrix);
  5795. matrix.multiplyToRef(viewportMatrix, matrix);
  5796. return Vector3.TransformCoordinates(vector, matrix);
  5797. };
  5798. /**
  5799. * Unproject from screen space to object space
  5800. * @param source defines the screen space Vector3 to use
  5801. * @param viewportWidth defines the current width of the viewport
  5802. * @param viewportHeight defines the current height of the viewport
  5803. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5804. * @param transform defines the transform (view x projection) matrix to use
  5805. * @returns the new Vector3
  5806. */
  5807. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5808. var matrix = MathTmp.Matrix[0];
  5809. world.multiplyToRef(transform, matrix);
  5810. matrix.invert();
  5811. source.x = source.x / viewportWidth * 2 - 1;
  5812. source.y = -(source.y / viewportHeight * 2 - 1);
  5813. var vector = Vector3.TransformCoordinates(source, matrix);
  5814. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  5815. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5816. vector = vector.scale(1.0 / num);
  5817. }
  5818. return vector;
  5819. };
  5820. /**
  5821. * Unproject from screen space to object space
  5822. * @param source defines the screen space Vector3 to use
  5823. * @param viewportWidth defines the current width of the viewport
  5824. * @param viewportHeight defines the current height of the viewport
  5825. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5826. * @param view defines the view matrix to use
  5827. * @param projection defines the projection matrix to use
  5828. * @returns the new Vector3
  5829. */
  5830. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5831. var result = Vector3.Zero();
  5832. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5833. return result;
  5834. };
  5835. /**
  5836. * Unproject from screen space to object space
  5837. * @param source defines the screen space Vector3 to use
  5838. * @param viewportWidth defines the current width of the viewport
  5839. * @param viewportHeight defines the current height of the viewport
  5840. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5841. * @param view defines the view matrix to use
  5842. * @param projection defines the projection matrix to use
  5843. * @param result defines the Vector3 where to store the result
  5844. */
  5845. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5846. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5847. };
  5848. /**
  5849. * Unproject from screen space to object space
  5850. * @param sourceX defines the screen space x coordinate to use
  5851. * @param sourceY defines the screen space y coordinate to use
  5852. * @param sourceZ defines the screen space z coordinate to use
  5853. * @param viewportWidth defines the current width of the viewport
  5854. * @param viewportHeight defines the current height of the viewport
  5855. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5856. * @param view defines the view matrix to use
  5857. * @param projection defines the projection matrix to use
  5858. * @param result defines the Vector3 where to store the result
  5859. */
  5860. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5861. var matrix = MathTmp.Matrix[0];
  5862. world.multiplyToRef(view, matrix);
  5863. matrix.multiplyToRef(projection, matrix);
  5864. matrix.invert();
  5865. var screenSource = MathTmp.Vector3[0];
  5866. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5867. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5868. screenSource.z = 2 * sourceZ - 1.0;
  5869. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  5870. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  5871. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5872. result.scaleInPlace(1.0 / num);
  5873. }
  5874. };
  5875. /**
  5876. * Gets the minimal coordinate values between two Vector3
  5877. * @param left defines the first operand
  5878. * @param right defines the second operand
  5879. * @returns the new Vector3
  5880. */
  5881. Vector3.Minimize = function (left, right) {
  5882. var min = left.clone();
  5883. min.minimizeInPlace(right);
  5884. return min;
  5885. };
  5886. /**
  5887. * Gets the maximal coordinate values between two Vector3
  5888. * @param left defines the first operand
  5889. * @param right defines the second operand
  5890. * @returns the new Vector3
  5891. */
  5892. Vector3.Maximize = function (left, right) {
  5893. var max = left.clone();
  5894. max.maximizeInPlace(right);
  5895. return max;
  5896. };
  5897. /**
  5898. * Returns the distance between the vectors "value1" and "value2"
  5899. * @param value1 defines the first operand
  5900. * @param value2 defines the second operand
  5901. * @returns the distance
  5902. */
  5903. Vector3.Distance = function (value1, value2) {
  5904. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5905. };
  5906. /**
  5907. * Returns the squared distance between the vectors "value1" and "value2"
  5908. * @param value1 defines the first operand
  5909. * @param value2 defines the second operand
  5910. * @returns the squared distance
  5911. */
  5912. Vector3.DistanceSquared = function (value1, value2) {
  5913. var x = value1.x - value2.x;
  5914. var y = value1.y - value2.y;
  5915. var z = value1.z - value2.z;
  5916. return (x * x) + (y * y) + (z * z);
  5917. };
  5918. /**
  5919. * Returns a new Vector3 located at the center between "value1" and "value2"
  5920. * @param value1 defines the first operand
  5921. * @param value2 defines the second operand
  5922. * @returns the new Vector3
  5923. */
  5924. Vector3.Center = function (value1, value2) {
  5925. var center = value1.add(value2);
  5926. center.scaleInPlace(0.5);
  5927. return center;
  5928. };
  5929. /**
  5930. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5931. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5932. * to something in order to rotate it from its local system to the given target system
  5933. * Note: axis1, axis2 and axis3 are normalized during this operation
  5934. * @param axis1 defines the first axis
  5935. * @param axis2 defines the second axis
  5936. * @param axis3 defines the third axis
  5937. * @returns a new Vector3
  5938. */
  5939. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  5940. var rotation = Vector3.Zero();
  5941. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  5942. return rotation;
  5943. };
  5944. /**
  5945. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  5946. * @param axis1 defines the first axis
  5947. * @param axis2 defines the second axis
  5948. * @param axis3 defines the third axis
  5949. * @param ref defines the Vector3 where to store the result
  5950. */
  5951. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5952. var quat = MathTmp.Quaternion[0];
  5953. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5954. quat.toEulerAnglesToRef(ref);
  5955. };
  5956. return Vector3;
  5957. }());
  5958. BABYLON.Vector3 = Vector3;
  5959. /**
  5960. * Vector4 class created for EulerAngle class conversion to Quaternion
  5961. */
  5962. var Vector4 = /** @class */ (function () {
  5963. /**
  5964. * Creates a Vector4 object from the given floats.
  5965. * @param x x value of the vector
  5966. * @param y y value of the vector
  5967. * @param z z value of the vector
  5968. * @param w w value of the vector
  5969. */
  5970. function Vector4(
  5971. /** x value of the vector */
  5972. x,
  5973. /** y value of the vector */
  5974. y,
  5975. /** z value of the vector */
  5976. z,
  5977. /** w value of the vector */
  5978. w) {
  5979. this.x = x;
  5980. this.y = y;
  5981. this.z = z;
  5982. this.w = w;
  5983. }
  5984. /**
  5985. * Returns the string with the Vector4 coordinates.
  5986. * @returns a string containing all the vector values
  5987. */
  5988. Vector4.prototype.toString = function () {
  5989. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  5990. };
  5991. /**
  5992. * Returns the string "Vector4".
  5993. * @returns "Vector4"
  5994. */
  5995. Vector4.prototype.getClassName = function () {
  5996. return "Vector4";
  5997. };
  5998. /**
  5999. * Returns the Vector4 hash code.
  6000. * @returns a unique hash code
  6001. */
  6002. Vector4.prototype.getHashCode = function () {
  6003. var hash = this.x || 0;
  6004. hash = (hash * 397) ^ (this.y || 0);
  6005. hash = (hash * 397) ^ (this.z || 0);
  6006. hash = (hash * 397) ^ (this.w || 0);
  6007. return hash;
  6008. };
  6009. // Operators
  6010. /**
  6011. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6012. * @returns the resulting array
  6013. */
  6014. Vector4.prototype.asArray = function () {
  6015. var result = new Array();
  6016. this.toArray(result, 0);
  6017. return result;
  6018. };
  6019. /**
  6020. * Populates the given array from the given index with the Vector4 coordinates.
  6021. * @param array array to populate
  6022. * @param index index of the array to start at (default: 0)
  6023. * @returns the Vector4.
  6024. */
  6025. Vector4.prototype.toArray = function (array, index) {
  6026. if (index === undefined) {
  6027. index = 0;
  6028. }
  6029. array[index] = this.x;
  6030. array[index + 1] = this.y;
  6031. array[index + 2] = this.z;
  6032. array[index + 3] = this.w;
  6033. return this;
  6034. };
  6035. /**
  6036. * Adds the given vector to the current Vector4.
  6037. * @param otherVector the vector to add
  6038. * @returns the updated Vector4.
  6039. */
  6040. Vector4.prototype.addInPlace = function (otherVector) {
  6041. this.x += otherVector.x;
  6042. this.y += otherVector.y;
  6043. this.z += otherVector.z;
  6044. this.w += otherVector.w;
  6045. return this;
  6046. };
  6047. /**
  6048. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6049. * @param otherVector the vector to add
  6050. * @returns the resulting vector
  6051. */
  6052. Vector4.prototype.add = function (otherVector) {
  6053. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6054. };
  6055. /**
  6056. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6057. * @param otherVector the vector to add
  6058. * @param result the vector to store the result
  6059. * @returns the current Vector4.
  6060. */
  6061. Vector4.prototype.addToRef = function (otherVector, result) {
  6062. result.x = this.x + otherVector.x;
  6063. result.y = this.y + otherVector.y;
  6064. result.z = this.z + otherVector.z;
  6065. result.w = this.w + otherVector.w;
  6066. return this;
  6067. };
  6068. /**
  6069. * Subtract in place the given vector from the current Vector4.
  6070. * @param otherVector the vector to subtract
  6071. * @returns the updated Vector4.
  6072. */
  6073. Vector4.prototype.subtractInPlace = function (otherVector) {
  6074. this.x -= otherVector.x;
  6075. this.y -= otherVector.y;
  6076. this.z -= otherVector.z;
  6077. this.w -= otherVector.w;
  6078. return this;
  6079. };
  6080. /**
  6081. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6082. * @param otherVector the vector to add
  6083. * @returns the new vector with the result
  6084. */
  6085. Vector4.prototype.subtract = function (otherVector) {
  6086. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6087. };
  6088. /**
  6089. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6090. * @param otherVector the vector to subtract
  6091. * @param result the vector to store the result
  6092. * @returns the current Vector4.
  6093. */
  6094. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6095. result.x = this.x - otherVector.x;
  6096. result.y = this.y - otherVector.y;
  6097. result.z = this.z - otherVector.z;
  6098. result.w = this.w - otherVector.w;
  6099. return this;
  6100. };
  6101. /**
  6102. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6103. */
  6104. /**
  6105. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6106. * @param x value to subtract
  6107. * @param y value to subtract
  6108. * @param z value to subtract
  6109. * @param w value to subtract
  6110. * @returns new vector containing the result
  6111. */
  6112. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6113. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6114. };
  6115. /**
  6116. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6117. * @param x value to subtract
  6118. * @param y value to subtract
  6119. * @param z value to subtract
  6120. * @param w value to subtract
  6121. * @param result the vector to store the result in
  6122. * @returns the current Vector4.
  6123. */
  6124. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6125. result.x = this.x - x;
  6126. result.y = this.y - y;
  6127. result.z = this.z - z;
  6128. result.w = this.w - w;
  6129. return this;
  6130. };
  6131. /**
  6132. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6133. * @returns a new vector with the negated values
  6134. */
  6135. Vector4.prototype.negate = function () {
  6136. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6137. };
  6138. /**
  6139. * Multiplies the current Vector4 coordinates by scale (float).
  6140. * @param scale the number to scale with
  6141. * @returns the updated Vector4.
  6142. */
  6143. Vector4.prototype.scaleInPlace = function (scale) {
  6144. this.x *= scale;
  6145. this.y *= scale;
  6146. this.z *= scale;
  6147. this.w *= scale;
  6148. return this;
  6149. };
  6150. /**
  6151. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6152. * @param scale the number to scale with
  6153. * @returns a new vector with the result
  6154. */
  6155. Vector4.prototype.scale = function (scale) {
  6156. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6157. };
  6158. /**
  6159. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6160. * @param scale the number to scale with
  6161. * @param result a vector to store the result in
  6162. * @returns the current Vector4.
  6163. */
  6164. Vector4.prototype.scaleToRef = function (scale, result) {
  6165. result.x = this.x * scale;
  6166. result.y = this.y * scale;
  6167. result.z = this.z * scale;
  6168. result.w = this.w * scale;
  6169. return this;
  6170. };
  6171. /**
  6172. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6173. * @param scale defines the scale factor
  6174. * @param result defines the Vector4 object where to store the result
  6175. * @returns the unmodified current Vector4
  6176. */
  6177. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6178. result.x += this.x * scale;
  6179. result.y += this.y * scale;
  6180. result.z += this.z * scale;
  6181. result.w += this.w * scale;
  6182. return this;
  6183. };
  6184. /**
  6185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6186. * @param otherVector the vector to compare against
  6187. * @returns true if they are equal
  6188. */
  6189. Vector4.prototype.equals = function (otherVector) {
  6190. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6191. };
  6192. /**
  6193. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6194. * @param otherVector vector to compare against
  6195. * @param epsilon (Default: very small number)
  6196. * @returns true if they are equal
  6197. */
  6198. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6199. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6200. return otherVector
  6201. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6202. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6203. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6204. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6205. };
  6206. /**
  6207. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6208. * @param x x value to compare against
  6209. * @param y y value to compare against
  6210. * @param z z value to compare against
  6211. * @param w w value to compare against
  6212. * @returns true if equal
  6213. */
  6214. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6215. return this.x === x && this.y === y && this.z === z && this.w === w;
  6216. };
  6217. /**
  6218. * Multiplies in place the current Vector4 by the given one.
  6219. * @param otherVector vector to multiple with
  6220. * @returns the updated Vector4.
  6221. */
  6222. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6223. this.x *= otherVector.x;
  6224. this.y *= otherVector.y;
  6225. this.z *= otherVector.z;
  6226. this.w *= otherVector.w;
  6227. return this;
  6228. };
  6229. /**
  6230. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6231. * @param otherVector vector to multiple with
  6232. * @returns resulting new vector
  6233. */
  6234. Vector4.prototype.multiply = function (otherVector) {
  6235. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6236. };
  6237. /**
  6238. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6239. * @param otherVector vector to multiple with
  6240. * @param result vector to store the result
  6241. * @returns the current Vector4.
  6242. */
  6243. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6244. result.x = this.x * otherVector.x;
  6245. result.y = this.y * otherVector.y;
  6246. result.z = this.z * otherVector.z;
  6247. result.w = this.w * otherVector.w;
  6248. return this;
  6249. };
  6250. /**
  6251. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6252. * @param x x value multiply with
  6253. * @param y y value multiply with
  6254. * @param z z value multiply with
  6255. * @param w w value multiply with
  6256. * @returns resulting new vector
  6257. */
  6258. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6259. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6260. };
  6261. /**
  6262. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6263. * @param otherVector vector to devide with
  6264. * @returns resulting new vector
  6265. */
  6266. Vector4.prototype.divide = function (otherVector) {
  6267. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6268. };
  6269. /**
  6270. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6271. * @param otherVector vector to devide with
  6272. * @param result vector to store the result
  6273. * @returns the current Vector4.
  6274. */
  6275. Vector4.prototype.divideToRef = function (otherVector, result) {
  6276. result.x = this.x / otherVector.x;
  6277. result.y = this.y / otherVector.y;
  6278. result.z = this.z / otherVector.z;
  6279. result.w = this.w / otherVector.w;
  6280. return this;
  6281. };
  6282. /**
  6283. * Divides the current Vector3 coordinates by the given ones.
  6284. * @param otherVector vector to devide with
  6285. * @returns the updated Vector3.
  6286. */
  6287. Vector4.prototype.divideInPlace = function (otherVector) {
  6288. return this.divideToRef(otherVector, this);
  6289. };
  6290. /**
  6291. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6292. * @param other defines the second operand
  6293. * @returns the current updated Vector4
  6294. */
  6295. Vector4.prototype.minimizeInPlace = function (other) {
  6296. if (other.x < this.x) {
  6297. this.x = other.x;
  6298. }
  6299. if (other.y < this.y) {
  6300. this.y = other.y;
  6301. }
  6302. if (other.z < this.z) {
  6303. this.z = other.z;
  6304. }
  6305. if (other.w < this.w) {
  6306. this.w = other.w;
  6307. }
  6308. return this;
  6309. };
  6310. /**
  6311. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6312. * @param other defines the second operand
  6313. * @returns the current updated Vector4
  6314. */
  6315. Vector4.prototype.maximizeInPlace = function (other) {
  6316. if (other.x > this.x) {
  6317. this.x = other.x;
  6318. }
  6319. if (other.y > this.y) {
  6320. this.y = other.y;
  6321. }
  6322. if (other.z > this.z) {
  6323. this.z = other.z;
  6324. }
  6325. if (other.w > this.w) {
  6326. this.w = other.w;
  6327. }
  6328. return this;
  6329. };
  6330. /**
  6331. * Gets a new Vector4 from current Vector4 floored values
  6332. * @returns a new Vector4
  6333. */
  6334. Vector4.prototype.floor = function () {
  6335. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6336. };
  6337. /**
  6338. * Gets a new Vector4 from current Vector3 floored values
  6339. * @returns a new Vector4
  6340. */
  6341. Vector4.prototype.fract = function () {
  6342. 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));
  6343. };
  6344. // Properties
  6345. /**
  6346. * Returns the Vector4 length (float).
  6347. * @returns the length
  6348. */
  6349. Vector4.prototype.length = function () {
  6350. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6351. };
  6352. /**
  6353. * Returns the Vector4 squared length (float).
  6354. * @returns the length squared
  6355. */
  6356. Vector4.prototype.lengthSquared = function () {
  6357. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6358. };
  6359. // Methods
  6360. /**
  6361. * Normalizes in place the Vector4.
  6362. * @returns the updated Vector4.
  6363. */
  6364. Vector4.prototype.normalize = function () {
  6365. var len = this.length();
  6366. if (len === 0) {
  6367. return this;
  6368. }
  6369. return this.scaleInPlace(1.0 / len);
  6370. };
  6371. /**
  6372. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6373. * @returns this converted to a new vector3
  6374. */
  6375. Vector4.prototype.toVector3 = function () {
  6376. return new Vector3(this.x, this.y, this.z);
  6377. };
  6378. /**
  6379. * Returns a new Vector4 copied from the current one.
  6380. * @returns the new cloned vector
  6381. */
  6382. Vector4.prototype.clone = function () {
  6383. return new Vector4(this.x, this.y, this.z, this.w);
  6384. };
  6385. /**
  6386. * Updates the current Vector4 with the given one coordinates.
  6387. * @param source the source vector to copy from
  6388. * @returns the updated Vector4.
  6389. */
  6390. Vector4.prototype.copyFrom = function (source) {
  6391. this.x = source.x;
  6392. this.y = source.y;
  6393. this.z = source.z;
  6394. this.w = source.w;
  6395. return this;
  6396. };
  6397. /**
  6398. * Updates the current Vector4 coordinates with the given floats.
  6399. * @param x float to copy from
  6400. * @param y float to copy from
  6401. * @param z float to copy from
  6402. * @param w float to copy from
  6403. * @returns the updated Vector4.
  6404. */
  6405. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6406. this.x = x;
  6407. this.y = y;
  6408. this.z = z;
  6409. this.w = w;
  6410. return this;
  6411. };
  6412. /**
  6413. * Updates the current Vector4 coordinates with the given floats.
  6414. * @param x float to set from
  6415. * @param y float to set from
  6416. * @param z float to set from
  6417. * @param w float to set from
  6418. * @returns the updated Vector4.
  6419. */
  6420. Vector4.prototype.set = function (x, y, z, w) {
  6421. return this.copyFromFloats(x, y, z, w);
  6422. };
  6423. /**
  6424. * Copies the given float to the current Vector3 coordinates
  6425. * @param v defines the x, y, z and w coordinates of the operand
  6426. * @returns the current updated Vector3
  6427. */
  6428. Vector4.prototype.setAll = function (v) {
  6429. this.x = this.y = this.z = this.w = v;
  6430. return this;
  6431. };
  6432. // Statics
  6433. /**
  6434. * Returns a new Vector4 set from the starting index of the given array.
  6435. * @param array the array to pull values from
  6436. * @param offset the offset into the array to start at
  6437. * @returns the new vector
  6438. */
  6439. Vector4.FromArray = function (array, offset) {
  6440. if (!offset) {
  6441. offset = 0;
  6442. }
  6443. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6444. };
  6445. /**
  6446. * Updates the given vector "result" from the starting index of the given array.
  6447. * @param array the array to pull values from
  6448. * @param offset the offset into the array to start at
  6449. * @param result the vector to store the result in
  6450. */
  6451. Vector4.FromArrayToRef = function (array, offset, result) {
  6452. result.x = array[offset];
  6453. result.y = array[offset + 1];
  6454. result.z = array[offset + 2];
  6455. result.w = array[offset + 3];
  6456. };
  6457. /**
  6458. * Updates the given vector "result" from the starting index of the given Float32Array.
  6459. * @param array the array to pull values from
  6460. * @param offset the offset into the array to start at
  6461. * @param result the vector to store the result in
  6462. */
  6463. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6464. Vector4.FromArrayToRef(array, offset, result);
  6465. };
  6466. /**
  6467. * Updates the given vector "result" coordinates from the given floats.
  6468. * @param x float to set from
  6469. * @param y float to set from
  6470. * @param z float to set from
  6471. * @param w float to set from
  6472. * @param result the vector to the floats in
  6473. */
  6474. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6475. result.x = x;
  6476. result.y = y;
  6477. result.z = z;
  6478. result.w = w;
  6479. };
  6480. /**
  6481. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6482. * @returns the new vector
  6483. */
  6484. Vector4.Zero = function () {
  6485. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6486. };
  6487. /**
  6488. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6489. * @returns the new vector
  6490. */
  6491. Vector4.One = function () {
  6492. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6493. };
  6494. /**
  6495. * Returns a new normalized Vector4 from the given one.
  6496. * @param vector the vector to normalize
  6497. * @returns the vector
  6498. */
  6499. Vector4.Normalize = function (vector) {
  6500. var result = Vector4.Zero();
  6501. Vector4.NormalizeToRef(vector, result);
  6502. return result;
  6503. };
  6504. /**
  6505. * Updates the given vector "result" from the normalization of the given one.
  6506. * @param vector the vector to normalize
  6507. * @param result the vector to store the result in
  6508. */
  6509. Vector4.NormalizeToRef = function (vector, result) {
  6510. result.copyFrom(vector);
  6511. result.normalize();
  6512. };
  6513. /**
  6514. * Returns a vector with the minimum values from the left and right vectors
  6515. * @param left left vector to minimize
  6516. * @param right right vector to minimize
  6517. * @returns a new vector with the minimum of the left and right vector values
  6518. */
  6519. Vector4.Minimize = function (left, right) {
  6520. var min = left.clone();
  6521. min.minimizeInPlace(right);
  6522. return min;
  6523. };
  6524. /**
  6525. * Returns a vector with the maximum values from the left and right vectors
  6526. * @param left left vector to maximize
  6527. * @param right right vector to maximize
  6528. * @returns a new vector with the maximum of the left and right vector values
  6529. */
  6530. Vector4.Maximize = function (left, right) {
  6531. var max = left.clone();
  6532. max.maximizeInPlace(right);
  6533. return max;
  6534. };
  6535. /**
  6536. * Returns the distance (float) between the vectors "value1" and "value2".
  6537. * @param value1 value to calulate the distance between
  6538. * @param value2 value to calulate the distance between
  6539. * @return the distance between the two vectors
  6540. */
  6541. Vector4.Distance = function (value1, value2) {
  6542. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6543. };
  6544. /**
  6545. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6546. * @param value1 value to calulate the distance between
  6547. * @param value2 value to calulate the distance between
  6548. * @return the distance between the two vectors squared
  6549. */
  6550. Vector4.DistanceSquared = function (value1, value2) {
  6551. var x = value1.x - value2.x;
  6552. var y = value1.y - value2.y;
  6553. var z = value1.z - value2.z;
  6554. var w = value1.w - value2.w;
  6555. return (x * x) + (y * y) + (z * z) + (w * w);
  6556. };
  6557. /**
  6558. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6559. * @param value1 value to calulate the center between
  6560. * @param value2 value to calulate the center between
  6561. * @return the center between the two vectors
  6562. */
  6563. Vector4.Center = function (value1, value2) {
  6564. var center = value1.add(value2);
  6565. center.scaleInPlace(0.5);
  6566. return center;
  6567. };
  6568. /**
  6569. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6570. * This methods computes transformed normalized direction vectors only.
  6571. * @param vector the vector to transform
  6572. * @param transformation the transformation matrix to apply
  6573. * @returns the new vector
  6574. */
  6575. Vector4.TransformNormal = function (vector, transformation) {
  6576. var result = Vector4.Zero();
  6577. Vector4.TransformNormalToRef(vector, transformation, result);
  6578. return result;
  6579. };
  6580. /**
  6581. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6582. * This methods computes transformed normalized direction vectors only.
  6583. * @param vector the vector to transform
  6584. * @param transformation the transformation matrix to apply
  6585. * @param result the vector to store the result in
  6586. */
  6587. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6588. var m = transformation.m;
  6589. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6590. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6591. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6592. result.x = x;
  6593. result.y = y;
  6594. result.z = z;
  6595. result.w = vector.w;
  6596. };
  6597. /**
  6598. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6599. * This methods computes transformed normalized direction vectors only.
  6600. * @param x value to transform
  6601. * @param y value to transform
  6602. * @param z value to transform
  6603. * @param w value to transform
  6604. * @param transformation the transformation matrix to apply
  6605. * @param result the vector to store the results in
  6606. */
  6607. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6608. var m = transformation.m;
  6609. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6610. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6611. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6612. result.w = w;
  6613. };
  6614. return Vector4;
  6615. }());
  6616. BABYLON.Vector4 = Vector4;
  6617. /**
  6618. * Size containing widht and height
  6619. */
  6620. var Size = /** @class */ (function () {
  6621. /**
  6622. * Creates a Size object from the given width and height (floats).
  6623. * @param width width of the new size
  6624. * @param height height of the new size
  6625. */
  6626. function Size(width, height) {
  6627. this.width = width;
  6628. this.height = height;
  6629. }
  6630. /**
  6631. * Returns a string with the Size width and height
  6632. * @returns a string with the Size width and height
  6633. */
  6634. Size.prototype.toString = function () {
  6635. return "{W: " + this.width + ", H: " + this.height + "}";
  6636. };
  6637. /**
  6638. * "Size"
  6639. * @returns the string "Size"
  6640. */
  6641. Size.prototype.getClassName = function () {
  6642. return "Size";
  6643. };
  6644. /**
  6645. * Returns the Size hash code.
  6646. * @returns a hash code for a unique width and height
  6647. */
  6648. Size.prototype.getHashCode = function () {
  6649. var hash = this.width || 0;
  6650. hash = (hash * 397) ^ (this.height || 0);
  6651. return hash;
  6652. };
  6653. /**
  6654. * Updates the current size from the given one.
  6655. * @param src the given size
  6656. */
  6657. Size.prototype.copyFrom = function (src) {
  6658. this.width = src.width;
  6659. this.height = src.height;
  6660. };
  6661. /**
  6662. * Updates in place the current Size from the given floats.
  6663. * @param width width of the new size
  6664. * @param height height of the new size
  6665. * @returns the updated Size.
  6666. */
  6667. Size.prototype.copyFromFloats = function (width, height) {
  6668. this.width = width;
  6669. this.height = height;
  6670. return this;
  6671. };
  6672. /**
  6673. * Updates in place the current Size from the given floats.
  6674. * @param width width to set
  6675. * @param height height to set
  6676. * @returns the updated Size.
  6677. */
  6678. Size.prototype.set = function (width, height) {
  6679. return this.copyFromFloats(width, height);
  6680. };
  6681. /**
  6682. * Multiplies the width and height by numbers
  6683. * @param w factor to multiple the width by
  6684. * @param h factor to multiple the height by
  6685. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6686. */
  6687. Size.prototype.multiplyByFloats = function (w, h) {
  6688. return new Size(this.width * w, this.height * h);
  6689. };
  6690. /**
  6691. * Clones the size
  6692. * @returns a new Size copied from the given one.
  6693. */
  6694. Size.prototype.clone = function () {
  6695. return new Size(this.width, this.height);
  6696. };
  6697. /**
  6698. * True if the current Size and the given one width and height are strictly equal.
  6699. * @param other the other size to compare against
  6700. * @returns True if the current Size and the given one width and height are strictly equal.
  6701. */
  6702. Size.prototype.equals = function (other) {
  6703. if (!other) {
  6704. return false;
  6705. }
  6706. return (this.width === other.width) && (this.height === other.height);
  6707. };
  6708. Object.defineProperty(Size.prototype, "surface", {
  6709. /**
  6710. * The surface of the Size : width * height (float).
  6711. */
  6712. get: function () {
  6713. return this.width * this.height;
  6714. },
  6715. enumerable: true,
  6716. configurable: true
  6717. });
  6718. /**
  6719. * Create a new size of zero
  6720. * @returns a new Size set to (0.0, 0.0)
  6721. */
  6722. Size.Zero = function () {
  6723. return new Size(0.0, 0.0);
  6724. };
  6725. /**
  6726. * Sums the width and height of two sizes
  6727. * @param otherSize size to add to this size
  6728. * @returns a new Size set as the addition result of the current Size and the given one.
  6729. */
  6730. Size.prototype.add = function (otherSize) {
  6731. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6732. return r;
  6733. };
  6734. /**
  6735. * Subtracts the width and height of two
  6736. * @param otherSize size to subtract to this size
  6737. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6738. */
  6739. Size.prototype.subtract = function (otherSize) {
  6740. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6741. return r;
  6742. };
  6743. /**
  6744. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6745. * @param start starting size to lerp between
  6746. * @param end end size to lerp between
  6747. * @param amount amount to lerp between the start and end values
  6748. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6749. */
  6750. Size.Lerp = function (start, end, amount) {
  6751. var w = start.width + ((end.width - start.width) * amount);
  6752. var h = start.height + ((end.height - start.height) * amount);
  6753. return new Size(w, h);
  6754. };
  6755. return Size;
  6756. }());
  6757. BABYLON.Size = Size;
  6758. /**
  6759. * Class used to store quaternion data
  6760. * @see https://en.wikipedia.org/wiki/Quaternion
  6761. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6762. */
  6763. var Quaternion = /** @class */ (function () {
  6764. /**
  6765. * Creates a new Quaternion from the given floats
  6766. * @param x defines the first component (0 by default)
  6767. * @param y defines the second component (0 by default)
  6768. * @param z defines the third component (0 by default)
  6769. * @param w defines the fourth component (1.0 by default)
  6770. */
  6771. function Quaternion(
  6772. /** defines the first component (0 by default) */
  6773. x,
  6774. /** defines the second component (0 by default) */
  6775. y,
  6776. /** defines the third component (0 by default) */
  6777. z,
  6778. /** defines the fourth component (1.0 by default) */
  6779. w) {
  6780. if (x === void 0) { x = 0.0; }
  6781. if (y === void 0) { y = 0.0; }
  6782. if (z === void 0) { z = 0.0; }
  6783. if (w === void 0) { w = 1.0; }
  6784. this.x = x;
  6785. this.y = y;
  6786. this.z = z;
  6787. this.w = w;
  6788. }
  6789. /**
  6790. * Gets a string representation for the current quaternion
  6791. * @returns a string with the Quaternion coordinates
  6792. */
  6793. Quaternion.prototype.toString = function () {
  6794. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6795. };
  6796. /**
  6797. * Gets the class name of the quaternion
  6798. * @returns the string "Quaternion"
  6799. */
  6800. Quaternion.prototype.getClassName = function () {
  6801. return "Quaternion";
  6802. };
  6803. /**
  6804. * Gets a hash code for this quaternion
  6805. * @returns the quaternion hash code
  6806. */
  6807. Quaternion.prototype.getHashCode = function () {
  6808. var hash = this.x || 0;
  6809. hash = (hash * 397) ^ (this.y || 0);
  6810. hash = (hash * 397) ^ (this.z || 0);
  6811. hash = (hash * 397) ^ (this.w || 0);
  6812. return hash;
  6813. };
  6814. /**
  6815. * Copy the quaternion to an array
  6816. * @returns a new array populated with 4 elements from the quaternion coordinates
  6817. */
  6818. Quaternion.prototype.asArray = function () {
  6819. return [this.x, this.y, this.z, this.w];
  6820. };
  6821. /**
  6822. * Check if two quaternions are equals
  6823. * @param otherQuaternion defines the second operand
  6824. * @return true if the current quaternion and the given one coordinates are strictly equals
  6825. */
  6826. Quaternion.prototype.equals = function (otherQuaternion) {
  6827. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6828. };
  6829. /**
  6830. * Clone the current quaternion
  6831. * @returns a new quaternion copied from the current one
  6832. */
  6833. Quaternion.prototype.clone = function () {
  6834. return new Quaternion(this.x, this.y, this.z, this.w);
  6835. };
  6836. /**
  6837. * Copy a quaternion to the current one
  6838. * @param other defines the other quaternion
  6839. * @returns the updated current quaternion
  6840. */
  6841. Quaternion.prototype.copyFrom = function (other) {
  6842. this.x = other.x;
  6843. this.y = other.y;
  6844. this.z = other.z;
  6845. this.w = other.w;
  6846. return this;
  6847. };
  6848. /**
  6849. * Updates the current quaternion with the given float coordinates
  6850. * @param x defines the x coordinate
  6851. * @param y defines the y coordinate
  6852. * @param z defines the z coordinate
  6853. * @param w defines the w coordinate
  6854. * @returns the updated current quaternion
  6855. */
  6856. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6857. this.x = x;
  6858. this.y = y;
  6859. this.z = z;
  6860. this.w = w;
  6861. return this;
  6862. };
  6863. /**
  6864. * Updates the current quaternion from the given float coordinates
  6865. * @param x defines the x coordinate
  6866. * @param y defines the y coordinate
  6867. * @param z defines the z coordinate
  6868. * @param w defines the w coordinate
  6869. * @returns the updated current quaternion
  6870. */
  6871. Quaternion.prototype.set = function (x, y, z, w) {
  6872. return this.copyFromFloats(x, y, z, w);
  6873. };
  6874. /**
  6875. * Adds two quaternions
  6876. * @param other defines the second operand
  6877. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6878. */
  6879. Quaternion.prototype.add = function (other) {
  6880. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6881. };
  6882. /**
  6883. * Add a quaternion to the current one
  6884. * @param other defines the quaternion to add
  6885. * @returns the current quaternion
  6886. */
  6887. Quaternion.prototype.addInPlace = function (other) {
  6888. this.x += other.x;
  6889. this.y += other.y;
  6890. this.z += other.z;
  6891. this.w += other.w;
  6892. return this;
  6893. };
  6894. /**
  6895. * Subtract two quaternions
  6896. * @param other defines the second operand
  6897. * @returns a new quaternion as the subtraction result of the given one from the current one
  6898. */
  6899. Quaternion.prototype.subtract = function (other) {
  6900. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6901. };
  6902. /**
  6903. * Multiplies the current quaternion by a scale factor
  6904. * @param value defines the scale factor
  6905. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6906. */
  6907. Quaternion.prototype.scale = function (value) {
  6908. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6909. };
  6910. /**
  6911. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6912. * @param scale defines the scale factor
  6913. * @param result defines the Quaternion object where to store the result
  6914. * @returns the unmodified current quaternion
  6915. */
  6916. Quaternion.prototype.scaleToRef = function (scale, result) {
  6917. result.x = this.x * scale;
  6918. result.y = this.y * scale;
  6919. result.z = this.z * scale;
  6920. result.w = this.w * scale;
  6921. return this;
  6922. };
  6923. /**
  6924. * Multiplies in place the current quaternion by a scale factor
  6925. * @param value defines the scale factor
  6926. * @returns the current modified quaternion
  6927. */
  6928. Quaternion.prototype.scaleInPlace = function (value) {
  6929. this.x *= value;
  6930. this.y *= value;
  6931. this.z *= value;
  6932. this.w *= value;
  6933. return this;
  6934. };
  6935. /**
  6936. * Scale the current quaternion values by a factor and add the result to a given quaternion
  6937. * @param scale defines the scale factor
  6938. * @param result defines the Quaternion object where to store the result
  6939. * @returns the unmodified current quaternion
  6940. */
  6941. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  6942. result.x += this.x * scale;
  6943. result.y += this.y * scale;
  6944. result.z += this.z * scale;
  6945. result.w += this.w * scale;
  6946. return this;
  6947. };
  6948. /**
  6949. * Multiplies two quaternions
  6950. * @param q1 defines the second operand
  6951. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  6952. */
  6953. Quaternion.prototype.multiply = function (q1) {
  6954. var result = new Quaternion(0, 0, 0, 1.0);
  6955. this.multiplyToRef(q1, result);
  6956. return result;
  6957. };
  6958. /**
  6959. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  6960. * @param q1 defines the second operand
  6961. * @param result defines the target quaternion
  6962. * @returns the current quaternion
  6963. */
  6964. Quaternion.prototype.multiplyToRef = function (q1, result) {
  6965. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  6966. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  6967. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  6968. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  6969. result.copyFromFloats(x, y, z, w);
  6970. return this;
  6971. };
  6972. /**
  6973. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  6974. * @param q1 defines the second operand
  6975. * @returns the currentupdated quaternion
  6976. */
  6977. Quaternion.prototype.multiplyInPlace = function (q1) {
  6978. this.multiplyToRef(q1, this);
  6979. return this;
  6980. };
  6981. /**
  6982. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  6983. * @param ref defines the target quaternion
  6984. * @returns the current quaternion
  6985. */
  6986. Quaternion.prototype.conjugateToRef = function (ref) {
  6987. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  6988. return this;
  6989. };
  6990. /**
  6991. * Conjugates in place (1-q) the current quaternion
  6992. * @returns the current updated quaternion
  6993. */
  6994. Quaternion.prototype.conjugateInPlace = function () {
  6995. this.x *= -1;
  6996. this.y *= -1;
  6997. this.z *= -1;
  6998. return this;
  6999. };
  7000. /**
  7001. * Conjugates in place (1-q) the current quaternion
  7002. * @returns a new quaternion
  7003. */
  7004. Quaternion.prototype.conjugate = function () {
  7005. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7006. return result;
  7007. };
  7008. /**
  7009. * Gets length of current quaternion
  7010. * @returns the quaternion length (float)
  7011. */
  7012. Quaternion.prototype.length = function () {
  7013. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7014. };
  7015. /**
  7016. * Normalize in place the current quaternion
  7017. * @returns the current updated quaternion
  7018. */
  7019. Quaternion.prototype.normalize = function () {
  7020. var length = 1.0 / this.length();
  7021. this.x *= length;
  7022. this.y *= length;
  7023. this.z *= length;
  7024. this.w *= length;
  7025. return this;
  7026. };
  7027. /**
  7028. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7029. * @param order is a reserved parameter and is ignore for now
  7030. * @returns a new Vector3 containing the Euler angles
  7031. */
  7032. Quaternion.prototype.toEulerAngles = function (order) {
  7033. if (order === void 0) { order = "YZX"; }
  7034. var result = Vector3.Zero();
  7035. this.toEulerAnglesToRef(result, order);
  7036. return result;
  7037. };
  7038. /**
  7039. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7040. * @param result defines the vector which will be filled with the Euler angles
  7041. * @param order is a reserved parameter and is ignore for now
  7042. * @returns the current unchanged quaternion
  7043. */
  7044. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7045. if (order === void 0) { order = "YZX"; }
  7046. var qz = this.z;
  7047. var qx = this.x;
  7048. var qy = this.y;
  7049. var qw = this.w;
  7050. var sqw = qw * qw;
  7051. var sqz = qz * qz;
  7052. var sqx = qx * qx;
  7053. var sqy = qy * qy;
  7054. var zAxisY = qy * qz - qx * qw;
  7055. var limit = .4999999;
  7056. if (zAxisY < -limit) {
  7057. result.y = 2 * Math.atan2(qy, qw);
  7058. result.x = Math.PI / 2;
  7059. result.z = 0;
  7060. }
  7061. else if (zAxisY > limit) {
  7062. result.y = 2 * Math.atan2(qy, qw);
  7063. result.x = -Math.PI / 2;
  7064. result.z = 0;
  7065. }
  7066. else {
  7067. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7068. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7069. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7070. }
  7071. return this;
  7072. };
  7073. /**
  7074. * Updates the given rotation matrix with the current quaternion values
  7075. * @param result defines the target matrix
  7076. * @returns the current unchanged quaternion
  7077. */
  7078. Quaternion.prototype.toRotationMatrix = function (result) {
  7079. var xx = this.x * this.x;
  7080. var yy = this.y * this.y;
  7081. var zz = this.z * this.z;
  7082. var xy = this.x * this.y;
  7083. var zw = this.z * this.w;
  7084. var zx = this.z * this.x;
  7085. var yw = this.y * this.w;
  7086. var yz = this.y * this.z;
  7087. var xw = this.x * this.w;
  7088. result.m[0] = 1.0 - (2.0 * (yy + zz));
  7089. result.m[1] = 2.0 * (xy + zw);
  7090. result.m[2] = 2.0 * (zx - yw);
  7091. result.m[3] = 0;
  7092. result.m[4] = 2.0 * (xy - zw);
  7093. result.m[5] = 1.0 - (2.0 * (zz + xx));
  7094. result.m[6] = 2.0 * (yz + xw);
  7095. result.m[7] = 0;
  7096. result.m[8] = 2.0 * (zx + yw);
  7097. result.m[9] = 2.0 * (yz - xw);
  7098. result.m[10] = 1.0 - (2.0 * (yy + xx));
  7099. result.m[11] = 0;
  7100. result.m[12] = 0;
  7101. result.m[13] = 0;
  7102. result.m[14] = 0;
  7103. result.m[15] = 1.0;
  7104. result._markAsUpdated();
  7105. return this;
  7106. };
  7107. /**
  7108. * Updates the current quaternion from the given rotation matrix values
  7109. * @param matrix defines the source matrix
  7110. * @returns the current updated quaternion
  7111. */
  7112. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7113. Quaternion.FromRotationMatrixToRef(matrix, this);
  7114. return this;
  7115. };
  7116. // Statics
  7117. /**
  7118. * Creates a new quaternion from a rotation matrix
  7119. * @param matrix defines the source matrix
  7120. * @returns a new quaternion created from the given rotation matrix values
  7121. */
  7122. Quaternion.FromRotationMatrix = function (matrix) {
  7123. var result = new Quaternion();
  7124. Quaternion.FromRotationMatrixToRef(matrix, result);
  7125. return result;
  7126. };
  7127. /**
  7128. * Updates the given quaternion with the given rotation matrix values
  7129. * @param matrix defines the source matrix
  7130. * @param result defines the target quaternion
  7131. */
  7132. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7133. var data = matrix.m;
  7134. var m11 = data[0], m12 = data[4], m13 = data[8];
  7135. var m21 = data[1], m22 = data[5], m23 = data[9];
  7136. var m31 = data[2], m32 = data[6], m33 = data[10];
  7137. var trace = m11 + m22 + m33;
  7138. var s;
  7139. if (trace > 0) {
  7140. s = 0.5 / Math.sqrt(trace + 1.0);
  7141. result.w = 0.25 / s;
  7142. result.x = (m32 - m23) * s;
  7143. result.y = (m13 - m31) * s;
  7144. result.z = (m21 - m12) * s;
  7145. }
  7146. else if (m11 > m22 && m11 > m33) {
  7147. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7148. result.w = (m32 - m23) / s;
  7149. result.x = 0.25 * s;
  7150. result.y = (m12 + m21) / s;
  7151. result.z = (m13 + m31) / s;
  7152. }
  7153. else if (m22 > m33) {
  7154. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7155. result.w = (m13 - m31) / s;
  7156. result.x = (m12 + m21) / s;
  7157. result.y = 0.25 * s;
  7158. result.z = (m23 + m32) / s;
  7159. }
  7160. else {
  7161. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7162. result.w = (m21 - m12) / s;
  7163. result.x = (m13 + m31) / s;
  7164. result.y = (m23 + m32) / s;
  7165. result.z = 0.25 * s;
  7166. }
  7167. };
  7168. /**
  7169. * Returns the dot product (float) between the quaternions "left" and "right"
  7170. * @param left defines the left operand
  7171. * @param right defines the right operand
  7172. * @returns the dot product
  7173. */
  7174. Quaternion.Dot = function (left, right) {
  7175. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7176. };
  7177. /**
  7178. * Checks if the two quaternions are close to each other
  7179. * @param quat0 defines the first quaternion to check
  7180. * @param quat1 defines the second quaternion to check
  7181. * @returns true if the two quaternions are close to each other
  7182. */
  7183. Quaternion.AreClose = function (quat0, quat1) {
  7184. var dot = Quaternion.Dot(quat0, quat1);
  7185. return dot >= 0;
  7186. };
  7187. /**
  7188. * Creates an empty quaternion
  7189. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7190. */
  7191. Quaternion.Zero = function () {
  7192. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7193. };
  7194. /**
  7195. * Inverse a given quaternion
  7196. * @param q defines the source quaternion
  7197. * @returns a new quaternion as the inverted current quaternion
  7198. */
  7199. Quaternion.Inverse = function (q) {
  7200. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7201. };
  7202. /**
  7203. * Creates an identity quaternion
  7204. * @returns the identity quaternion
  7205. */
  7206. Quaternion.Identity = function () {
  7207. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7208. };
  7209. /**
  7210. * Gets a boolean indicating if the given quaternion is identity
  7211. * @param quaternion defines the quaternion to check
  7212. * @returns true if the quaternion is identity
  7213. */
  7214. Quaternion.IsIdentity = function (quaternion) {
  7215. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7216. };
  7217. /**
  7218. * Creates a quaternion from a rotation around an axis
  7219. * @param axis defines the axis to use
  7220. * @param angle defines the angle to use
  7221. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7222. */
  7223. Quaternion.RotationAxis = function (axis, angle) {
  7224. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7225. };
  7226. /**
  7227. * Creates a rotation around an axis and stores it into the given quaternion
  7228. * @param axis defines the axis to use
  7229. * @param angle defines the angle to use
  7230. * @param result defines the target quaternion
  7231. * @returns the target quaternion
  7232. */
  7233. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7234. var sin = Math.sin(angle / 2);
  7235. axis.normalize();
  7236. result.w = Math.cos(angle / 2);
  7237. result.x = axis.x * sin;
  7238. result.y = axis.y * sin;
  7239. result.z = axis.z * sin;
  7240. return result;
  7241. };
  7242. /**
  7243. * Creates a new quaternion from data stored into an array
  7244. * @param array defines the data source
  7245. * @param offset defines the offset in the source array where the data starts
  7246. * @returns a new quaternion
  7247. */
  7248. Quaternion.FromArray = function (array, offset) {
  7249. if (!offset) {
  7250. offset = 0;
  7251. }
  7252. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7253. };
  7254. /**
  7255. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7256. * @param yaw defines the rotation around Y axis
  7257. * @param pitch defines the rotation around X axis
  7258. * @param roll defines the rotation around Z axis
  7259. * @returns the new quaternion
  7260. */
  7261. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7262. var q = new Quaternion();
  7263. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7264. return q;
  7265. };
  7266. /**
  7267. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7268. * @param yaw defines the rotation around Y axis
  7269. * @param pitch defines the rotation around X axis
  7270. * @param roll defines the rotation around Z axis
  7271. * @param result defines the target quaternion
  7272. */
  7273. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7274. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7275. var halfRoll = roll * 0.5;
  7276. var halfPitch = pitch * 0.5;
  7277. var halfYaw = yaw * 0.5;
  7278. var sinRoll = Math.sin(halfRoll);
  7279. var cosRoll = Math.cos(halfRoll);
  7280. var sinPitch = Math.sin(halfPitch);
  7281. var cosPitch = Math.cos(halfPitch);
  7282. var sinYaw = Math.sin(halfYaw);
  7283. var cosYaw = Math.cos(halfYaw);
  7284. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7285. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7286. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7287. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7288. };
  7289. /**
  7290. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7291. * @param alpha defines the rotation around first axis
  7292. * @param beta defines the rotation around second axis
  7293. * @param gamma defines the rotation around third axis
  7294. * @returns the new quaternion
  7295. */
  7296. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7297. var result = new Quaternion();
  7298. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7299. return result;
  7300. };
  7301. /**
  7302. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7303. * @param alpha defines the rotation around first axis
  7304. * @param beta defines the rotation around second axis
  7305. * @param gamma defines the rotation around third axis
  7306. * @param result defines the target quaternion
  7307. */
  7308. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7309. // Produces a quaternion from Euler angles in the z-x-z orientation
  7310. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7311. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7312. var halfBeta = beta * 0.5;
  7313. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7314. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7315. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7316. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7317. };
  7318. /**
  7319. * 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)
  7320. * @param axis1 defines the first axis
  7321. * @param axis2 defines the second axis
  7322. * @param axis3 defines the third axis
  7323. * @returns the new quaternion
  7324. */
  7325. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7326. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7327. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7328. return quat;
  7329. };
  7330. /**
  7331. * 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
  7332. * @param axis1 defines the first axis
  7333. * @param axis2 defines the second axis
  7334. * @param axis3 defines the third axis
  7335. * @param ref defines the target quaternion
  7336. */
  7337. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7338. var rotMat = MathTmp.Matrix[0];
  7339. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7340. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7341. };
  7342. /**
  7343. * Interpolates between two quaternions
  7344. * @param left defines first quaternion
  7345. * @param right defines second quaternion
  7346. * @param amount defines the gradient to use
  7347. * @returns the new interpolated quaternion
  7348. */
  7349. Quaternion.Slerp = function (left, right, amount) {
  7350. var result = Quaternion.Identity();
  7351. Quaternion.SlerpToRef(left, right, amount, result);
  7352. return result;
  7353. };
  7354. /**
  7355. * Interpolates between two quaternions and stores it into a target quaternion
  7356. * @param left defines first quaternion
  7357. * @param right defines second quaternion
  7358. * @param amount defines the gradient to use
  7359. * @param result defines the target quaternion
  7360. */
  7361. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7362. var num2;
  7363. var num3;
  7364. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7365. var flag = false;
  7366. if (num4 < 0) {
  7367. flag = true;
  7368. num4 = -num4;
  7369. }
  7370. if (num4 > 0.999999) {
  7371. num3 = 1 - amount;
  7372. num2 = flag ? -amount : amount;
  7373. }
  7374. else {
  7375. var num5 = Math.acos(num4);
  7376. var num6 = (1.0 / Math.sin(num5));
  7377. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7378. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7379. }
  7380. result.x = (num3 * left.x) + (num2 * right.x);
  7381. result.y = (num3 * left.y) + (num2 * right.y);
  7382. result.z = (num3 * left.z) + (num2 * right.z);
  7383. result.w = (num3 * left.w) + (num2 * right.w);
  7384. };
  7385. /**
  7386. * Interpolate between two quaternions using Hermite interpolation
  7387. * @param value1 defines first quaternion
  7388. * @param tangent1 defines the incoming tangent
  7389. * @param value2 defines second quaternion
  7390. * @param tangent2 defines the outgoing tangent
  7391. * @param amount defines the target quaternion
  7392. * @returns the new interpolated quaternion
  7393. */
  7394. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7395. var squared = amount * amount;
  7396. var cubed = amount * squared;
  7397. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7398. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7399. var part3 = (cubed - (2.0 * squared)) + amount;
  7400. var part4 = cubed - squared;
  7401. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7402. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7403. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7404. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7405. return new Quaternion(x, y, z, w);
  7406. };
  7407. return Quaternion;
  7408. }());
  7409. BABYLON.Quaternion = Quaternion;
  7410. /**
  7411. * Class used to store matrix data (4x4)
  7412. */
  7413. var Matrix = /** @class */ (function () {
  7414. /**
  7415. * Creates an empty matrix (filled with zeros)
  7416. */
  7417. function Matrix() {
  7418. this._isIdentity = false;
  7419. this._isIdentityDirty = true;
  7420. /**
  7421. * Gets or sets the internal data of the matrix
  7422. */
  7423. this.m = new Float32Array(16);
  7424. this._markAsUpdated();
  7425. }
  7426. /** @hidden */
  7427. Matrix.prototype._markAsUpdated = function () {
  7428. this.updateFlag = Matrix._updateFlagSeed++;
  7429. this._isIdentityDirty = true;
  7430. };
  7431. // Properties
  7432. /**
  7433. * Check if the current matrix is indentity
  7434. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  7435. * @returns true is the matrix is the identity matrix
  7436. */
  7437. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  7438. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  7439. if (this._isIdentityDirty) {
  7440. this._isIdentityDirty = false;
  7441. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  7442. this._isIdentity = false;
  7443. }
  7444. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7445. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7446. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  7447. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7448. this._isIdentity = false;
  7449. }
  7450. else {
  7451. this._isIdentity = true;
  7452. }
  7453. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  7454. this._isIdentity = false;
  7455. }
  7456. }
  7457. return this._isIdentity;
  7458. };
  7459. /**
  7460. * Gets the determinant of the matrix
  7461. * @returns the matrix determinant
  7462. */
  7463. Matrix.prototype.determinant = function () {
  7464. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  7465. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  7466. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  7467. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  7468. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  7469. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  7470. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  7471. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  7472. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  7473. };
  7474. // Methods
  7475. /**
  7476. * Returns the matrix as a Float32Array
  7477. * @returns the matrix underlying array
  7478. */
  7479. Matrix.prototype.toArray = function () {
  7480. return this.m;
  7481. };
  7482. /**
  7483. * Returns the matrix as a Float32Array
  7484. * @returns the matrix underlying array.
  7485. */
  7486. Matrix.prototype.asArray = function () {
  7487. return this.toArray();
  7488. };
  7489. /**
  7490. * Inverts the current matrix in place
  7491. * @returns the current inverted matrix
  7492. */
  7493. Matrix.prototype.invert = function () {
  7494. this.invertToRef(this);
  7495. return this;
  7496. };
  7497. /**
  7498. * Sets all the matrix elements to zero
  7499. * @returns the current matrix
  7500. */
  7501. Matrix.prototype.reset = function () {
  7502. for (var index = 0; index < 16; index++) {
  7503. this.m[index] = 0.0;
  7504. }
  7505. this._markAsUpdated();
  7506. return this;
  7507. };
  7508. /**
  7509. * Adds the current matrix with a second one
  7510. * @param other defines the matrix to add
  7511. * @returns a new matrix as the addition of the current matrix and the given one
  7512. */
  7513. Matrix.prototype.add = function (other) {
  7514. var result = new Matrix();
  7515. this.addToRef(other, result);
  7516. return result;
  7517. };
  7518. /**
  7519. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7520. * @param other defines the matrix to add
  7521. * @param result defines the target matrix
  7522. * @returns the current matrix
  7523. */
  7524. Matrix.prototype.addToRef = function (other, result) {
  7525. for (var index = 0; index < 16; index++) {
  7526. result.m[index] = this.m[index] + other.m[index];
  7527. }
  7528. result._markAsUpdated();
  7529. return this;
  7530. };
  7531. /**
  7532. * Adds in place the given matrix to the current matrix
  7533. * @param other defines the second operand
  7534. * @returns the current updated matrix
  7535. */
  7536. Matrix.prototype.addToSelf = function (other) {
  7537. for (var index = 0; index < 16; index++) {
  7538. this.m[index] += other.m[index];
  7539. }
  7540. this._markAsUpdated();
  7541. return this;
  7542. };
  7543. /**
  7544. * Sets the given matrix to the current inverted Matrix
  7545. * @param other defines the target matrix
  7546. * @returns the unmodified current matrix
  7547. */
  7548. Matrix.prototype.invertToRef = function (other) {
  7549. var l1 = this.m[0];
  7550. var l2 = this.m[1];
  7551. var l3 = this.m[2];
  7552. var l4 = this.m[3];
  7553. var l5 = this.m[4];
  7554. var l6 = this.m[5];
  7555. var l7 = this.m[6];
  7556. var l8 = this.m[7];
  7557. var l9 = this.m[8];
  7558. var l10 = this.m[9];
  7559. var l11 = this.m[10];
  7560. var l12 = this.m[11];
  7561. var l13 = this.m[12];
  7562. var l14 = this.m[13];
  7563. var l15 = this.m[14];
  7564. var l16 = this.m[15];
  7565. var l17 = (l11 * l16) - (l12 * l15);
  7566. var l18 = (l10 * l16) - (l12 * l14);
  7567. var l19 = (l10 * l15) - (l11 * l14);
  7568. var l20 = (l9 * l16) - (l12 * l13);
  7569. var l21 = (l9 * l15) - (l11 * l13);
  7570. var l22 = (l9 * l14) - (l10 * l13);
  7571. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  7572. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  7573. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  7574. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  7575. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  7576. var l28 = (l7 * l16) - (l8 * l15);
  7577. var l29 = (l6 * l16) - (l8 * l14);
  7578. var l30 = (l6 * l15) - (l7 * l14);
  7579. var l31 = (l5 * l16) - (l8 * l13);
  7580. var l32 = (l5 * l15) - (l7 * l13);
  7581. var l33 = (l5 * l14) - (l6 * l13);
  7582. var l34 = (l7 * l12) - (l8 * l11);
  7583. var l35 = (l6 * l12) - (l8 * l10);
  7584. var l36 = (l6 * l11) - (l7 * l10);
  7585. var l37 = (l5 * l12) - (l8 * l9);
  7586. var l38 = (l5 * l11) - (l7 * l9);
  7587. var l39 = (l5 * l10) - (l6 * l9);
  7588. other.m[0] = l23 * l27;
  7589. other.m[4] = l24 * l27;
  7590. other.m[8] = l25 * l27;
  7591. other.m[12] = l26 * l27;
  7592. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  7593. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  7594. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  7595. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  7596. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  7597. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  7598. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  7599. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  7600. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  7601. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  7602. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  7603. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  7604. other._markAsUpdated();
  7605. return this;
  7606. };
  7607. /**
  7608. * Inserts the translation vector (using 3 floats) in the current matrix
  7609. * @param x defines the 1st component of the translation
  7610. * @param y defines the 2nd component of the translation
  7611. * @param z defines the 3rd component of the translation
  7612. * @returns the current updated matrix
  7613. */
  7614. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7615. this.m[12] = x;
  7616. this.m[13] = y;
  7617. this.m[14] = z;
  7618. this._markAsUpdated();
  7619. return this;
  7620. };
  7621. /**
  7622. * Inserts the translation vector in the current matrix
  7623. * @param vector3 defines the translation to insert
  7624. * @returns the current updated matrix
  7625. */
  7626. Matrix.prototype.setTranslation = function (vector3) {
  7627. this.m[12] = vector3.x;
  7628. this.m[13] = vector3.y;
  7629. this.m[14] = vector3.z;
  7630. this._markAsUpdated();
  7631. return this;
  7632. };
  7633. /**
  7634. * Gets the translation value of the current matrix
  7635. * @returns a new Vector3 as the extracted translation from the matrix
  7636. */
  7637. Matrix.prototype.getTranslation = function () {
  7638. return new Vector3(this.m[12], this.m[13], this.m[14]);
  7639. };
  7640. /**
  7641. * Fill a Vector3 with the extracted translation from the matrix
  7642. * @param result defines the Vector3 where to store the translation
  7643. * @returns the current matrix
  7644. */
  7645. Matrix.prototype.getTranslationToRef = function (result) {
  7646. result.x = this.m[12];
  7647. result.y = this.m[13];
  7648. result.z = this.m[14];
  7649. return this;
  7650. };
  7651. /**
  7652. * Remove rotation and scaling part from the matrix
  7653. * @returns the updated matrix
  7654. */
  7655. Matrix.prototype.removeRotationAndScaling = function () {
  7656. this.setRowFromFloats(0, 1, 0, 0, 0);
  7657. this.setRowFromFloats(1, 0, 1, 0, 0);
  7658. this.setRowFromFloats(2, 0, 0, 1, 0);
  7659. return this;
  7660. };
  7661. /**
  7662. * Multiply two matrices
  7663. * @param other defines the second operand
  7664. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7665. */
  7666. Matrix.prototype.multiply = function (other) {
  7667. var result = new Matrix();
  7668. this.multiplyToRef(other, result);
  7669. return result;
  7670. };
  7671. /**
  7672. * Copy the current matrix from the given one
  7673. * @param other defines the source matrix
  7674. * @returns the current updated matrix
  7675. */
  7676. Matrix.prototype.copyFrom = function (other) {
  7677. for (var index = 0; index < 16; index++) {
  7678. this.m[index] = other.m[index];
  7679. }
  7680. this._markAsUpdated();
  7681. return this;
  7682. };
  7683. /**
  7684. * Populates the given array from the starting index with the current matrix values
  7685. * @param array defines the target array
  7686. * @param offset defines the offset in the target array where to start storing values
  7687. * @returns the current matrix
  7688. */
  7689. Matrix.prototype.copyToArray = function (array, offset) {
  7690. if (offset === void 0) { offset = 0; }
  7691. for (var index = 0; index < 16; index++) {
  7692. array[offset + index] = this.m[index];
  7693. }
  7694. return this;
  7695. };
  7696. /**
  7697. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7698. * @param other defines the second operand
  7699. * @param result defines the matrix where to store the multiplication
  7700. * @returns the current matrix
  7701. */
  7702. Matrix.prototype.multiplyToRef = function (other, result) {
  7703. this.multiplyToArray(other, result.m, 0);
  7704. result._markAsUpdated();
  7705. return this;
  7706. };
  7707. /**
  7708. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7709. * @param other defines the second operand
  7710. * @param result defines the array where to store the multiplication
  7711. * @param offset defines the offset in the target array where to start storing values
  7712. * @returns the current matrix
  7713. */
  7714. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7715. var tm0 = this.m[0];
  7716. var tm1 = this.m[1];
  7717. var tm2 = this.m[2];
  7718. var tm3 = this.m[3];
  7719. var tm4 = this.m[4];
  7720. var tm5 = this.m[5];
  7721. var tm6 = this.m[6];
  7722. var tm7 = this.m[7];
  7723. var tm8 = this.m[8];
  7724. var tm9 = this.m[9];
  7725. var tm10 = this.m[10];
  7726. var tm11 = this.m[11];
  7727. var tm12 = this.m[12];
  7728. var tm13 = this.m[13];
  7729. var tm14 = this.m[14];
  7730. var tm15 = this.m[15];
  7731. var om0 = other.m[0];
  7732. var om1 = other.m[1];
  7733. var om2 = other.m[2];
  7734. var om3 = other.m[3];
  7735. var om4 = other.m[4];
  7736. var om5 = other.m[5];
  7737. var om6 = other.m[6];
  7738. var om7 = other.m[7];
  7739. var om8 = other.m[8];
  7740. var om9 = other.m[9];
  7741. var om10 = other.m[10];
  7742. var om11 = other.m[11];
  7743. var om12 = other.m[12];
  7744. var om13 = other.m[13];
  7745. var om14 = other.m[14];
  7746. var om15 = other.m[15];
  7747. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7748. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7749. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7750. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7751. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7752. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7753. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7754. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7755. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7756. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7757. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7758. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7759. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7760. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7761. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7762. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7763. return this;
  7764. };
  7765. /**
  7766. * Check equality between this matrix and a second one
  7767. * @param value defines the second matrix to compare
  7768. * @returns true is the current matrix and the given one values are strictly equal
  7769. */
  7770. Matrix.prototype.equals = function (value) {
  7771. return value &&
  7772. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  7773. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  7774. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  7775. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  7776. };
  7777. /**
  7778. * Clone the current matrix
  7779. * @returns a new matrix from the current matrix
  7780. */
  7781. Matrix.prototype.clone = function () {
  7782. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]);
  7783. };
  7784. /**
  7785. * Returns the name of the current matrix class
  7786. * @returns the string "Matrix"
  7787. */
  7788. Matrix.prototype.getClassName = function () {
  7789. return "Matrix";
  7790. };
  7791. /**
  7792. * Gets the hash code of the current matrix
  7793. * @returns the hash code
  7794. */
  7795. Matrix.prototype.getHashCode = function () {
  7796. var hash = this.m[0] || 0;
  7797. for (var i = 1; i < 16; i++) {
  7798. hash = (hash * 397) ^ (this.m[i] || 0);
  7799. }
  7800. return hash;
  7801. };
  7802. /**
  7803. * Decomposes the current Matrix into a translation, rotation and scaling components
  7804. * @param scale defines the scale vector3 given as a reference to update
  7805. * @param rotation defines the rotation quaternion given as a reference to update
  7806. * @param translation defines the translation vector3 given as a reference to update
  7807. * @returns true if operation was successful
  7808. */
  7809. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7810. if (translation) {
  7811. translation.x = this.m[12];
  7812. translation.y = this.m[13];
  7813. translation.z = this.m[14];
  7814. }
  7815. scale = scale || MathTmp.Vector3[0];
  7816. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  7817. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  7818. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  7819. if (this.determinant() <= 0) {
  7820. scale.y *= -1;
  7821. }
  7822. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7823. if (rotation) {
  7824. rotation.x = 0;
  7825. rotation.y = 0;
  7826. rotation.z = 0;
  7827. rotation.w = 1;
  7828. }
  7829. return false;
  7830. }
  7831. if (rotation) {
  7832. Matrix.FromValuesToRef(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[0]);
  7833. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  7834. }
  7835. return true;
  7836. };
  7837. /**
  7838. * Gets specific row of the matrix
  7839. * @param index defines the number of the row to get
  7840. * @returns the index-th row of the current matrix as a new Vector4
  7841. */
  7842. Matrix.prototype.getRow = function (index) {
  7843. if (index < 0 || index > 3) {
  7844. return null;
  7845. }
  7846. var i = index * 4;
  7847. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  7848. };
  7849. /**
  7850. * Sets the index-th row of the current matrix to the vector4 values
  7851. * @param index defines the number of the row to set
  7852. * @param row defines the target vector4
  7853. * @returns the updated current matrix
  7854. */
  7855. Matrix.prototype.setRow = function (index, row) {
  7856. if (index < 0 || index > 3) {
  7857. return this;
  7858. }
  7859. var i = index * 4;
  7860. this.m[i + 0] = row.x;
  7861. this.m[i + 1] = row.y;
  7862. this.m[i + 2] = row.z;
  7863. this.m[i + 3] = row.w;
  7864. this._markAsUpdated();
  7865. return this;
  7866. };
  7867. /**
  7868. * Compute the transpose of the matrix
  7869. * @returns the new transposed matrix
  7870. */
  7871. Matrix.prototype.transpose = function () {
  7872. return Matrix.Transpose(this);
  7873. };
  7874. /**
  7875. * Compute the transpose of the matrix and store it in a given matrix
  7876. * @param result defines the target matrix
  7877. * @returns the current matrix
  7878. */
  7879. Matrix.prototype.transposeToRef = function (result) {
  7880. Matrix.TransposeToRef(this, result);
  7881. return this;
  7882. };
  7883. /**
  7884. * Sets the index-th row of the current matrix with the given 4 x float values
  7885. * @param index defines the row index
  7886. * @param x defines the x component to set
  7887. * @param y defines the y component to set
  7888. * @param z defines the z component to set
  7889. * @param w defines the w component to set
  7890. * @returns the updated current matrix
  7891. */
  7892. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  7893. if (index < 0 || index > 3) {
  7894. return this;
  7895. }
  7896. var i = index * 4;
  7897. this.m[i + 0] = x;
  7898. this.m[i + 1] = y;
  7899. this.m[i + 2] = z;
  7900. this.m[i + 3] = w;
  7901. this._markAsUpdated();
  7902. return this;
  7903. };
  7904. /**
  7905. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  7906. * @param scale defines the scale factor
  7907. * @returns a new matrix
  7908. */
  7909. Matrix.prototype.scale = function (scale) {
  7910. var result = new Matrix();
  7911. this.scaleToRef(scale, result);
  7912. return result;
  7913. };
  7914. /**
  7915. * Scale the current matrix values by a factor to a given result matrix
  7916. * @param scale defines the scale factor
  7917. * @param result defines the matrix to store the result
  7918. * @returns the current matrix
  7919. */
  7920. Matrix.prototype.scaleToRef = function (scale, result) {
  7921. for (var index = 0; index < 16; index++) {
  7922. result.m[index] = this.m[index] * scale;
  7923. }
  7924. result._markAsUpdated();
  7925. return this;
  7926. };
  7927. /**
  7928. * Scale the current matrix values by a factor and add the result to a given matrix
  7929. * @param scale defines the scale factor
  7930. * @param result defines the Matrix to store the result
  7931. * @returns the current matrix
  7932. */
  7933. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  7934. for (var index = 0; index < 16; index++) {
  7935. result.m[index] += this.m[index] * scale;
  7936. }
  7937. result._markAsUpdated();
  7938. return this;
  7939. };
  7940. /**
  7941. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  7942. * @param ref matrix to store the result
  7943. */
  7944. Matrix.prototype.toNormalMatrix = function (ref) {
  7945. this.invertToRef(ref);
  7946. ref.transpose();
  7947. var m = ref.m;
  7948. Matrix.FromValuesToRef(m[0], m[1], m[2], 0, m[4], m[5], m[6], 0, m[8], m[9], m[10], 0, 0, 0, 0, 1, ref);
  7949. };
  7950. /**
  7951. * Gets only rotation part of the current matrix
  7952. * @returns a new matrix sets to the extracted rotation matrix from the current one
  7953. */
  7954. Matrix.prototype.getRotationMatrix = function () {
  7955. var result = Matrix.Identity();
  7956. this.getRotationMatrixToRef(result);
  7957. return result;
  7958. };
  7959. /**
  7960. * Extracts the rotation matrix from the current one and sets it as the given "result"
  7961. * @param result defines the target matrix to store data to
  7962. * @returns the current matrix
  7963. */
  7964. Matrix.prototype.getRotationMatrixToRef = function (result) {
  7965. var m = this.m;
  7966. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7967. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7968. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7969. if (this.determinant() <= 0) {
  7970. sy *= -1;
  7971. }
  7972. if (sx === 0 || sy === 0 || sz === 0) {
  7973. Matrix.IdentityToRef(result);
  7974. }
  7975. else {
  7976. Matrix.FromValuesToRef(m[0] / sx, m[1] / sx, m[2] / sx, 0, m[4] / sy, m[5] / sy, m[6] / sy, 0, m[8] / sz, m[9] / sz, m[10] / sz, 0, 0, 0, 0, 1, result);
  7977. }
  7978. return this;
  7979. };
  7980. // Statics
  7981. /**
  7982. * Creates a matrix from an array
  7983. * @param array defines the source array
  7984. * @param offset defines an offset in the source array
  7985. * @returns a new Matrix set from the starting index of the given array
  7986. */
  7987. Matrix.FromArray = function (array, offset) {
  7988. var result = new Matrix();
  7989. if (!offset) {
  7990. offset = 0;
  7991. }
  7992. Matrix.FromArrayToRef(array, offset, result);
  7993. return result;
  7994. };
  7995. /**
  7996. * Copy the content of an array into a given matrix
  7997. * @param array defines the source array
  7998. * @param offset defines an offset in the source array
  7999. * @param result defines the target matrix
  8000. */
  8001. Matrix.FromArrayToRef = function (array, offset, result) {
  8002. for (var index = 0; index < 16; index++) {
  8003. result.m[index] = array[index + offset];
  8004. }
  8005. result._markAsUpdated();
  8006. };
  8007. /**
  8008. * Stores an array into a matrix after having multiplied each component by a given factor
  8009. * @param array defines the source array
  8010. * @param offset defines the offset in the source array
  8011. * @param scale defines the scaling factor
  8012. * @param result defines the target matrix
  8013. */
  8014. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8015. for (var index = 0; index < 16; index++) {
  8016. result.m[index] = array[index + offset] * scale;
  8017. }
  8018. result._markAsUpdated();
  8019. };
  8020. /**
  8021. * Stores a list of values (16) inside a given matrix
  8022. * @param initialM11 defines 1st value of 1st row
  8023. * @param initialM12 defines 2nd value of 1st row
  8024. * @param initialM13 defines 3rd value of 1st row
  8025. * @param initialM14 defines 4th value of 1st row
  8026. * @param initialM21 defines 1st value of 2nd row
  8027. * @param initialM22 defines 2nd value of 2nd row
  8028. * @param initialM23 defines 3rd value of 2nd row
  8029. * @param initialM24 defines 4th value of 2nd row
  8030. * @param initialM31 defines 1st value of 3rd row
  8031. * @param initialM32 defines 2nd value of 3rd row
  8032. * @param initialM33 defines 3rd value of 3rd row
  8033. * @param initialM34 defines 4th value of 3rd row
  8034. * @param initialM41 defines 1st value of 4th row
  8035. * @param initialM42 defines 2nd value of 4th row
  8036. * @param initialM43 defines 3rd value of 4th row
  8037. * @param initialM44 defines 4th value of 4th row
  8038. * @param result defines the target matrix
  8039. */
  8040. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8041. result.m[0] = initialM11;
  8042. result.m[1] = initialM12;
  8043. result.m[2] = initialM13;
  8044. result.m[3] = initialM14;
  8045. result.m[4] = initialM21;
  8046. result.m[5] = initialM22;
  8047. result.m[6] = initialM23;
  8048. result.m[7] = initialM24;
  8049. result.m[8] = initialM31;
  8050. result.m[9] = initialM32;
  8051. result.m[10] = initialM33;
  8052. result.m[11] = initialM34;
  8053. result.m[12] = initialM41;
  8054. result.m[13] = initialM42;
  8055. result.m[14] = initialM43;
  8056. result.m[15] = initialM44;
  8057. result._markAsUpdated();
  8058. };
  8059. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8060. /**
  8061. * Gets an identity matrix that must not be updated
  8062. */
  8063. get: function () {
  8064. return Matrix._identityReadOnly;
  8065. },
  8066. enumerable: true,
  8067. configurable: true
  8068. });
  8069. /**
  8070. * Creates new matrix from a list of values (16)
  8071. * @param initialM11 defines 1st value of 1st row
  8072. * @param initialM12 defines 2nd value of 1st row
  8073. * @param initialM13 defines 3rd value of 1st row
  8074. * @param initialM14 defines 4th value of 1st row
  8075. * @param initialM21 defines 1st value of 2nd row
  8076. * @param initialM22 defines 2nd value of 2nd row
  8077. * @param initialM23 defines 3rd value of 2nd row
  8078. * @param initialM24 defines 4th value of 2nd row
  8079. * @param initialM31 defines 1st value of 3rd row
  8080. * @param initialM32 defines 2nd value of 3rd row
  8081. * @param initialM33 defines 3rd value of 3rd row
  8082. * @param initialM34 defines 4th value of 3rd row
  8083. * @param initialM41 defines 1st value of 4th row
  8084. * @param initialM42 defines 2nd value of 4th row
  8085. * @param initialM43 defines 3rd value of 4th row
  8086. * @param initialM44 defines 4th value of 4th row
  8087. * @returns the new matrix
  8088. */
  8089. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8090. var result = new Matrix();
  8091. result.m[0] = initialM11;
  8092. result.m[1] = initialM12;
  8093. result.m[2] = initialM13;
  8094. result.m[3] = initialM14;
  8095. result.m[4] = initialM21;
  8096. result.m[5] = initialM22;
  8097. result.m[6] = initialM23;
  8098. result.m[7] = initialM24;
  8099. result.m[8] = initialM31;
  8100. result.m[9] = initialM32;
  8101. result.m[10] = initialM33;
  8102. result.m[11] = initialM34;
  8103. result.m[12] = initialM41;
  8104. result.m[13] = initialM42;
  8105. result.m[14] = initialM43;
  8106. result.m[15] = initialM44;
  8107. return result;
  8108. };
  8109. /**
  8110. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8111. * @param scale defines the scale vector3
  8112. * @param rotation defines the rotation quaternion
  8113. * @param translation defines the translation vector3
  8114. * @returns a new matrix
  8115. */
  8116. Matrix.Compose = function (scale, rotation, translation) {
  8117. var result = Matrix.Identity();
  8118. Matrix.ComposeToRef(scale, rotation, translation, result);
  8119. return result;
  8120. };
  8121. /**
  8122. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8123. * @param scale defines the scale vector3
  8124. * @param rotation defines the rotation quaternion
  8125. * @param translation defines the translation vector3
  8126. * @param result defines the target matrix
  8127. */
  8128. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8129. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  8130. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8131. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8132. result.setTranslation(translation);
  8133. };
  8134. /**
  8135. * Creates a new identity matrix
  8136. * @returns a new identity matrix
  8137. */
  8138. Matrix.Identity = function () {
  8139. return Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8140. };
  8141. /**
  8142. * Creates a new identity matrix and stores the result in a given matrix
  8143. * @param result defines the target matrix
  8144. */
  8145. Matrix.IdentityToRef = function (result) {
  8146. 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);
  8147. };
  8148. /**
  8149. * Creates a new zero matrix
  8150. * @returns a new zero matrix
  8151. */
  8152. Matrix.Zero = function () {
  8153. return Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8154. };
  8155. /**
  8156. * Creates a new rotation matrix for "angle" radians around the X axis
  8157. * @param angle defines the angle (in radians) to use
  8158. * @return the new matrix
  8159. */
  8160. Matrix.RotationX = function (angle) {
  8161. var result = new Matrix();
  8162. Matrix.RotationXToRef(angle, result);
  8163. return result;
  8164. };
  8165. /**
  8166. * Creates a new matrix as the invert of a given matrix
  8167. * @param source defines the source matrix
  8168. * @returns the new matrix
  8169. */
  8170. Matrix.Invert = function (source) {
  8171. var result = new Matrix();
  8172. source.invertToRef(result);
  8173. return result;
  8174. };
  8175. /**
  8176. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8177. * @param angle defines the angle (in radians) to use
  8178. * @param result defines the target matrix
  8179. */
  8180. Matrix.RotationXToRef = function (angle, result) {
  8181. var s = Math.sin(angle);
  8182. var c = Math.cos(angle);
  8183. result.m[0] = 1.0;
  8184. result.m[15] = 1.0;
  8185. result.m[5] = c;
  8186. result.m[10] = c;
  8187. result.m[9] = -s;
  8188. result.m[6] = s;
  8189. result.m[1] = 0.0;
  8190. result.m[2] = 0.0;
  8191. result.m[3] = 0.0;
  8192. result.m[4] = 0.0;
  8193. result.m[7] = 0.0;
  8194. result.m[8] = 0.0;
  8195. result.m[11] = 0.0;
  8196. result.m[12] = 0.0;
  8197. result.m[13] = 0.0;
  8198. result.m[14] = 0.0;
  8199. result._markAsUpdated();
  8200. };
  8201. /**
  8202. * Creates a new rotation matrix for "angle" radians around the Y axis
  8203. * @param angle defines the angle (in radians) to use
  8204. * @return the new matrix
  8205. */
  8206. Matrix.RotationY = function (angle) {
  8207. var result = new Matrix();
  8208. Matrix.RotationYToRef(angle, result);
  8209. return result;
  8210. };
  8211. /**
  8212. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8213. * @param angle defines the angle (in radians) to use
  8214. * @param result defines the target matrix
  8215. */
  8216. Matrix.RotationYToRef = function (angle, result) {
  8217. var s = Math.sin(angle);
  8218. var c = Math.cos(angle);
  8219. result.m[5] = 1.0;
  8220. result.m[15] = 1.0;
  8221. result.m[0] = c;
  8222. result.m[2] = -s;
  8223. result.m[8] = s;
  8224. result.m[10] = c;
  8225. result.m[1] = 0.0;
  8226. result.m[3] = 0.0;
  8227. result.m[4] = 0.0;
  8228. result.m[6] = 0.0;
  8229. result.m[7] = 0.0;
  8230. result.m[9] = 0.0;
  8231. result.m[11] = 0.0;
  8232. result.m[12] = 0.0;
  8233. result.m[13] = 0.0;
  8234. result.m[14] = 0.0;
  8235. result._markAsUpdated();
  8236. };
  8237. /**
  8238. * Creates a new rotation matrix for "angle" radians around the Z axis
  8239. * @param angle defines the angle (in radians) to use
  8240. * @return the new matrix
  8241. */
  8242. Matrix.RotationZ = function (angle) {
  8243. var result = new Matrix();
  8244. Matrix.RotationZToRef(angle, result);
  8245. return result;
  8246. };
  8247. /**
  8248. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8249. * @param angle defines the angle (in radians) to use
  8250. * @param result defines the target matrix
  8251. */
  8252. Matrix.RotationZToRef = function (angle, result) {
  8253. var s = Math.sin(angle);
  8254. var c = Math.cos(angle);
  8255. result.m[10] = 1.0;
  8256. result.m[15] = 1.0;
  8257. result.m[0] = c;
  8258. result.m[1] = s;
  8259. result.m[4] = -s;
  8260. result.m[5] = c;
  8261. result.m[2] = 0.0;
  8262. result.m[3] = 0.0;
  8263. result.m[6] = 0.0;
  8264. result.m[7] = 0.0;
  8265. result.m[8] = 0.0;
  8266. result.m[9] = 0.0;
  8267. result.m[11] = 0.0;
  8268. result.m[12] = 0.0;
  8269. result.m[13] = 0.0;
  8270. result.m[14] = 0.0;
  8271. result._markAsUpdated();
  8272. };
  8273. /**
  8274. * Creates a new rotation matrix for "angle" radians around the given axis
  8275. * @param axis defines the axis to use
  8276. * @param angle defines the angle (in radians) to use
  8277. * @return the new matrix
  8278. */
  8279. Matrix.RotationAxis = function (axis, angle) {
  8280. var result = Matrix.Zero();
  8281. Matrix.RotationAxisToRef(axis, angle, result);
  8282. return result;
  8283. };
  8284. /**
  8285. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8286. * @param axis defines the axis to use
  8287. * @param angle defines the angle (in radians) to use
  8288. * @param result defines the target matrix
  8289. */
  8290. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8291. var s = Math.sin(-angle);
  8292. var c = Math.cos(-angle);
  8293. var c1 = 1 - c;
  8294. axis.normalize();
  8295. result.m[0] = (axis.x * axis.x) * c1 + c;
  8296. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8297. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8298. result.m[3] = 0.0;
  8299. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8300. result.m[5] = (axis.y * axis.y) * c1 + c;
  8301. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8302. result.m[7] = 0.0;
  8303. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8304. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8305. result.m[10] = (axis.z * axis.z) * c1 + c;
  8306. result.m[11] = 0.0;
  8307. result.m[15] = 1.0;
  8308. result._markAsUpdated();
  8309. };
  8310. /**
  8311. * Creates a rotation matrix
  8312. * @param yaw defines the yaw angle in radians (Y axis)
  8313. * @param pitch defines the pitch angle in radians (X axis)
  8314. * @param roll defines the roll angle in radians (X axis)
  8315. * @returns the new rotation matrix
  8316. */
  8317. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8318. var result = new Matrix();
  8319. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8320. return result;
  8321. };
  8322. /**
  8323. * Creates a rotation matrix and stores it in a given matrix
  8324. * @param yaw defines the yaw angle in radians (Y axis)
  8325. * @param pitch defines the pitch angle in radians (X axis)
  8326. * @param roll defines the roll angle in radians (X axis)
  8327. * @param result defines the target matrix
  8328. */
  8329. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8330. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  8331. this._tempQuaternion.toRotationMatrix(result);
  8332. };
  8333. /**
  8334. * Creates a scaling matrix
  8335. * @param x defines the scale factor on X axis
  8336. * @param y defines the scale factor on Y axis
  8337. * @param z defines the scale factor on Z axis
  8338. * @returns the new matrix
  8339. */
  8340. Matrix.Scaling = function (x, y, z) {
  8341. var result = Matrix.Zero();
  8342. Matrix.ScalingToRef(x, y, z, result);
  8343. return result;
  8344. };
  8345. /**
  8346. * Creates a scaling matrix and stores it in a given matrix
  8347. * @param x defines the scale factor on X axis
  8348. * @param y defines the scale factor on Y axis
  8349. * @param z defines the scale factor on Z axis
  8350. * @param result defines the target matrix
  8351. */
  8352. Matrix.ScalingToRef = function (x, y, z, result) {
  8353. result.m[0] = x;
  8354. result.m[1] = 0.0;
  8355. result.m[2] = 0.0;
  8356. result.m[3] = 0.0;
  8357. result.m[4] = 0.0;
  8358. result.m[5] = y;
  8359. result.m[6] = 0.0;
  8360. result.m[7] = 0.0;
  8361. result.m[8] = 0.0;
  8362. result.m[9] = 0.0;
  8363. result.m[10] = z;
  8364. result.m[11] = 0.0;
  8365. result.m[12] = 0.0;
  8366. result.m[13] = 0.0;
  8367. result.m[14] = 0.0;
  8368. result.m[15] = 1.0;
  8369. result._markAsUpdated();
  8370. };
  8371. /**
  8372. * Creates a translation matrix
  8373. * @param x defines the translation on X axis
  8374. * @param y defines the translation on Y axis
  8375. * @param z defines the translationon Z axis
  8376. * @returns the new matrix
  8377. */
  8378. Matrix.Translation = function (x, y, z) {
  8379. var result = Matrix.Identity();
  8380. Matrix.TranslationToRef(x, y, z, result);
  8381. return result;
  8382. };
  8383. /**
  8384. * Creates a translation matrix and stores it in a given matrix
  8385. * @param x defines the translation on X axis
  8386. * @param y defines the translation on Y axis
  8387. * @param z defines the translationon Z axis
  8388. * @param result defines the target matrix
  8389. */
  8390. Matrix.TranslationToRef = function (x, y, z, result) {
  8391. 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);
  8392. };
  8393. /**
  8394. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8395. * @param startValue defines the start value
  8396. * @param endValue defines the end value
  8397. * @param gradient defines the gradient factor
  8398. * @returns the new matrix
  8399. */
  8400. Matrix.Lerp = function (startValue, endValue, gradient) {
  8401. var result = Matrix.Zero();
  8402. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8403. return result;
  8404. };
  8405. /**
  8406. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8407. * @param startValue defines the start value
  8408. * @param endValue defines the end value
  8409. * @param gradient defines the gradient factor
  8410. * @param result defines the Matrix object where to store data
  8411. */
  8412. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8413. for (var index = 0; index < 16; index++) {
  8414. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  8415. }
  8416. result._markAsUpdated();
  8417. };
  8418. /**
  8419. * Builds a new matrix whose values are computed by:
  8420. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8421. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8422. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8423. * @param startValue defines the first matrix
  8424. * @param endValue defines the second matrix
  8425. * @param gradient defines the gradient between the two matrices
  8426. * @returns the new matrix
  8427. */
  8428. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8429. var result = Matrix.Zero();
  8430. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8431. return result;
  8432. };
  8433. /**
  8434. * Update a matrix to values which are computed by:
  8435. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8436. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8437. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8438. * @param startValue defines the first matrix
  8439. * @param endValue defines the second matrix
  8440. * @param gradient defines the gradient between the two matrices
  8441. * @param result defines the target matrix
  8442. */
  8443. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8444. var startScale = MathTmp.Vector3[0];
  8445. var startRotation = MathTmp.Quaternion[0];
  8446. var startTranslation = MathTmp.Vector3[1];
  8447. startValue.decompose(startScale, startRotation, startTranslation);
  8448. var endScale = MathTmp.Vector3[2];
  8449. var endRotation = MathTmp.Quaternion[1];
  8450. var endTranslation = MathTmp.Vector3[3];
  8451. endValue.decompose(endScale, endRotation, endTranslation);
  8452. var resultScale = MathTmp.Vector3[4];
  8453. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8454. var resultRotation = MathTmp.Quaternion[2];
  8455. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8456. var resultTranslation = MathTmp.Vector3[5];
  8457. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8458. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8459. };
  8460. /**
  8461. * 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"
  8462. * This function works in left handed mode
  8463. * @param eye defines the final position of the entity
  8464. * @param target defines where the entity should look at
  8465. * @param up defines the up vector for the entity
  8466. * @returns the new matrix
  8467. */
  8468. Matrix.LookAtLH = function (eye, target, up) {
  8469. var result = Matrix.Zero();
  8470. Matrix.LookAtLHToRef(eye, target, up, result);
  8471. return result;
  8472. };
  8473. /**
  8474. * 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".
  8475. * This function works in left handed mode
  8476. * @param eye defines the final position of the entity
  8477. * @param target defines where the entity should look at
  8478. * @param up defines the up vector for the entity
  8479. * @param result defines the target matrix
  8480. */
  8481. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8482. // Z axis
  8483. target.subtractToRef(eye, this._zAxis);
  8484. this._zAxis.normalize();
  8485. // X axis
  8486. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8487. if (this._xAxis.lengthSquared() === 0) {
  8488. this._xAxis.x = 1.0;
  8489. }
  8490. else {
  8491. this._xAxis.normalize();
  8492. }
  8493. // Y axis
  8494. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8495. this._yAxis.normalize();
  8496. // Eye angles
  8497. var ex = -Vector3.Dot(this._xAxis, eye);
  8498. var ey = -Vector3.Dot(this._yAxis, eye);
  8499. var ez = -Vector3.Dot(this._zAxis, eye);
  8500. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  8501. };
  8502. /**
  8503. * 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"
  8504. * This function works in right handed mode
  8505. * @param eye defines the final position of the entity
  8506. * @param target defines where the entity should look at
  8507. * @param up defines the up vector for the entity
  8508. * @returns the new matrix
  8509. */
  8510. Matrix.LookAtRH = function (eye, target, up) {
  8511. var result = Matrix.Zero();
  8512. Matrix.LookAtRHToRef(eye, target, up, result);
  8513. return result;
  8514. };
  8515. /**
  8516. * 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".
  8517. * This function works in right handed mode
  8518. * @param eye defines the final position of the entity
  8519. * @param target defines where the entity should look at
  8520. * @param up defines the up vector for the entity
  8521. * @param result defines the target matrix
  8522. */
  8523. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8524. // Z axis
  8525. eye.subtractToRef(target, this._zAxis);
  8526. this._zAxis.normalize();
  8527. // X axis
  8528. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8529. if (this._xAxis.lengthSquared() === 0) {
  8530. this._xAxis.x = 1.0;
  8531. }
  8532. else {
  8533. this._xAxis.normalize();
  8534. }
  8535. // Y axis
  8536. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8537. this._yAxis.normalize();
  8538. // Eye angles
  8539. var ex = -Vector3.Dot(this._xAxis, eye);
  8540. var ey = -Vector3.Dot(this._yAxis, eye);
  8541. var ez = -Vector3.Dot(this._zAxis, eye);
  8542. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  8543. };
  8544. /**
  8545. * Create a left-handed orthographic projection matrix
  8546. * @param width defines the viewport width
  8547. * @param height defines the viewport height
  8548. * @param znear defines the near clip plane
  8549. * @param zfar defines the far clip plane
  8550. * @returns a new matrix as a left-handed orthographic projection matrix
  8551. */
  8552. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8553. var matrix = Matrix.Zero();
  8554. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8555. return matrix;
  8556. };
  8557. /**
  8558. * Store a left-handed orthographic projection to a given matrix
  8559. * @param width defines the viewport width
  8560. * @param height defines the viewport height
  8561. * @param znear defines the near clip plane
  8562. * @param zfar defines the far clip plane
  8563. * @param result defines the target matrix
  8564. */
  8565. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8566. var n = znear;
  8567. var f = zfar;
  8568. var a = 2.0 / width;
  8569. var b = 2.0 / height;
  8570. var c = 2.0 / (f - n);
  8571. var d = -(f + n) / (f - n);
  8572. 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);
  8573. };
  8574. /**
  8575. * Create a left-handed orthographic projection matrix
  8576. * @param left defines the viewport left coordinate
  8577. * @param right defines the viewport right coordinate
  8578. * @param bottom defines the viewport bottom coordinate
  8579. * @param top defines the viewport top coordinate
  8580. * @param znear defines the near clip plane
  8581. * @param zfar defines the far clip plane
  8582. * @returns a new matrix as a left-handed orthographic projection matrix
  8583. */
  8584. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8585. var matrix = Matrix.Zero();
  8586. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8587. return matrix;
  8588. };
  8589. /**
  8590. * Stores a left-handed orthographic projection into a given matrix
  8591. * @param left defines the viewport left coordinate
  8592. * @param right defines the viewport right coordinate
  8593. * @param bottom defines the viewport bottom coordinate
  8594. * @param top defines the viewport top coordinate
  8595. * @param znear defines the near clip plane
  8596. * @param zfar defines the far clip plane
  8597. * @param result defines the target matrix
  8598. */
  8599. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8600. var n = znear;
  8601. var f = zfar;
  8602. var a = 2.0 / (right - left);
  8603. var b = 2.0 / (top - bottom);
  8604. var c = 2.0 / (f - n);
  8605. var d = -(f + n) / (f - n);
  8606. var i0 = (left + right) / (left - right);
  8607. var i1 = (top + bottom) / (bottom - top);
  8608. 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);
  8609. };
  8610. /**
  8611. * Creates a right-handed orthographic projection matrix
  8612. * @param left defines the viewport left coordinate
  8613. * @param right defines the viewport right coordinate
  8614. * @param bottom defines the viewport bottom coordinate
  8615. * @param top defines the viewport top coordinate
  8616. * @param znear defines the near clip plane
  8617. * @param zfar defines the far clip plane
  8618. * @returns a new matrix as a right-handed orthographic projection matrix
  8619. */
  8620. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8621. var matrix = Matrix.Zero();
  8622. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8623. return matrix;
  8624. };
  8625. /**
  8626. * Stores a right-handed orthographic projection into a given matrix
  8627. * @param left defines the viewport left coordinate
  8628. * @param right defines the viewport right coordinate
  8629. * @param bottom defines the viewport bottom coordinate
  8630. * @param top defines the viewport top coordinate
  8631. * @param znear defines the near clip plane
  8632. * @param zfar defines the far clip plane
  8633. * @param result defines the target matrix
  8634. */
  8635. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8636. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8637. result.m[10] *= -1.0;
  8638. };
  8639. /**
  8640. * Creates a left-handed perspective projection matrix
  8641. * @param width defines the viewport width
  8642. * @param height defines the viewport height
  8643. * @param znear defines the near clip plane
  8644. * @param zfar defines the far clip plane
  8645. * @returns a new matrix as a left-handed perspective projection matrix
  8646. */
  8647. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8648. var matrix = Matrix.Zero();
  8649. var n = znear;
  8650. var f = zfar;
  8651. var a = 2.0 * n / width;
  8652. var b = 2.0 * n / height;
  8653. var c = (f + n) / (f - n);
  8654. var d = -2.0 * f * n / (f - n);
  8655. 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);
  8656. return matrix;
  8657. };
  8658. /**
  8659. * Creates a left-handed perspective projection matrix
  8660. * @param fov defines the horizontal field of view
  8661. * @param aspect defines the aspect ratio
  8662. * @param znear defines the near clip plane
  8663. * @param zfar defines the far clip plane
  8664. * @returns a new matrix as a left-handed perspective projection matrix
  8665. */
  8666. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8667. var matrix = Matrix.Zero();
  8668. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8669. return matrix;
  8670. };
  8671. /**
  8672. * Stores a left-handed perspective projection into a given matrix
  8673. * @param fov defines the horizontal field of view
  8674. * @param aspect defines the aspect ratio
  8675. * @param znear defines the near clip plane
  8676. * @param zfar defines the far clip plane
  8677. * @param result defines the target matrix
  8678. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8679. */
  8680. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8681. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8682. var n = znear;
  8683. var f = zfar;
  8684. var t = 1.0 / (Math.tan(fov * 0.5));
  8685. var a = isVerticalFovFixed ? (t / aspect) : t;
  8686. var b = isVerticalFovFixed ? t : (t * aspect);
  8687. var c = (f + n) / (f - n);
  8688. var d = -2.0 * f * n / (f - n);
  8689. 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);
  8690. };
  8691. /**
  8692. * Creates a right-handed perspective projection matrix
  8693. * @param fov defines the horizontal field of view
  8694. * @param aspect defines the aspect ratio
  8695. * @param znear defines the near clip plane
  8696. * @param zfar defines the far clip plane
  8697. * @returns a new matrix as a right-handed perspective projection matrix
  8698. */
  8699. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8700. var matrix = Matrix.Zero();
  8701. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8702. return matrix;
  8703. };
  8704. /**
  8705. * Stores a right-handed perspective projection into a given matrix
  8706. * @param fov defines the horizontal field of view
  8707. * @param aspect defines the aspect ratio
  8708. * @param znear defines the near clip plane
  8709. * @param zfar defines the far clip plane
  8710. * @param result defines the target matrix
  8711. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8712. */
  8713. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8714. //alternatively this could be expressed as:
  8715. // m = PerspectiveFovLHToRef
  8716. // m[10] *= -1.0;
  8717. // m[11] *= -1.0;
  8718. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8719. var n = znear;
  8720. var f = zfar;
  8721. var t = 1.0 / (Math.tan(fov * 0.5));
  8722. var a = isVerticalFovFixed ? (t / aspect) : t;
  8723. var b = isVerticalFovFixed ? t : (t * aspect);
  8724. var c = -(f + n) / (f - n);
  8725. var d = -2 * f * n / (f - n);
  8726. 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);
  8727. };
  8728. /**
  8729. * Stores a perspective projection for WebVR info a given matrix
  8730. * @param fov defines the field of view
  8731. * @param znear defines the near clip plane
  8732. * @param zfar defines the far clip plane
  8733. * @param result defines the target matrix
  8734. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8735. */
  8736. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8737. if (rightHanded === void 0) { rightHanded = false; }
  8738. var rightHandedFactor = rightHanded ? -1 : 1;
  8739. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8740. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8741. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8742. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8743. var xScale = 2.0 / (leftTan + rightTan);
  8744. var yScale = 2.0 / (upTan + downTan);
  8745. result.m[0] = xScale;
  8746. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  8747. result.m[5] = yScale;
  8748. result.m[6] = result.m[7] = 0.0;
  8749. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8750. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  8751. result.m[10] = -zfar / (znear - zfar);
  8752. result.m[11] = 1.0 * rightHandedFactor;
  8753. result.m[12] = result.m[13] = result.m[15] = 0.0;
  8754. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8755. result._markAsUpdated();
  8756. };
  8757. /**
  8758. * Computes a complete transformation matrix
  8759. * @param viewport defines the viewport to use
  8760. * @param world defines the world matrix
  8761. * @param view defines the view matrix
  8762. * @param projection defines the projection matrix
  8763. * @param zmin defines the near clip plane
  8764. * @param zmax defines the far clip plane
  8765. * @returns the transformation matrix
  8766. */
  8767. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8768. var cw = viewport.width;
  8769. var ch = viewport.height;
  8770. var cx = viewport.x;
  8771. var cy = viewport.y;
  8772. 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);
  8773. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  8774. };
  8775. /**
  8776. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8777. * @param matrix defines the matrix to use
  8778. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8779. */
  8780. Matrix.GetAsMatrix2x2 = function (matrix) {
  8781. return new Float32Array([
  8782. matrix.m[0], matrix.m[1],
  8783. matrix.m[4], matrix.m[5]
  8784. ]);
  8785. };
  8786. /**
  8787. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8788. * @param matrix defines the matrix to use
  8789. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8790. */
  8791. Matrix.GetAsMatrix3x3 = function (matrix) {
  8792. return new Float32Array([
  8793. matrix.m[0], matrix.m[1], matrix.m[2],
  8794. matrix.m[4], matrix.m[5], matrix.m[6],
  8795. matrix.m[8], matrix.m[9], matrix.m[10]
  8796. ]);
  8797. };
  8798. /**
  8799. * Compute the transpose of a given matrix
  8800. * @param matrix defines the matrix to transpose
  8801. * @returns the new matrix
  8802. */
  8803. Matrix.Transpose = function (matrix) {
  8804. var result = new Matrix();
  8805. Matrix.TransposeToRef(matrix, result);
  8806. return result;
  8807. };
  8808. /**
  8809. * Compute the transpose of a matrix and store it in a target matrix
  8810. * @param matrix defines the matrix to transpose
  8811. * @param result defines the target matrix
  8812. */
  8813. Matrix.TransposeToRef = function (matrix, result) {
  8814. result.m[0] = matrix.m[0];
  8815. result.m[1] = matrix.m[4];
  8816. result.m[2] = matrix.m[8];
  8817. result.m[3] = matrix.m[12];
  8818. result.m[4] = matrix.m[1];
  8819. result.m[5] = matrix.m[5];
  8820. result.m[6] = matrix.m[9];
  8821. result.m[7] = matrix.m[13];
  8822. result.m[8] = matrix.m[2];
  8823. result.m[9] = matrix.m[6];
  8824. result.m[10] = matrix.m[10];
  8825. result.m[11] = matrix.m[14];
  8826. result.m[12] = matrix.m[3];
  8827. result.m[13] = matrix.m[7];
  8828. result.m[14] = matrix.m[11];
  8829. result.m[15] = matrix.m[15];
  8830. };
  8831. /**
  8832. * Computes a reflection matrix from a plane
  8833. * @param plane defines the reflection plane
  8834. * @returns a new matrix
  8835. */
  8836. Matrix.Reflection = function (plane) {
  8837. var matrix = new Matrix();
  8838. Matrix.ReflectionToRef(plane, matrix);
  8839. return matrix;
  8840. };
  8841. /**
  8842. * Computes a reflection matrix from a plane
  8843. * @param plane defines the reflection plane
  8844. * @param result defines the target matrix
  8845. */
  8846. Matrix.ReflectionToRef = function (plane, result) {
  8847. plane.normalize();
  8848. var x = plane.normal.x;
  8849. var y = plane.normal.y;
  8850. var z = plane.normal.z;
  8851. var temp = -2 * x;
  8852. var temp2 = -2 * y;
  8853. var temp3 = -2 * z;
  8854. result.m[0] = (temp * x) + 1;
  8855. result.m[1] = temp2 * x;
  8856. result.m[2] = temp3 * x;
  8857. result.m[3] = 0.0;
  8858. result.m[4] = temp * y;
  8859. result.m[5] = (temp2 * y) + 1;
  8860. result.m[6] = temp3 * y;
  8861. result.m[7] = 0.0;
  8862. result.m[8] = temp * z;
  8863. result.m[9] = temp2 * z;
  8864. result.m[10] = (temp3 * z) + 1;
  8865. result.m[11] = 0.0;
  8866. result.m[12] = temp * plane.d;
  8867. result.m[13] = temp2 * plane.d;
  8868. result.m[14] = temp3 * plane.d;
  8869. result.m[15] = 1.0;
  8870. result._markAsUpdated();
  8871. };
  8872. /**
  8873. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  8874. * @param xaxis defines the value of the 1st axis
  8875. * @param yaxis defines the value of the 2nd axis
  8876. * @param zaxis defines the value of the 3rd axis
  8877. * @param result defines the target matrix
  8878. */
  8879. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  8880. result.m[0] = xaxis.x;
  8881. result.m[1] = xaxis.y;
  8882. result.m[2] = xaxis.z;
  8883. result.m[3] = 0.0;
  8884. result.m[4] = yaxis.x;
  8885. result.m[5] = yaxis.y;
  8886. result.m[6] = yaxis.z;
  8887. result.m[7] = 0.0;
  8888. result.m[8] = zaxis.x;
  8889. result.m[9] = zaxis.y;
  8890. result.m[10] = zaxis.z;
  8891. result.m[11] = 0.0;
  8892. result.m[12] = 0.0;
  8893. result.m[13] = 0.0;
  8894. result.m[14] = 0.0;
  8895. result.m[15] = 1.0;
  8896. result._markAsUpdated();
  8897. };
  8898. /**
  8899. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  8900. * @param quat defines the quaternion to use
  8901. * @param result defines the target matrix
  8902. */
  8903. Matrix.FromQuaternionToRef = function (quat, result) {
  8904. var xx = quat.x * quat.x;
  8905. var yy = quat.y * quat.y;
  8906. var zz = quat.z * quat.z;
  8907. var xy = quat.x * quat.y;
  8908. var zw = quat.z * quat.w;
  8909. var zx = quat.z * quat.x;
  8910. var yw = quat.y * quat.w;
  8911. var yz = quat.y * quat.z;
  8912. var xw = quat.x * quat.w;
  8913. result.m[0] = 1.0 - (2.0 * (yy + zz));
  8914. result.m[1] = 2.0 * (xy + zw);
  8915. result.m[2] = 2.0 * (zx - yw);
  8916. result.m[3] = 0.0;
  8917. result.m[4] = 2.0 * (xy - zw);
  8918. result.m[5] = 1.0 - (2.0 * (zz + xx));
  8919. result.m[6] = 2.0 * (yz + xw);
  8920. result.m[7] = 0.0;
  8921. result.m[8] = 2.0 * (zx + yw);
  8922. result.m[9] = 2.0 * (yz - xw);
  8923. result.m[10] = 1.0 - (2.0 * (yy + xx));
  8924. result.m[11] = 0.0;
  8925. result.m[12] = 0.0;
  8926. result.m[13] = 0.0;
  8927. result.m[14] = 0.0;
  8928. result.m[15] = 1.0;
  8929. result._markAsUpdated();
  8930. };
  8931. Matrix._tempQuaternion = new Quaternion();
  8932. Matrix._xAxis = Vector3.Zero();
  8933. Matrix._yAxis = Vector3.Zero();
  8934. Matrix._zAxis = Vector3.Zero();
  8935. Matrix._updateFlagSeed = 0;
  8936. Matrix._identityReadOnly = Matrix.Identity();
  8937. return Matrix;
  8938. }());
  8939. BABYLON.Matrix = Matrix;
  8940. /**
  8941. * Represens a plane by the equation ax + by + cz + d = 0
  8942. */
  8943. var Plane = /** @class */ (function () {
  8944. /**
  8945. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  8946. * @param a a component of the plane
  8947. * @param b b component of the plane
  8948. * @param c c component of the plane
  8949. * @param d d component of the plane
  8950. */
  8951. function Plane(a, b, c, d) {
  8952. this.normal = new Vector3(a, b, c);
  8953. this.d = d;
  8954. }
  8955. /**
  8956. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  8957. */
  8958. Plane.prototype.asArray = function () {
  8959. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  8960. };
  8961. // Methods
  8962. /**
  8963. * @returns a new plane copied from the current Plane.
  8964. */
  8965. Plane.prototype.clone = function () {
  8966. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  8967. };
  8968. /**
  8969. * @returns the string "Plane".
  8970. */
  8971. Plane.prototype.getClassName = function () {
  8972. return "Plane";
  8973. };
  8974. /**
  8975. * @returns the Plane hash code.
  8976. */
  8977. Plane.prototype.getHashCode = function () {
  8978. var hash = this.normal.getHashCode();
  8979. hash = (hash * 397) ^ (this.d || 0);
  8980. return hash;
  8981. };
  8982. /**
  8983. * Normalize the current Plane in place.
  8984. * @returns the updated Plane.
  8985. */
  8986. Plane.prototype.normalize = function () {
  8987. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  8988. var magnitude = 0.0;
  8989. if (norm !== 0) {
  8990. magnitude = 1.0 / norm;
  8991. }
  8992. this.normal.x *= magnitude;
  8993. this.normal.y *= magnitude;
  8994. this.normal.z *= magnitude;
  8995. this.d *= magnitude;
  8996. return this;
  8997. };
  8998. /**
  8999. * Applies a transformation the plane and returns the result
  9000. * @param transformation the transformation matrix to be applied to the plane
  9001. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9002. */
  9003. Plane.prototype.transform = function (transformation) {
  9004. var transposedMatrix = Matrix.Transpose(transformation);
  9005. var x = this.normal.x;
  9006. var y = this.normal.y;
  9007. var z = this.normal.z;
  9008. var d = this.d;
  9009. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  9010. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  9011. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  9012. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  9013. return new Plane(normalX, normalY, normalZ, finalD);
  9014. };
  9015. /**
  9016. * Calcualtte the dot product between the point and the plane normal
  9017. * @param point point to calculate the dot product with
  9018. * @returns the dot product (float) of the point coordinates and the plane normal.
  9019. */
  9020. Plane.prototype.dotCoordinate = function (point) {
  9021. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9022. };
  9023. /**
  9024. * Updates the current Plane from the plane defined by the three given points.
  9025. * @param point1 one of the points used to contruct the plane
  9026. * @param point2 one of the points used to contruct the plane
  9027. * @param point3 one of the points used to contruct the plane
  9028. * @returns the updated Plane.
  9029. */
  9030. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9031. var x1 = point2.x - point1.x;
  9032. var y1 = point2.y - point1.y;
  9033. var z1 = point2.z - point1.z;
  9034. var x2 = point3.x - point1.x;
  9035. var y2 = point3.y - point1.y;
  9036. var z2 = point3.z - point1.z;
  9037. var yz = (y1 * z2) - (z1 * y2);
  9038. var xz = (z1 * x2) - (x1 * z2);
  9039. var xy = (x1 * y2) - (y1 * x2);
  9040. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9041. var invPyth;
  9042. if (pyth !== 0) {
  9043. invPyth = 1.0 / pyth;
  9044. }
  9045. else {
  9046. invPyth = 0.0;
  9047. }
  9048. this.normal.x = yz * invPyth;
  9049. this.normal.y = xz * invPyth;
  9050. this.normal.z = xy * invPyth;
  9051. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9052. return this;
  9053. };
  9054. /**
  9055. * Checks if the plane is facing a given direction
  9056. * @param direction the direction to check if the plane is facing
  9057. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9058. * @returns True is the vector "direction" is the same side than the plane normal.
  9059. */
  9060. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9061. var dot = Vector3.Dot(this.normal, direction);
  9062. return (dot <= epsilon);
  9063. };
  9064. /**
  9065. * Calculates the distance to a point
  9066. * @param point point to calculate distance to
  9067. * @returns the signed distance (float) from the given point to the Plane.
  9068. */
  9069. Plane.prototype.signedDistanceTo = function (point) {
  9070. return Vector3.Dot(point, this.normal) + this.d;
  9071. };
  9072. // Statics
  9073. /**
  9074. * Creates a plane from an array
  9075. * @param array the array to create a plane from
  9076. * @returns a new Plane from the given array.
  9077. */
  9078. Plane.FromArray = function (array) {
  9079. return new Plane(array[0], array[1], array[2], array[3]);
  9080. };
  9081. /**
  9082. * Creates a plane from three points
  9083. * @param point1 point used to create the plane
  9084. * @param point2 point used to create the plane
  9085. * @param point3 point used to create the plane
  9086. * @returns a new Plane defined by the three given points.
  9087. */
  9088. Plane.FromPoints = function (point1, point2, point3) {
  9089. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9090. result.copyFromPoints(point1, point2, point3);
  9091. return result;
  9092. };
  9093. /**
  9094. * Creates a plane from an origin point and a normal
  9095. * @param origin origin of the plane to be constructed
  9096. * @param normal normal of the plane to be constructed
  9097. * @returns a new Plane the normal vector to this plane at the given origin point.
  9098. * Note : the vector "normal" is updated because normalized.
  9099. */
  9100. Plane.FromPositionAndNormal = function (origin, normal) {
  9101. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9102. normal.normalize();
  9103. result.normal = normal;
  9104. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9105. return result;
  9106. };
  9107. /**
  9108. * Calculates the distance from a plane and a point
  9109. * @param origin origin of the plane to be constructed
  9110. * @param normal normal of the plane to be constructed
  9111. * @param point point to calculate distance to
  9112. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9113. */
  9114. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9115. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9116. return Vector3.Dot(point, normal) + d;
  9117. };
  9118. return Plane;
  9119. }());
  9120. BABYLON.Plane = Plane;
  9121. /**
  9122. * Class used to represent a viewport on screen
  9123. */
  9124. var Viewport = /** @class */ (function () {
  9125. /**
  9126. * Creates a Viewport object located at (x, y) and sized (width, height)
  9127. * @param x defines viewport left coordinate
  9128. * @param y defines viewport top coordinate
  9129. * @param width defines the viewport width
  9130. * @param height defines the viewport height
  9131. */
  9132. function Viewport(
  9133. /** viewport left coordinate */
  9134. x,
  9135. /** viewport top coordinate */
  9136. y,
  9137. /**viewport width */
  9138. width,
  9139. /** viewport height */
  9140. height) {
  9141. this.x = x;
  9142. this.y = y;
  9143. this.width = width;
  9144. this.height = height;
  9145. }
  9146. /**
  9147. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9148. * @param renderWidthOrEngine defines either an engine or the rendering width
  9149. * @param renderHeight defines the rendering height
  9150. * @returns a new Viewport
  9151. */
  9152. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9153. if (renderWidthOrEngine.getRenderWidth) {
  9154. var engine = renderWidthOrEngine;
  9155. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9156. }
  9157. var renderWidth = renderWidthOrEngine;
  9158. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9159. };
  9160. /**
  9161. * Returns a new Viewport copied from the current one
  9162. * @returns a new Viewport
  9163. */
  9164. Viewport.prototype.clone = function () {
  9165. return new Viewport(this.x, this.y, this.width, this.height);
  9166. };
  9167. return Viewport;
  9168. }());
  9169. BABYLON.Viewport = Viewport;
  9170. /**
  9171. * Reprasents a camera frustum
  9172. */
  9173. var Frustum = /** @class */ (function () {
  9174. function Frustum() {
  9175. }
  9176. /**
  9177. * Gets the planes representing the frustum
  9178. * @param transform matrix to be applied to the returned planes
  9179. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9180. */
  9181. Frustum.GetPlanes = function (transform) {
  9182. var frustumPlanes = [];
  9183. for (var index = 0; index < 6; index++) {
  9184. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9185. }
  9186. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9187. return frustumPlanes;
  9188. };
  9189. /**
  9190. * Gets the near frustum plane transformed by the transform matrix
  9191. * @param transform transformation matrix to be applied to the resulting frustum plane
  9192. * @param frustumPlane the resuling frustum plane
  9193. */
  9194. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9195. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  9196. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  9197. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  9198. frustumPlane.d = transform.m[15] + transform.m[14];
  9199. frustumPlane.normalize();
  9200. };
  9201. /**
  9202. * Gets the far frustum plane transformed by the transform matrix
  9203. * @param transform transformation matrix to be applied to the resulting frustum plane
  9204. * @param frustumPlane the resuling frustum plane
  9205. */
  9206. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9207. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  9208. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  9209. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  9210. frustumPlane.d = transform.m[15] - transform.m[14];
  9211. frustumPlane.normalize();
  9212. };
  9213. /**
  9214. * Gets the left frustum plane transformed by the transform matrix
  9215. * @param transform transformation matrix to be applied to the resulting frustum plane
  9216. * @param frustumPlane the resuling frustum plane
  9217. */
  9218. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9219. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  9220. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  9221. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  9222. frustumPlane.d = transform.m[15] + transform.m[12];
  9223. frustumPlane.normalize();
  9224. };
  9225. /**
  9226. * Gets the right frustum plane transformed by the transform matrix
  9227. * @param transform transformation matrix to be applied to the resulting frustum plane
  9228. * @param frustumPlane the resuling frustum plane
  9229. */
  9230. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9231. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  9232. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  9233. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  9234. frustumPlane.d = transform.m[15] - transform.m[12];
  9235. frustumPlane.normalize();
  9236. };
  9237. /**
  9238. * Gets the top frustum plane transformed by the transform matrix
  9239. * @param transform transformation matrix to be applied to the resulting frustum plane
  9240. * @param frustumPlane the resuling frustum plane
  9241. */
  9242. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9243. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  9244. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  9245. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  9246. frustumPlane.d = transform.m[15] - transform.m[13];
  9247. frustumPlane.normalize();
  9248. };
  9249. /**
  9250. * Gets the bottom frustum plane transformed by the transform matrix
  9251. * @param transform transformation matrix to be applied to the resulting frustum plane
  9252. * @param frustumPlane the resuling frustum plane
  9253. */
  9254. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9255. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  9256. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  9257. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  9258. frustumPlane.d = transform.m[15] + transform.m[13];
  9259. frustumPlane.normalize();
  9260. };
  9261. /**
  9262. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9263. * @param transform transformation matrix to be applied to the resulting frustum planes
  9264. * @param frustumPlanes the resuling frustum planes
  9265. */
  9266. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9267. // Near
  9268. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9269. // Far
  9270. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9271. // Left
  9272. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9273. // Right
  9274. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9275. // Top
  9276. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9277. // Bottom
  9278. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9279. };
  9280. return Frustum;
  9281. }());
  9282. BABYLON.Frustum = Frustum;
  9283. /** Defines supported spaces */
  9284. var Space;
  9285. (function (Space) {
  9286. /** Local (object) space */
  9287. Space[Space["LOCAL"] = 0] = "LOCAL";
  9288. /** World space */
  9289. Space[Space["WORLD"] = 1] = "WORLD";
  9290. /** Bone space */
  9291. Space[Space["BONE"] = 2] = "BONE";
  9292. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9293. /** Defines the 3 main axes */
  9294. var Axis = /** @class */ (function () {
  9295. function Axis() {
  9296. }
  9297. /** X axis */
  9298. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9299. /** Y axis */
  9300. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9301. /** Z axis */
  9302. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9303. return Axis;
  9304. }());
  9305. BABYLON.Axis = Axis;
  9306. /** Class used to represent a Bezier curve */
  9307. var BezierCurve = /** @class */ (function () {
  9308. function BezierCurve() {
  9309. }
  9310. /**
  9311. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9312. * @param t defines the time
  9313. * @param x1 defines the left coordinate on X axis
  9314. * @param y1 defines the left coordinate on Y axis
  9315. * @param x2 defines the right coordinate on X axis
  9316. * @param y2 defines the right coordinate on Y axis
  9317. * @returns the interpolated value
  9318. */
  9319. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9320. // Extract X (which is equal to time here)
  9321. var f0 = 1 - 3 * x2 + 3 * x1;
  9322. var f1 = 3 * x2 - 6 * x1;
  9323. var f2 = 3 * x1;
  9324. var refinedT = t;
  9325. for (var i = 0; i < 5; i++) {
  9326. var refinedT2 = refinedT * refinedT;
  9327. var refinedT3 = refinedT2 * refinedT;
  9328. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9329. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9330. refinedT -= (x - t) * slope;
  9331. refinedT = Math.min(1, Math.max(0, refinedT));
  9332. }
  9333. // Resolve cubic bezier for the given x
  9334. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9335. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9336. Math.pow(refinedT, 3);
  9337. };
  9338. return BezierCurve;
  9339. }());
  9340. BABYLON.BezierCurve = BezierCurve;
  9341. /**
  9342. * Defines potential orientation for back face culling
  9343. */
  9344. var Orientation;
  9345. (function (Orientation) {
  9346. /**
  9347. * Clockwise
  9348. */
  9349. Orientation[Orientation["CW"] = 0] = "CW";
  9350. /** Counter clockwise */
  9351. Orientation[Orientation["CCW"] = 1] = "CCW";
  9352. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9353. /**
  9354. * Defines angle representation
  9355. */
  9356. var Angle = /** @class */ (function () {
  9357. /**
  9358. * Creates an Angle object of "radians" radians (float).
  9359. */
  9360. function Angle(radians) {
  9361. this._radians = radians;
  9362. if (this._radians < 0.0) {
  9363. this._radians += (2.0 * Math.PI);
  9364. }
  9365. }
  9366. /**
  9367. * Get value in degrees
  9368. * @returns the Angle value in degrees (float)
  9369. */
  9370. Angle.prototype.degrees = function () {
  9371. return this._radians * 180.0 / Math.PI;
  9372. };
  9373. /**
  9374. * Get value in radians
  9375. * @returns the Angle value in radians (float)
  9376. */
  9377. Angle.prototype.radians = function () {
  9378. return this._radians;
  9379. };
  9380. /**
  9381. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9382. * @param a defines first vector
  9383. * @param b defines second vector
  9384. * @returns a new Angle
  9385. */
  9386. Angle.BetweenTwoPoints = function (a, b) {
  9387. var delta = b.subtract(a);
  9388. var theta = Math.atan2(delta.y, delta.x);
  9389. return new Angle(theta);
  9390. };
  9391. /**
  9392. * Gets a new Angle object from the given float in radians
  9393. * @param radians defines the angle value in radians
  9394. * @returns a new Angle
  9395. */
  9396. Angle.FromRadians = function (radians) {
  9397. return new Angle(radians);
  9398. };
  9399. /**
  9400. * Gets a new Angle object from the given float in degrees
  9401. * @param degrees defines the angle value in degrees
  9402. * @returns a new Angle
  9403. */
  9404. Angle.FromDegrees = function (degrees) {
  9405. return new Angle(degrees * Math.PI / 180.0);
  9406. };
  9407. return Angle;
  9408. }());
  9409. BABYLON.Angle = Angle;
  9410. /**
  9411. * This represents an arc in a 2d space.
  9412. */
  9413. var Arc2 = /** @class */ (function () {
  9414. /**
  9415. * Creates an Arc object from the three given points : start, middle and end.
  9416. * @param startPoint Defines the start point of the arc
  9417. * @param midPoint Defines the midlle point of the arc
  9418. * @param endPoint Defines the end point of the arc
  9419. */
  9420. function Arc2(
  9421. /** Defines the start point of the arc */
  9422. startPoint,
  9423. /** Defines the mid point of the arc */
  9424. midPoint,
  9425. /** Defines the end point of the arc */
  9426. endPoint) {
  9427. this.startPoint = startPoint;
  9428. this.midPoint = midPoint;
  9429. this.endPoint = endPoint;
  9430. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9431. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9432. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9433. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9434. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  9435. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9436. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9437. var a1 = this.startAngle.degrees();
  9438. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9439. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9440. // angles correction
  9441. if (a2 - a1 > +180.0) {
  9442. a2 -= 360.0;
  9443. }
  9444. if (a2 - a1 < -180.0) {
  9445. a2 += 360.0;
  9446. }
  9447. if (a3 - a2 > +180.0) {
  9448. a3 -= 360.0;
  9449. }
  9450. if (a3 - a2 < -180.0) {
  9451. a3 += 360.0;
  9452. }
  9453. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9454. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9455. }
  9456. return Arc2;
  9457. }());
  9458. BABYLON.Arc2 = Arc2;
  9459. /**
  9460. * Represents a 2D path made up of multiple 2D points
  9461. */
  9462. var Path2 = /** @class */ (function () {
  9463. /**
  9464. * Creates a Path2 object from the starting 2D coordinates x and y.
  9465. * @param x the starting points x value
  9466. * @param y the starting points y value
  9467. */
  9468. function Path2(x, y) {
  9469. this._points = new Array();
  9470. this._length = 0.0;
  9471. /**
  9472. * If the path start and end point are the same
  9473. */
  9474. this.closed = false;
  9475. this._points.push(new Vector2(x, y));
  9476. }
  9477. /**
  9478. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9479. * @param x the added points x value
  9480. * @param y the added points y value
  9481. * @returns the updated Path2.
  9482. */
  9483. Path2.prototype.addLineTo = function (x, y) {
  9484. if (this.closed) {
  9485. return this;
  9486. }
  9487. var newPoint = new Vector2(x, y);
  9488. var previousPoint = this._points[this._points.length - 1];
  9489. this._points.push(newPoint);
  9490. this._length += newPoint.subtract(previousPoint).length();
  9491. return this;
  9492. };
  9493. /**
  9494. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  9495. * @param midX middle point x value
  9496. * @param midY middle point y value
  9497. * @param endX end point x value
  9498. * @param endY end point y value
  9499. * @param numberOfSegments (default: 36)
  9500. * @returns the updated Path2.
  9501. */
  9502. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9503. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9504. if (this.closed) {
  9505. return this;
  9506. }
  9507. var startPoint = this._points[this._points.length - 1];
  9508. var midPoint = new Vector2(midX, midY);
  9509. var endPoint = new Vector2(endX, endY);
  9510. var arc = new Arc2(startPoint, midPoint, endPoint);
  9511. var increment = arc.angle.radians() / numberOfSegments;
  9512. if (arc.orientation === Orientation.CW) {
  9513. increment *= -1;
  9514. }
  9515. var currentAngle = arc.startAngle.radians() + increment;
  9516. for (var i = 0; i < numberOfSegments; i++) {
  9517. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9518. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9519. this.addLineTo(x, y);
  9520. currentAngle += increment;
  9521. }
  9522. return this;
  9523. };
  9524. /**
  9525. * Closes the Path2.
  9526. * @returns the Path2.
  9527. */
  9528. Path2.prototype.close = function () {
  9529. this.closed = true;
  9530. return this;
  9531. };
  9532. /**
  9533. * Gets the sum of the distance between each sequential point in the path
  9534. * @returns the Path2 total length (float).
  9535. */
  9536. Path2.prototype.length = function () {
  9537. var result = this._length;
  9538. if (!this.closed) {
  9539. var lastPoint = this._points[this._points.length - 1];
  9540. var firstPoint = this._points[0];
  9541. result += (firstPoint.subtract(lastPoint).length());
  9542. }
  9543. return result;
  9544. };
  9545. /**
  9546. * Gets the points which construct the path
  9547. * @returns the Path2 internal array of points.
  9548. */
  9549. Path2.prototype.getPoints = function () {
  9550. return this._points;
  9551. };
  9552. /**
  9553. * Retreives the point at the distance aways from the starting point
  9554. * @param normalizedLengthPosition the length along the path to retreive the point from
  9555. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9556. */
  9557. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9558. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9559. return Vector2.Zero();
  9560. }
  9561. var lengthPosition = normalizedLengthPosition * this.length();
  9562. var previousOffset = 0;
  9563. for (var i = 0; i < this._points.length; i++) {
  9564. var j = (i + 1) % this._points.length;
  9565. var a = this._points[i];
  9566. var b = this._points[j];
  9567. var bToA = b.subtract(a);
  9568. var nextOffset = (bToA.length() + previousOffset);
  9569. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9570. var dir = bToA.normalize();
  9571. var localOffset = lengthPosition - previousOffset;
  9572. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9573. }
  9574. previousOffset = nextOffset;
  9575. }
  9576. return Vector2.Zero();
  9577. };
  9578. /**
  9579. * Creates a new path starting from an x and y position
  9580. * @param x starting x value
  9581. * @param y starting y value
  9582. * @returns a new Path2 starting at the coordinates (x, y).
  9583. */
  9584. Path2.StartingAt = function (x, y) {
  9585. return new Path2(x, y);
  9586. };
  9587. return Path2;
  9588. }());
  9589. BABYLON.Path2 = Path2;
  9590. /**
  9591. * Represents a 3D path made up of multiple 3D points
  9592. */
  9593. var Path3D = /** @class */ (function () {
  9594. /**
  9595. * new Path3D(path, normal, raw)
  9596. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9597. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9598. * @param path an array of Vector3, the curve axis of the Path3D
  9599. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9600. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9601. */
  9602. function Path3D(
  9603. /**
  9604. * an array of Vector3, the curve axis of the Path3D
  9605. */
  9606. path, firstNormal, raw) {
  9607. if (firstNormal === void 0) { firstNormal = null; }
  9608. this.path = path;
  9609. this._curve = new Array();
  9610. this._distances = new Array();
  9611. this._tangents = new Array();
  9612. this._normals = new Array();
  9613. this._binormals = new Array();
  9614. for (var p = 0; p < path.length; p++) {
  9615. this._curve[p] = path[p].clone(); // hard copy
  9616. }
  9617. this._raw = raw || false;
  9618. this._compute(firstNormal);
  9619. }
  9620. /**
  9621. * Returns the Path3D array of successive Vector3 designing its curve.
  9622. * @returns the Path3D array of successive Vector3 designing its curve.
  9623. */
  9624. Path3D.prototype.getCurve = function () {
  9625. return this._curve;
  9626. };
  9627. /**
  9628. * Returns an array populated with tangent vectors on each Path3D curve point.
  9629. * @returns an array populated with tangent vectors on each Path3D curve point.
  9630. */
  9631. Path3D.prototype.getTangents = function () {
  9632. return this._tangents;
  9633. };
  9634. /**
  9635. * Returns an array populated with normal vectors on each Path3D curve point.
  9636. * @returns an array populated with normal vectors on each Path3D curve point.
  9637. */
  9638. Path3D.prototype.getNormals = function () {
  9639. return this._normals;
  9640. };
  9641. /**
  9642. * Returns an array populated with binormal vectors on each Path3D curve point.
  9643. * @returns an array populated with binormal vectors on each Path3D curve point.
  9644. */
  9645. Path3D.prototype.getBinormals = function () {
  9646. return this._binormals;
  9647. };
  9648. /**
  9649. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9650. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9651. */
  9652. Path3D.prototype.getDistances = function () {
  9653. return this._distances;
  9654. };
  9655. /**
  9656. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9657. * @param path path which all values are copied into the curves points
  9658. * @param firstNormal which should be projected onto the curve
  9659. * @returns the same object updated.
  9660. */
  9661. Path3D.prototype.update = function (path, firstNormal) {
  9662. if (firstNormal === void 0) { firstNormal = null; }
  9663. for (var p = 0; p < path.length; p++) {
  9664. this._curve[p].x = path[p].x;
  9665. this._curve[p].y = path[p].y;
  9666. this._curve[p].z = path[p].z;
  9667. }
  9668. this._compute(firstNormal);
  9669. return this;
  9670. };
  9671. // private function compute() : computes tangents, normals and binormals
  9672. Path3D.prototype._compute = function (firstNormal) {
  9673. var l = this._curve.length;
  9674. // first and last tangents
  9675. this._tangents[0] = this._getFirstNonNullVector(0);
  9676. if (!this._raw) {
  9677. this._tangents[0].normalize();
  9678. }
  9679. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9680. if (!this._raw) {
  9681. this._tangents[l - 1].normalize();
  9682. }
  9683. // normals and binormals at first point : arbitrary vector with _normalVector()
  9684. var tg0 = this._tangents[0];
  9685. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9686. this._normals[0] = pp0;
  9687. if (!this._raw) {
  9688. this._normals[0].normalize();
  9689. }
  9690. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9691. if (!this._raw) {
  9692. this._binormals[0].normalize();
  9693. }
  9694. this._distances[0] = 0.0;
  9695. // normals and binormals : next points
  9696. var prev; // previous vector (segment)
  9697. var cur; // current vector (segment)
  9698. var curTang; // current tangent
  9699. // previous normal
  9700. var prevBinor; // previous binormal
  9701. for (var i = 1; i < l; i++) {
  9702. // tangents
  9703. prev = this._getLastNonNullVector(i);
  9704. if (i < l - 1) {
  9705. cur = this._getFirstNonNullVector(i);
  9706. this._tangents[i] = prev.add(cur);
  9707. this._tangents[i].normalize();
  9708. }
  9709. this._distances[i] = this._distances[i - 1] + prev.length();
  9710. // normals and binormals
  9711. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9712. curTang = this._tangents[i];
  9713. prevBinor = this._binormals[i - 1];
  9714. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9715. if (!this._raw) {
  9716. this._normals[i].normalize();
  9717. }
  9718. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9719. if (!this._raw) {
  9720. this._binormals[i].normalize();
  9721. }
  9722. }
  9723. };
  9724. // private function getFirstNonNullVector(index)
  9725. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9726. Path3D.prototype._getFirstNonNullVector = function (index) {
  9727. var i = 1;
  9728. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9729. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9730. i++;
  9731. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9732. }
  9733. return nNVector;
  9734. };
  9735. // private function getLastNonNullVector(index)
  9736. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9737. Path3D.prototype._getLastNonNullVector = function (index) {
  9738. var i = 1;
  9739. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9740. while (nLVector.length() === 0 && index > i + 1) {
  9741. i++;
  9742. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9743. }
  9744. return nLVector;
  9745. };
  9746. // private function normalVector(v0, vt, va) :
  9747. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9748. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9749. Path3D.prototype._normalVector = function (v0, vt, va) {
  9750. var normal0;
  9751. var tgl = vt.length();
  9752. if (tgl === 0.0) {
  9753. tgl = 1.0;
  9754. }
  9755. if (va === undefined || va === null) {
  9756. var point;
  9757. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9758. point = new Vector3(0.0, -1.0, 0.0);
  9759. }
  9760. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9761. point = new Vector3(1.0, 0.0, 0.0);
  9762. }
  9763. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9764. point = new Vector3(0.0, 0.0, 1.0);
  9765. }
  9766. else {
  9767. point = Vector3.Zero();
  9768. }
  9769. normal0 = Vector3.Cross(vt, point);
  9770. }
  9771. else {
  9772. normal0 = Vector3.Cross(vt, va);
  9773. Vector3.CrossToRef(normal0, vt, normal0);
  9774. }
  9775. normal0.normalize();
  9776. return normal0;
  9777. };
  9778. return Path3D;
  9779. }());
  9780. BABYLON.Path3D = Path3D;
  9781. /**
  9782. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9783. * A Curve3 is designed from a series of successive Vector3.
  9784. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9785. */
  9786. var Curve3 = /** @class */ (function () {
  9787. /**
  9788. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9789. * A Curve3 is designed from a series of successive Vector3.
  9790. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9791. * @param points points which make up the curve
  9792. */
  9793. function Curve3(points) {
  9794. this._length = 0.0;
  9795. this._points = points;
  9796. this._length = this._computeLength(points);
  9797. }
  9798. /**
  9799. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9800. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9801. * @param v1 (Vector3) the control point
  9802. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9803. * @param nbPoints (integer) the wanted number of points in the curve
  9804. * @returns the created Curve3
  9805. */
  9806. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9807. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9808. var bez = new Array();
  9809. var equation = function (t, val0, val1, val2) {
  9810. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9811. return res;
  9812. };
  9813. for (var i = 0; i <= nbPoints; i++) {
  9814. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
  9815. }
  9816. return new Curve3(bez);
  9817. };
  9818. /**
  9819. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9820. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9821. * @param v1 (Vector3) the first control point
  9822. * @param v2 (Vector3) the second control point
  9823. * @param v3 (Vector3) the end point of the Cubic Bezier
  9824. * @param nbPoints (integer) the wanted number of points in the curve
  9825. * @returns the created Curve3
  9826. */
  9827. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9828. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9829. var bez = new Array();
  9830. var equation = function (t, val0, val1, val2, val3) {
  9831. var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;
  9832. return res;
  9833. };
  9834. for (var i = 0; i <= nbPoints; i++) {
  9835. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  9836. }
  9837. return new Curve3(bez);
  9838. };
  9839. /**
  9840. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9841. * @param p1 (Vector3) the origin point of the Hermite Spline
  9842. * @param t1 (Vector3) the tangent vector at the origin point
  9843. * @param p2 (Vector3) the end point of the Hermite Spline
  9844. * @param t2 (Vector3) the tangent vector at the end point
  9845. * @param nbPoints (integer) the wanted number of points in the curve
  9846. * @returns the created Curve3
  9847. */
  9848. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9849. var hermite = new Array();
  9850. var step = 1.0 / nbPoints;
  9851. for (var i = 0; i <= nbPoints; i++) {
  9852. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9853. }
  9854. return new Curve3(hermite);
  9855. };
  9856. /**
  9857. * Returns a Curve3 object along a CatmullRom Spline curve :
  9858. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9859. * @param nbPoints (integer) the wanted number of points between each curve control points
  9860. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9861. * @returns the created Curve3
  9862. */
  9863. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9864. var catmullRom = new Array();
  9865. var step = 1.0 / nbPoints;
  9866. var amount = 0.0;
  9867. if (closed) {
  9868. var pointsCount = points.length;
  9869. for (var i = 0; i < pointsCount; i++) {
  9870. amount = 0;
  9871. for (var c = 0; c < nbPoints; c++) {
  9872. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9873. amount += step;
  9874. }
  9875. }
  9876. catmullRom.push(catmullRom[0]);
  9877. }
  9878. else {
  9879. var totalPoints = new Array();
  9880. totalPoints.push(points[0].clone());
  9881. Array.prototype.push.apply(totalPoints, points);
  9882. totalPoints.push(points[points.length - 1].clone());
  9883. for (var i = 0; i < totalPoints.length - 3; i++) {
  9884. amount = 0;
  9885. for (var c = 0; c < nbPoints; c++) {
  9886. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9887. amount += step;
  9888. }
  9889. }
  9890. i--;
  9891. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9892. }
  9893. return new Curve3(catmullRom);
  9894. };
  9895. /**
  9896. * @returns the Curve3 stored array of successive Vector3
  9897. */
  9898. Curve3.prototype.getPoints = function () {
  9899. return this._points;
  9900. };
  9901. /**
  9902. * @returns the computed length (float) of the curve.
  9903. */
  9904. Curve3.prototype.length = function () {
  9905. return this._length;
  9906. };
  9907. /**
  9908. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  9909. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  9910. * curveA and curveB keep unchanged.
  9911. * @param curve the curve to continue from this curve
  9912. * @returns the newly constructed curve
  9913. */
  9914. Curve3.prototype.continue = function (curve) {
  9915. var lastPoint = this._points[this._points.length - 1];
  9916. var continuedPoints = this._points.slice();
  9917. var curvePoints = curve.getPoints();
  9918. for (var i = 1; i < curvePoints.length; i++) {
  9919. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  9920. }
  9921. var continuedCurve = new Curve3(continuedPoints);
  9922. return continuedCurve;
  9923. };
  9924. Curve3.prototype._computeLength = function (path) {
  9925. var l = 0;
  9926. for (var i = 1; i < path.length; i++) {
  9927. l += (path[i].subtract(path[i - 1])).length();
  9928. }
  9929. return l;
  9930. };
  9931. return Curve3;
  9932. }());
  9933. BABYLON.Curve3 = Curve3;
  9934. // Vertex formats
  9935. /**
  9936. * Contains position and normal vectors for a vertex
  9937. */
  9938. var PositionNormalVertex = /** @class */ (function () {
  9939. /**
  9940. * Creates a PositionNormalVertex
  9941. * @param position the position of the vertex (defaut: 0,0,0)
  9942. * @param normal the normal of the vertex (defaut: 0,1,0)
  9943. */
  9944. function PositionNormalVertex(
  9945. /** the position of the vertex (defaut: 0,0,0) */
  9946. position,
  9947. /** the normal of the vertex (defaut: 0,1,0) */
  9948. normal) {
  9949. if (position === void 0) { position = Vector3.Zero(); }
  9950. if (normal === void 0) { normal = Vector3.Up(); }
  9951. this.position = position;
  9952. this.normal = normal;
  9953. }
  9954. /**
  9955. * Clones the PositionNormalVertex
  9956. * @returns the cloned PositionNormalVertex
  9957. */
  9958. PositionNormalVertex.prototype.clone = function () {
  9959. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  9960. };
  9961. return PositionNormalVertex;
  9962. }());
  9963. BABYLON.PositionNormalVertex = PositionNormalVertex;
  9964. /**
  9965. * Contains position, normal and uv vectors for a vertex
  9966. */
  9967. var PositionNormalTextureVertex = /** @class */ (function () {
  9968. /**
  9969. * Creates a PositionNormalTextureVertex
  9970. * @param position the position of the vertex (defaut: 0,0,0)
  9971. * @param normal the normal of the vertex (defaut: 0,1,0)
  9972. * @param uv the uv of the vertex (default: 0,0)
  9973. */
  9974. function PositionNormalTextureVertex(
  9975. /** the position of the vertex (defaut: 0,0,0) */
  9976. position,
  9977. /** the normal of the vertex (defaut: 0,1,0) */
  9978. normal,
  9979. /** the uv of the vertex (default: 0,0) */
  9980. uv) {
  9981. if (position === void 0) { position = Vector3.Zero(); }
  9982. if (normal === void 0) { normal = Vector3.Up(); }
  9983. if (uv === void 0) { uv = Vector2.Zero(); }
  9984. this.position = position;
  9985. this.normal = normal;
  9986. this.uv = uv;
  9987. }
  9988. /**
  9989. * Clones the PositionNormalTextureVertex
  9990. * @returns the cloned PositionNormalTextureVertex
  9991. */
  9992. PositionNormalTextureVertex.prototype.clone = function () {
  9993. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  9994. };
  9995. return PositionNormalTextureVertex;
  9996. }());
  9997. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  9998. // Temporary pre-allocated objects for engine internal use
  9999. // usage in any internal function :
  10000. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10001. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10002. /**
  10003. * @hidden
  10004. */
  10005. var Tmp = /** @class */ (function () {
  10006. function Tmp() {
  10007. }
  10008. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10009. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10010. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10011. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10012. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10013. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10014. Tmp.Matrix = BABYLON.Tools.BuildArray(6, Matrix.Identity); // 6 temp Matrices at once should be enough
  10015. return Tmp;
  10016. }());
  10017. BABYLON.Tmp = Tmp;
  10018. /**
  10019. * @hidden
  10020. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10021. */
  10022. var MathTmp = /** @class */ (function () {
  10023. function MathTmp() {
  10024. }
  10025. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10026. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10027. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10028. return MathTmp;
  10029. }());
  10030. })(BABYLON || (BABYLON = {}));
  10031. //# sourceMappingURL=babylon.math.js.map
  10032. var BABYLON;
  10033. (function (BABYLON) {
  10034. /**
  10035. * Scalar computation library
  10036. */
  10037. var Scalar = /** @class */ (function () {
  10038. function Scalar() {
  10039. }
  10040. /**
  10041. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10042. * @param a number
  10043. * @param b number
  10044. * @param epsilon (default = 1.401298E-45)
  10045. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10046. */
  10047. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10048. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10049. var num = a - b;
  10050. return -epsilon <= num && num <= epsilon;
  10051. };
  10052. /**
  10053. * Returns a string : the upper case translation of the number i to hexadecimal.
  10054. * @param i number
  10055. * @returns the upper case translation of the number i to hexadecimal.
  10056. */
  10057. Scalar.ToHex = function (i) {
  10058. var str = i.toString(16);
  10059. if (i <= 15) {
  10060. return ("0" + str).toUpperCase();
  10061. }
  10062. return str.toUpperCase();
  10063. };
  10064. /**
  10065. * Returns -1 if value is negative and +1 is value is positive.
  10066. * @param value the value
  10067. * @returns the value itself if it's equal to zero.
  10068. */
  10069. Scalar.Sign = function (value) {
  10070. value = +value; // convert to a number
  10071. if (value === 0 || isNaN(value)) {
  10072. return value;
  10073. }
  10074. return value > 0 ? 1 : -1;
  10075. };
  10076. /**
  10077. * Returns the value itself if it's between min and max.
  10078. * Returns min if the value is lower than min.
  10079. * Returns max if the value is greater than max.
  10080. * @param value the value to clmap
  10081. * @param min the min value to clamp to (default: 0)
  10082. * @param max the max value to clamp to (default: 1)
  10083. * @returns the clamped value
  10084. */
  10085. Scalar.Clamp = function (value, min, max) {
  10086. if (min === void 0) { min = 0; }
  10087. if (max === void 0) { max = 1; }
  10088. return Math.min(max, Math.max(min, value));
  10089. };
  10090. /**
  10091. * the log2 of value.
  10092. * @param value the value to compute log2 of
  10093. * @returns the log2 of value.
  10094. */
  10095. Scalar.Log2 = function (value) {
  10096. return Math.log(value) * Math.LOG2E;
  10097. };
  10098. /**
  10099. * Loops the value, so that it is never larger than length and never smaller than 0.
  10100. *
  10101. * This is similar to the modulo operator but it works with floating point numbers.
  10102. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10103. * With t = 5 and length = 2.5, the result would be 0.0.
  10104. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10105. * @param value the value
  10106. * @param length the length
  10107. * @returns the looped value
  10108. */
  10109. Scalar.Repeat = function (value, length) {
  10110. return value - Math.floor(value / length) * length;
  10111. };
  10112. /**
  10113. * Normalize the value between 0.0 and 1.0 using min and max values
  10114. * @param value value to normalize
  10115. * @param min max to normalize between
  10116. * @param max min to normalize between
  10117. * @returns the normalized value
  10118. */
  10119. Scalar.Normalize = function (value, min, max) {
  10120. return (value - min) / (max - min);
  10121. };
  10122. /**
  10123. * Denormalize the value from 0.0 and 1.0 using min and max values
  10124. * @param normalized value to denormalize
  10125. * @param min max to denormalize between
  10126. * @param max min to denormalize between
  10127. * @returns the denormalized value
  10128. */
  10129. Scalar.Denormalize = function (normalized, min, max) {
  10130. return (normalized * (max - min) + min);
  10131. };
  10132. /**
  10133. * Calculates the shortest difference between two given angles given in degrees.
  10134. * @param current current angle in degrees
  10135. * @param target target angle in degrees
  10136. * @returns the delta
  10137. */
  10138. Scalar.DeltaAngle = function (current, target) {
  10139. var num = Scalar.Repeat(target - current, 360.0);
  10140. if (num > 180.0) {
  10141. num -= 360.0;
  10142. }
  10143. return num;
  10144. };
  10145. /**
  10146. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10147. * @param tx value
  10148. * @param length length
  10149. * @returns The returned value will move back and forth between 0 and length
  10150. */
  10151. Scalar.PingPong = function (tx, length) {
  10152. var t = Scalar.Repeat(tx, length * 2.0);
  10153. return length - Math.abs(t - length);
  10154. };
  10155. /**
  10156. * Interpolates between min and max with smoothing at the limits.
  10157. *
  10158. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10159. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10160. * @param from from
  10161. * @param to to
  10162. * @param tx value
  10163. * @returns the smooth stepped value
  10164. */
  10165. Scalar.SmoothStep = function (from, to, tx) {
  10166. var t = Scalar.Clamp(tx);
  10167. t = -2.0 * t * t * t + 3.0 * t * t;
  10168. return to * t + from * (1.0 - t);
  10169. };
  10170. /**
  10171. * Moves a value current towards target.
  10172. *
  10173. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10174. * Negative values of maxDelta pushes the value away from target.
  10175. * @param current current value
  10176. * @param target target value
  10177. * @param maxDelta max distance to move
  10178. * @returns resulting value
  10179. */
  10180. Scalar.MoveTowards = function (current, target, maxDelta) {
  10181. var result = 0;
  10182. if (Math.abs(target - current) <= maxDelta) {
  10183. result = target;
  10184. }
  10185. else {
  10186. result = current + Scalar.Sign(target - current) * maxDelta;
  10187. }
  10188. return result;
  10189. };
  10190. /**
  10191. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10192. *
  10193. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10194. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10195. * @param current current value
  10196. * @param target target value
  10197. * @param maxDelta max distance to move
  10198. * @returns resulting angle
  10199. */
  10200. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10201. var num = Scalar.DeltaAngle(current, target);
  10202. var result = 0;
  10203. if (-maxDelta < num && num < maxDelta) {
  10204. result = target;
  10205. }
  10206. else {
  10207. target = current + num;
  10208. result = Scalar.MoveTowards(current, target, maxDelta);
  10209. }
  10210. return result;
  10211. };
  10212. /**
  10213. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10214. * @param start start value
  10215. * @param end target value
  10216. * @param amount amount to lerp between
  10217. * @returns the lerped value
  10218. */
  10219. Scalar.Lerp = function (start, end, amount) {
  10220. return start + ((end - start) * amount);
  10221. };
  10222. /**
  10223. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10224. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10225. * @param start start value
  10226. * @param end target value
  10227. * @param amount amount to lerp between
  10228. * @returns the lerped value
  10229. */
  10230. Scalar.LerpAngle = function (start, end, amount) {
  10231. var num = Scalar.Repeat(end - start, 360.0);
  10232. if (num > 180.0) {
  10233. num -= 360.0;
  10234. }
  10235. return start + num * Scalar.Clamp(amount);
  10236. };
  10237. /**
  10238. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10239. * @param a start value
  10240. * @param b target value
  10241. * @param value value between a and b
  10242. * @returns the inverseLerp value
  10243. */
  10244. Scalar.InverseLerp = function (a, b, value) {
  10245. var result = 0;
  10246. if (a != b) {
  10247. result = Scalar.Clamp((value - a) / (b - a));
  10248. }
  10249. else {
  10250. result = 0.0;
  10251. }
  10252. return result;
  10253. };
  10254. /**
  10255. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10256. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10257. * @param value1 spline value
  10258. * @param tangent1 spline value
  10259. * @param value2 spline value
  10260. * @param tangent2 spline value
  10261. * @param amount input value
  10262. * @returns hermite result
  10263. */
  10264. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10265. var squared = amount * amount;
  10266. var cubed = amount * squared;
  10267. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10268. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10269. var part3 = (cubed - (2.0 * squared)) + amount;
  10270. var part4 = cubed - squared;
  10271. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10272. };
  10273. /**
  10274. * Returns a random float number between and min and max values
  10275. * @param min min value of random
  10276. * @param max max value of random
  10277. * @returns random value
  10278. */
  10279. Scalar.RandomRange = function (min, max) {
  10280. if (min === max) {
  10281. return min;
  10282. }
  10283. return ((Math.random() * (max - min)) + min);
  10284. };
  10285. /**
  10286. * This function returns percentage of a number in a given range.
  10287. *
  10288. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10289. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10290. * @param number to convert to percentage
  10291. * @param min min range
  10292. * @param max max range
  10293. * @returns the percentage
  10294. */
  10295. Scalar.RangeToPercent = function (number, min, max) {
  10296. return ((number - min) / (max - min));
  10297. };
  10298. /**
  10299. * This function returns number that corresponds to the percentage in a given range.
  10300. *
  10301. * PercentToRange(0.34,0,100) will return 34.
  10302. * @param percent to convert to number
  10303. * @param min min range
  10304. * @param max max range
  10305. * @returns the number
  10306. */
  10307. Scalar.PercentToRange = function (percent, min, max) {
  10308. return ((max - min) * percent + min);
  10309. };
  10310. /**
  10311. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10312. * @param angle The angle to normalize in radian.
  10313. * @return The converted angle.
  10314. */
  10315. Scalar.NormalizeRadians = function (angle) {
  10316. // More precise but slower version kept for reference.
  10317. // angle = angle % Tools.TwoPi;
  10318. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10319. //if (angle > Math.PI) {
  10320. // angle -= Tools.TwoPi;
  10321. //}
  10322. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10323. return angle;
  10324. };
  10325. /**
  10326. * Two pi constants convenient for computation.
  10327. */
  10328. Scalar.TwoPi = Math.PI * 2;
  10329. return Scalar;
  10330. }());
  10331. BABYLON.Scalar = Scalar;
  10332. })(BABYLON || (BABYLON = {}));
  10333. //# sourceMappingURL=babylon.math.scalar.js.map
  10334. //# sourceMappingURL=babylon.mixins.js.map
  10335. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10336. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10337. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10338. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10339. //# sourceMappingURL=babylon.webgl2.js.map
  10340. var BABYLON;
  10341. (function (BABYLON) {
  10342. var __decoratorInitialStore = {};
  10343. var __mergedStore = {};
  10344. var _copySource = function (creationFunction, source, instanciate) {
  10345. var destination = creationFunction();
  10346. // Tags
  10347. if (BABYLON.Tags) {
  10348. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10349. }
  10350. var classStore = getMergedStore(destination);
  10351. // Properties
  10352. for (var property in classStore) {
  10353. var propertyDescriptor = classStore[property];
  10354. var sourceProperty = source[property];
  10355. var propertyType = propertyDescriptor.type;
  10356. if (sourceProperty !== undefined && sourceProperty !== null) {
  10357. switch (propertyType) {
  10358. case 0: // Value
  10359. case 6: // Mesh reference
  10360. case 11: // Camera reference
  10361. destination[property] = sourceProperty;
  10362. break;
  10363. case 1: // Texture
  10364. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10365. break;
  10366. case 2: // Color3
  10367. case 3: // FresnelParameters
  10368. case 4: // Vector2
  10369. case 5: // Vector3
  10370. case 7: // Color Curves
  10371. case 10: // Quaternion
  10372. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10373. break;
  10374. }
  10375. }
  10376. }
  10377. return destination;
  10378. };
  10379. function getDirectStore(target) {
  10380. var classKey = target.getClassName();
  10381. if (!__decoratorInitialStore[classKey]) {
  10382. __decoratorInitialStore[classKey] = {};
  10383. }
  10384. return __decoratorInitialStore[classKey];
  10385. }
  10386. /**
  10387. * Return the list of properties flagged as serializable
  10388. * @param target: host object
  10389. */
  10390. function getMergedStore(target) {
  10391. var classKey = target.getClassName();
  10392. if (__mergedStore[classKey]) {
  10393. return __mergedStore[classKey];
  10394. }
  10395. __mergedStore[classKey] = {};
  10396. var store = __mergedStore[classKey];
  10397. var currentTarget = target;
  10398. var currentKey = classKey;
  10399. while (currentKey) {
  10400. var initialStore = __decoratorInitialStore[currentKey];
  10401. for (var property in initialStore) {
  10402. store[property] = initialStore[property];
  10403. }
  10404. var parent_1 = void 0;
  10405. var done = false;
  10406. do {
  10407. parent_1 = Object.getPrototypeOf(currentTarget);
  10408. if (!parent_1.getClassName) {
  10409. done = true;
  10410. break;
  10411. }
  10412. if (parent_1.getClassName() !== currentKey) {
  10413. break;
  10414. }
  10415. currentTarget = parent_1;
  10416. } while (parent_1);
  10417. if (done) {
  10418. break;
  10419. }
  10420. currentKey = parent_1.getClassName();
  10421. currentTarget = parent_1;
  10422. }
  10423. return store;
  10424. }
  10425. function generateSerializableMember(type, sourceName) {
  10426. return function (target, propertyKey) {
  10427. var classStore = getDirectStore(target);
  10428. if (!classStore[propertyKey]) {
  10429. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10430. }
  10431. };
  10432. }
  10433. function generateExpandMember(setCallback, targetKey) {
  10434. if (targetKey === void 0) { targetKey = null; }
  10435. return function (target, propertyKey) {
  10436. var key = targetKey || ("_" + propertyKey);
  10437. Object.defineProperty(target, propertyKey, {
  10438. get: function () {
  10439. return this[key];
  10440. },
  10441. set: function (value) {
  10442. if (this[key] === value) {
  10443. return;
  10444. }
  10445. this[key] = value;
  10446. target[setCallback].apply(this);
  10447. },
  10448. enumerable: true,
  10449. configurable: true
  10450. });
  10451. };
  10452. }
  10453. function expandToProperty(callback, targetKey) {
  10454. if (targetKey === void 0) { targetKey = null; }
  10455. return generateExpandMember(callback, targetKey);
  10456. }
  10457. BABYLON.expandToProperty = expandToProperty;
  10458. function serialize(sourceName) {
  10459. return generateSerializableMember(0, sourceName); // value member
  10460. }
  10461. BABYLON.serialize = serialize;
  10462. function serializeAsTexture(sourceName) {
  10463. return generateSerializableMember(1, sourceName); // texture member
  10464. }
  10465. BABYLON.serializeAsTexture = serializeAsTexture;
  10466. function serializeAsColor3(sourceName) {
  10467. return generateSerializableMember(2, sourceName); // color3 member
  10468. }
  10469. BABYLON.serializeAsColor3 = serializeAsColor3;
  10470. function serializeAsFresnelParameters(sourceName) {
  10471. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10472. }
  10473. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10474. function serializeAsVector2(sourceName) {
  10475. return generateSerializableMember(4, sourceName); // vector2 member
  10476. }
  10477. BABYLON.serializeAsVector2 = serializeAsVector2;
  10478. function serializeAsVector3(sourceName) {
  10479. return generateSerializableMember(5, sourceName); // vector3 member
  10480. }
  10481. BABYLON.serializeAsVector3 = serializeAsVector3;
  10482. function serializeAsMeshReference(sourceName) {
  10483. return generateSerializableMember(6, sourceName); // mesh reference member
  10484. }
  10485. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10486. function serializeAsColorCurves(sourceName) {
  10487. return generateSerializableMember(7, sourceName); // color curves
  10488. }
  10489. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10490. function serializeAsColor4(sourceName) {
  10491. return generateSerializableMember(8, sourceName); // color 4
  10492. }
  10493. BABYLON.serializeAsColor4 = serializeAsColor4;
  10494. function serializeAsImageProcessingConfiguration(sourceName) {
  10495. return generateSerializableMember(9, sourceName); // image processing
  10496. }
  10497. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10498. function serializeAsQuaternion(sourceName) {
  10499. return generateSerializableMember(10, sourceName); // quaternion member
  10500. }
  10501. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10502. /**
  10503. * Decorator used to define property that can be serialized as reference to a camera
  10504. * @param sourceName defines the name of the property to decorate
  10505. */
  10506. function serializeAsCameraReference(sourceName) {
  10507. return generateSerializableMember(11, sourceName); // camera reference member
  10508. }
  10509. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10510. /**
  10511. * Class used to help serialization objects
  10512. */
  10513. var SerializationHelper = /** @class */ (function () {
  10514. function SerializationHelper() {
  10515. }
  10516. /**
  10517. * Static function used to serialized a specific entity
  10518. * @param entity defines the entity to serialize
  10519. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10520. * @returns a JSON compatible object representing the serialization of the entity
  10521. */
  10522. SerializationHelper.Serialize = function (entity, serializationObject) {
  10523. if (!serializationObject) {
  10524. serializationObject = {};
  10525. }
  10526. // Tags
  10527. if (BABYLON.Tags) {
  10528. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10529. }
  10530. var serializedProperties = getMergedStore(entity);
  10531. // Properties
  10532. for (var property in serializedProperties) {
  10533. var propertyDescriptor = serializedProperties[property];
  10534. var targetPropertyName = propertyDescriptor.sourceName || property;
  10535. var propertyType = propertyDescriptor.type;
  10536. var sourceProperty = entity[property];
  10537. if (sourceProperty !== undefined && sourceProperty !== null) {
  10538. switch (propertyType) {
  10539. case 0: // Value
  10540. serializationObject[targetPropertyName] = sourceProperty;
  10541. break;
  10542. case 1: // Texture
  10543. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10544. break;
  10545. case 2: // Color3
  10546. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10547. break;
  10548. case 3: // FresnelParameters
  10549. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10550. break;
  10551. case 4: // Vector2
  10552. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10553. break;
  10554. case 5: // Vector3
  10555. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10556. break;
  10557. case 6: // Mesh reference
  10558. serializationObject[targetPropertyName] = sourceProperty.id;
  10559. break;
  10560. case 7: // Color Curves
  10561. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10562. break;
  10563. case 8: // Color 4
  10564. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10565. break;
  10566. case 9: // Image Processing
  10567. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10568. break;
  10569. case 10: // Quaternion
  10570. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10571. break;
  10572. case 11: // Camera reference
  10573. serializationObject[targetPropertyName] = sourceProperty.id;
  10574. break;
  10575. }
  10576. }
  10577. }
  10578. return serializationObject;
  10579. };
  10580. /**
  10581. * Creates a new entity from a serialization data object
  10582. * @param creationFunction defines a function used to instanciated the new entity
  10583. * @param source defines the source serialization data
  10584. * @param scene defines the hosting scene
  10585. * @param rootUrl defines the root url for resources
  10586. * @returns a new entity
  10587. */
  10588. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10589. if (rootUrl === void 0) { rootUrl = null; }
  10590. var destination = creationFunction();
  10591. if (!rootUrl) {
  10592. rootUrl = "";
  10593. }
  10594. // Tags
  10595. if (BABYLON.Tags) {
  10596. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10597. }
  10598. var classStore = getMergedStore(destination);
  10599. // Properties
  10600. for (var property in classStore) {
  10601. var propertyDescriptor = classStore[property];
  10602. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10603. var propertyType = propertyDescriptor.type;
  10604. if (sourceProperty !== undefined && sourceProperty !== null) {
  10605. var dest = destination;
  10606. switch (propertyType) {
  10607. case 0: // Value
  10608. dest[property] = sourceProperty;
  10609. break;
  10610. case 1: // Texture
  10611. if (scene) {
  10612. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10613. }
  10614. break;
  10615. case 2: // Color3
  10616. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10617. break;
  10618. case 3: // FresnelParameters
  10619. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10620. break;
  10621. case 4: // Vector2
  10622. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10623. break;
  10624. case 5: // Vector3
  10625. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10626. break;
  10627. case 6: // Mesh reference
  10628. if (scene) {
  10629. dest[property] = scene.getLastMeshByID(sourceProperty);
  10630. }
  10631. break;
  10632. case 7: // Color Curves
  10633. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10634. break;
  10635. case 8: // Color 4
  10636. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10637. break;
  10638. case 9: // Image Processing
  10639. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10640. break;
  10641. case 10: // Quaternion
  10642. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10643. break;
  10644. case 11: // Camera reference
  10645. if (scene) {
  10646. dest[property] = scene.getCameraByID(sourceProperty);
  10647. }
  10648. break;
  10649. }
  10650. }
  10651. }
  10652. return destination;
  10653. };
  10654. /**
  10655. * Clones an object
  10656. * @param creationFunction defines the function used to instanciate the new object
  10657. * @param source defines the source object
  10658. * @returns the cloned object
  10659. */
  10660. SerializationHelper.Clone = function (creationFunction, source) {
  10661. return _copySource(creationFunction, source, false);
  10662. };
  10663. /**
  10664. * Instanciates a new object based on a source one (some data will be shared between both object)
  10665. * @param creationFunction defines the function used to instanciate the new object
  10666. * @param source defines the source object
  10667. * @returns the new object
  10668. */
  10669. SerializationHelper.Instanciate = function (creationFunction, source) {
  10670. return _copySource(creationFunction, source, true);
  10671. };
  10672. return SerializationHelper;
  10673. }());
  10674. BABYLON.SerializationHelper = SerializationHelper;
  10675. })(BABYLON || (BABYLON = {}));
  10676. //# sourceMappingURL=babylon.decorators.js.map
  10677. var BABYLON;
  10678. (function (BABYLON) {
  10679. /**
  10680. * Wrapper class for promise with external resolve and reject.
  10681. */
  10682. var Deferred = /** @class */ (function () {
  10683. /**
  10684. * Constructor for this deferred object.
  10685. */
  10686. function Deferred() {
  10687. var _this = this;
  10688. this.promise = new Promise(function (resolve, reject) {
  10689. _this._resolve = resolve;
  10690. _this._reject = reject;
  10691. });
  10692. }
  10693. Object.defineProperty(Deferred.prototype, "resolve", {
  10694. /**
  10695. * The resolve method of the promise associated with this deferred object.
  10696. */
  10697. get: function () {
  10698. return this._resolve;
  10699. },
  10700. enumerable: true,
  10701. configurable: true
  10702. });
  10703. Object.defineProperty(Deferred.prototype, "reject", {
  10704. /**
  10705. * The reject method of the promise associated with this deferred object.
  10706. */
  10707. get: function () {
  10708. return this._reject;
  10709. },
  10710. enumerable: true,
  10711. configurable: true
  10712. });
  10713. return Deferred;
  10714. }());
  10715. BABYLON.Deferred = Deferred;
  10716. })(BABYLON || (BABYLON = {}));
  10717. //# sourceMappingURL=babylon.deferred.js.map
  10718. var BABYLON;
  10719. (function (BABYLON) {
  10720. /**
  10721. * A class serves as a medium between the observable and its observers
  10722. */
  10723. var EventState = /** @class */ (function () {
  10724. /**
  10725. * Create a new EventState
  10726. * @param mask defines the mask associated with this state
  10727. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10728. * @param target defines the original target of the state
  10729. * @param currentTarget defines the current target of the state
  10730. */
  10731. function EventState(mask, skipNextObservers, target, currentTarget) {
  10732. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10733. this.initalize(mask, skipNextObservers, target, currentTarget);
  10734. }
  10735. /**
  10736. * Initialize the current event state
  10737. * @param mask defines the mask associated with this state
  10738. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10739. * @param target defines the original target of the state
  10740. * @param currentTarget defines the current target of the state
  10741. * @returns the current event state
  10742. */
  10743. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10744. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10745. this.mask = mask;
  10746. this.skipNextObservers = skipNextObservers;
  10747. this.target = target;
  10748. this.currentTarget = currentTarget;
  10749. return this;
  10750. };
  10751. return EventState;
  10752. }());
  10753. BABYLON.EventState = EventState;
  10754. /**
  10755. * Represent an Observer registered to a given Observable object.
  10756. */
  10757. var Observer = /** @class */ (function () {
  10758. /**
  10759. * Creates a new observer
  10760. * @param callback defines the callback to call when the observer is notified
  10761. * @param mask defines the mask of the observer (used to filter notifications)
  10762. * @param scope defines the current scope used to restore the JS context
  10763. */
  10764. function Observer(
  10765. /**
  10766. * Defines the callback to call when the observer is notified
  10767. */
  10768. callback,
  10769. /**
  10770. * Defines the mask of the observer (used to filter notifications)
  10771. */
  10772. mask,
  10773. /**
  10774. * Defines the current scope used to restore the JS context
  10775. */
  10776. scope) {
  10777. if (scope === void 0) { scope = null; }
  10778. this.callback = callback;
  10779. this.mask = mask;
  10780. this.scope = scope;
  10781. /** @hidden */
  10782. this._willBeUnregistered = false;
  10783. /**
  10784. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10785. */
  10786. this.unregisterOnNextCall = false;
  10787. }
  10788. return Observer;
  10789. }());
  10790. BABYLON.Observer = Observer;
  10791. /**
  10792. * Represent a list of observers registered to multiple Observables object.
  10793. */
  10794. var MultiObserver = /** @class */ (function () {
  10795. function MultiObserver() {
  10796. }
  10797. /**
  10798. * Release associated resources
  10799. */
  10800. MultiObserver.prototype.dispose = function () {
  10801. if (this._observers && this._observables) {
  10802. for (var index = 0; index < this._observers.length; index++) {
  10803. this._observables[index].remove(this._observers[index]);
  10804. }
  10805. }
  10806. this._observers = null;
  10807. this._observables = null;
  10808. };
  10809. /**
  10810. * Raise a callback when one of the observable will notify
  10811. * @param observables defines a list of observables to watch
  10812. * @param callback defines the callback to call on notification
  10813. * @param mask defines the mask used to filter notifications
  10814. * @param scope defines the current scope used to restore the JS context
  10815. * @returns the new MultiObserver
  10816. */
  10817. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10818. if (mask === void 0) { mask = -1; }
  10819. if (scope === void 0) { scope = null; }
  10820. var result = new MultiObserver();
  10821. result._observers = new Array();
  10822. result._observables = observables;
  10823. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10824. var observable = observables_1[_i];
  10825. var observer = observable.add(callback, mask, false, scope);
  10826. if (observer) {
  10827. result._observers.push(observer);
  10828. }
  10829. }
  10830. return result;
  10831. };
  10832. return MultiObserver;
  10833. }());
  10834. BABYLON.MultiObserver = MultiObserver;
  10835. /**
  10836. * The Observable class is a simple implementation of the Observable pattern.
  10837. *
  10838. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  10839. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10840. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  10841. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  10842. */
  10843. var Observable = /** @class */ (function () {
  10844. /**
  10845. * Creates a new observable
  10846. * @param onObserverAdded defines a callback to call when a new observer is added
  10847. */
  10848. function Observable(onObserverAdded) {
  10849. this._observers = new Array();
  10850. this._eventState = new EventState(0);
  10851. if (onObserverAdded) {
  10852. this._onObserverAdded = onObserverAdded;
  10853. }
  10854. }
  10855. /**
  10856. * Create a new Observer with the specified callback
  10857. * @param callback the callback that will be executed for that Observer
  10858. * @param mask the mask used to filter observers
  10859. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  10860. * @param scope optional scope for the callback to be called from
  10861. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10862. * @returns the new observer created for the callback
  10863. */
  10864. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10865. if (mask === void 0) { mask = -1; }
  10866. if (insertFirst === void 0) { insertFirst = false; }
  10867. if (scope === void 0) { scope = null; }
  10868. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10869. if (!callback) {
  10870. return null;
  10871. }
  10872. var observer = new Observer(callback, mask, scope);
  10873. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10874. if (insertFirst) {
  10875. this._observers.unshift(observer);
  10876. }
  10877. else {
  10878. this._observers.push(observer);
  10879. }
  10880. if (this._onObserverAdded) {
  10881. this._onObserverAdded(observer);
  10882. }
  10883. return observer;
  10884. };
  10885. /**
  10886. * Create a new Observer with the specified callback and unregisters after the next notification
  10887. * @param callback the callback that will be executed for that Observer
  10888. * @returns the new observer created for the callback
  10889. */
  10890. Observable.prototype.addOnce = function (callback) {
  10891. return this.add(callback, undefined, undefined, undefined, true);
  10892. };
  10893. /**
  10894. * Remove an Observer from the Observable object
  10895. * @param observer the instance of the Observer to remove
  10896. * @returns false if it doesn't belong to this Observable
  10897. */
  10898. Observable.prototype.remove = function (observer) {
  10899. if (!observer) {
  10900. return false;
  10901. }
  10902. var index = this._observers.indexOf(observer);
  10903. if (index !== -1) {
  10904. this._deferUnregister(observer);
  10905. return true;
  10906. }
  10907. return false;
  10908. };
  10909. /**
  10910. * Remove a callback from the Observable object
  10911. * @param callback the callback to remove
  10912. * @param scope optional scope. If used only the callbacks with this scope will be removed
  10913. * @returns false if it doesn't belong to this Observable
  10914. */
  10915. Observable.prototype.removeCallback = function (callback, scope) {
  10916. for (var index = 0; index < this._observers.length; index++) {
  10917. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  10918. this._deferUnregister(this._observers[index]);
  10919. return true;
  10920. }
  10921. }
  10922. return false;
  10923. };
  10924. Observable.prototype._deferUnregister = function (observer) {
  10925. var _this = this;
  10926. observer.unregisterOnNextCall = false;
  10927. observer._willBeUnregistered = true;
  10928. BABYLON.Tools.SetImmediate(function () {
  10929. _this._remove(observer);
  10930. });
  10931. };
  10932. // This should only be called when not iterating over _observers to avoid callback skipping.
  10933. // Removes an observer from the _observer Array.
  10934. Observable.prototype._remove = function (observer) {
  10935. if (!observer) {
  10936. return false;
  10937. }
  10938. var index = this._observers.indexOf(observer);
  10939. if (index !== -1) {
  10940. this._observers.splice(index, 1);
  10941. return true;
  10942. }
  10943. return false;
  10944. };
  10945. /**
  10946. * Notify all Observers by calling their respective callback with the given data
  10947. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  10948. * @param eventData defines the data to send to all observers
  10949. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  10950. * @param target defines the original target of the state
  10951. * @param currentTarget defines the current target of the state
  10952. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  10953. */
  10954. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  10955. if (mask === void 0) { mask = -1; }
  10956. if (!this._observers.length) {
  10957. return true;
  10958. }
  10959. var state = this._eventState;
  10960. state.mask = mask;
  10961. state.target = target;
  10962. state.currentTarget = currentTarget;
  10963. state.skipNextObservers = false;
  10964. state.lastReturnValue = eventData;
  10965. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  10966. var obs = _a[_i];
  10967. if (obs._willBeUnregistered) {
  10968. continue;
  10969. }
  10970. if (obs.mask & mask) {
  10971. if (obs.scope) {
  10972. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  10973. }
  10974. else {
  10975. state.lastReturnValue = obs.callback(eventData, state);
  10976. }
  10977. if (obs.unregisterOnNextCall) {
  10978. this._deferUnregister(obs);
  10979. }
  10980. }
  10981. if (state.skipNextObservers) {
  10982. return false;
  10983. }
  10984. }
  10985. return true;
  10986. };
  10987. /**
  10988. * Calling this will execute each callback, expecting it to be a promise or return a value.
  10989. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  10990. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  10991. * and it is crucial that all callbacks will be executed.
  10992. * The order of the callbacks is kept, callbacks are not executed parallel.
  10993. *
  10994. * @param eventData The data to be sent to each callback
  10995. * @param mask is used to filter observers defaults to -1
  10996. * @param target defines the callback target (see EventState)
  10997. * @param currentTarget defines he current object in the bubbling phase
  10998. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  10999. */
  11000. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11001. var _this = this;
  11002. if (mask === void 0) { mask = -1; }
  11003. // create an empty promise
  11004. var p = Promise.resolve(eventData);
  11005. // no observers? return this promise.
  11006. if (!this._observers.length) {
  11007. return p;
  11008. }
  11009. var state = this._eventState;
  11010. state.mask = mask;
  11011. state.target = target;
  11012. state.currentTarget = currentTarget;
  11013. state.skipNextObservers = false;
  11014. // execute one callback after another (not using Promise.all, the order is important)
  11015. this._observers.forEach(function (obs) {
  11016. if (state.skipNextObservers) {
  11017. return;
  11018. }
  11019. if (obs._willBeUnregistered) {
  11020. return;
  11021. }
  11022. if (obs.mask & mask) {
  11023. if (obs.scope) {
  11024. p = p.then(function (lastReturnedValue) {
  11025. state.lastReturnValue = lastReturnedValue;
  11026. return obs.callback.apply(obs.scope, [eventData, state]);
  11027. });
  11028. }
  11029. else {
  11030. p = p.then(function (lastReturnedValue) {
  11031. state.lastReturnValue = lastReturnedValue;
  11032. return obs.callback(eventData, state);
  11033. });
  11034. }
  11035. if (obs.unregisterOnNextCall) {
  11036. _this._deferUnregister(obs);
  11037. }
  11038. }
  11039. });
  11040. // return the eventData
  11041. return p.then(function () { return eventData; });
  11042. };
  11043. /**
  11044. * Notify a specific observer
  11045. * @param observer defines the observer to notify
  11046. * @param eventData defines the data to be sent to each callback
  11047. * @param mask is used to filter observers defaults to -1
  11048. */
  11049. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11050. if (mask === void 0) { mask = -1; }
  11051. var state = this._eventState;
  11052. state.mask = mask;
  11053. state.skipNextObservers = false;
  11054. observer.callback(eventData, state);
  11055. };
  11056. /**
  11057. * Gets a boolean indicating if the observable has at least one observer
  11058. * @returns true is the Observable has at least one Observer registered
  11059. */
  11060. Observable.prototype.hasObservers = function () {
  11061. return this._observers.length > 0;
  11062. };
  11063. /**
  11064. * Clear the list of observers
  11065. */
  11066. Observable.prototype.clear = function () {
  11067. this._observers = new Array();
  11068. this._onObserverAdded = null;
  11069. };
  11070. /**
  11071. * Clone the current observable
  11072. * @returns a new observable
  11073. */
  11074. Observable.prototype.clone = function () {
  11075. var result = new Observable();
  11076. result._observers = this._observers.slice(0);
  11077. return result;
  11078. };
  11079. /**
  11080. * Does this observable handles observer registered with a given mask
  11081. * @param mask defines the mask to be tested
  11082. * @return whether or not one observer registered with the given mask is handeled
  11083. **/
  11084. Observable.prototype.hasSpecificMask = function (mask) {
  11085. if (mask === void 0) { mask = -1; }
  11086. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11087. var obs = _a[_i];
  11088. if (obs.mask & mask || obs.mask === mask) {
  11089. return true;
  11090. }
  11091. }
  11092. return false;
  11093. };
  11094. return Observable;
  11095. }());
  11096. BABYLON.Observable = Observable;
  11097. })(BABYLON || (BABYLON = {}));
  11098. //# sourceMappingURL=babylon.observable.js.map
  11099. var BABYLON;
  11100. (function (BABYLON) {
  11101. /**
  11102. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11103. */
  11104. var SmartArray = /** @class */ (function () {
  11105. /**
  11106. * Instantiates a Smart Array.
  11107. * @param capacity defines the default capacity of the array.
  11108. */
  11109. function SmartArray(capacity) {
  11110. /**
  11111. * The active length of the array.
  11112. */
  11113. this.length = 0;
  11114. this.data = new Array(capacity);
  11115. this._id = SmartArray._GlobalId++;
  11116. }
  11117. /**
  11118. * Pushes a value at the end of the active data.
  11119. * @param value defines the object to push in the array.
  11120. */
  11121. SmartArray.prototype.push = function (value) {
  11122. this.data[this.length++] = value;
  11123. if (this.length > this.data.length) {
  11124. this.data.length *= 2;
  11125. }
  11126. };
  11127. /**
  11128. * Iterates over the active data and apply the lambda to them.
  11129. * @param func defines the action to apply on each value.
  11130. */
  11131. SmartArray.prototype.forEach = function (func) {
  11132. for (var index = 0; index < this.length; index++) {
  11133. func(this.data[index]);
  11134. }
  11135. };
  11136. /**
  11137. * Sorts the full sets of data.
  11138. * @param compareFn defines the comparison function to apply.
  11139. */
  11140. SmartArray.prototype.sort = function (compareFn) {
  11141. this.data.sort(compareFn);
  11142. };
  11143. /**
  11144. * Resets the active data to an empty array.
  11145. */
  11146. SmartArray.prototype.reset = function () {
  11147. this.length = 0;
  11148. };
  11149. /**
  11150. * Releases all the data from the array as well as the array.
  11151. */
  11152. SmartArray.prototype.dispose = function () {
  11153. this.reset();
  11154. if (this.data) {
  11155. this.data.length = 0;
  11156. this.data = [];
  11157. }
  11158. };
  11159. /**
  11160. * Concats the active data with a given array.
  11161. * @param array defines the data to concatenate with.
  11162. */
  11163. SmartArray.prototype.concat = function (array) {
  11164. if (array.length === 0) {
  11165. return;
  11166. }
  11167. if (this.length + array.length > this.data.length) {
  11168. this.data.length = (this.length + array.length) * 2;
  11169. }
  11170. for (var index = 0; index < array.length; index++) {
  11171. this.data[this.length++] = (array.data || array)[index];
  11172. }
  11173. };
  11174. /**
  11175. * Returns the position of a value in the active data.
  11176. * @param value defines the value to find the index for
  11177. * @returns the index if found in the active data otherwise -1
  11178. */
  11179. SmartArray.prototype.indexOf = function (value) {
  11180. var position = this.data.indexOf(value);
  11181. if (position >= this.length) {
  11182. return -1;
  11183. }
  11184. return position;
  11185. };
  11186. /**
  11187. * Returns whether an element is part of the active data.
  11188. * @param value defines the value to look for
  11189. * @returns true if found in the active data otherwise false
  11190. */
  11191. SmartArray.prototype.contains = function (value) {
  11192. return this.indexOf(value) !== -1;
  11193. };
  11194. // Statics
  11195. SmartArray._GlobalId = 0;
  11196. return SmartArray;
  11197. }());
  11198. BABYLON.SmartArray = SmartArray;
  11199. /**
  11200. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11201. * The data in this array can only be present once
  11202. */
  11203. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11204. __extends(SmartArrayNoDuplicate, _super);
  11205. function SmartArrayNoDuplicate() {
  11206. var _this = _super !== null && _super.apply(this, arguments) || this;
  11207. _this._duplicateId = 0;
  11208. return _this;
  11209. }
  11210. /**
  11211. * Pushes a value at the end of the active data.
  11212. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11213. * @param value defines the object to push in the array.
  11214. */
  11215. SmartArrayNoDuplicate.prototype.push = function (value) {
  11216. _super.prototype.push.call(this, value);
  11217. if (!value.__smartArrayFlags) {
  11218. value.__smartArrayFlags = {};
  11219. }
  11220. value.__smartArrayFlags[this._id] = this._duplicateId;
  11221. };
  11222. /**
  11223. * Pushes a value at the end of the active data.
  11224. * If the data is already present, it won t be added again
  11225. * @param value defines the object to push in the array.
  11226. * @returns true if added false if it was already present
  11227. */
  11228. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11229. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11230. return false;
  11231. }
  11232. this.push(value);
  11233. return true;
  11234. };
  11235. /**
  11236. * Resets the active data to an empty array.
  11237. */
  11238. SmartArrayNoDuplicate.prototype.reset = function () {
  11239. _super.prototype.reset.call(this);
  11240. this._duplicateId++;
  11241. };
  11242. /**
  11243. * Concats the active data with a given array.
  11244. * This ensures no dupplicate will be present in the result.
  11245. * @param array defines the data to concatenate with.
  11246. */
  11247. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11248. if (array.length === 0) {
  11249. return;
  11250. }
  11251. if (this.length + array.length > this.data.length) {
  11252. this.data.length = (this.length + array.length) * 2;
  11253. }
  11254. for (var index = 0; index < array.length; index++) {
  11255. var item = (array.data || array)[index];
  11256. this.pushNoDuplicate(item);
  11257. }
  11258. };
  11259. return SmartArrayNoDuplicate;
  11260. }(SmartArray));
  11261. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11262. })(BABYLON || (BABYLON = {}));
  11263. //# sourceMappingURL=babylon.smartArray.js.map
  11264. var BABYLON;
  11265. (function (BABYLON) {
  11266. var PromiseStates;
  11267. (function (PromiseStates) {
  11268. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11269. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11270. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11271. })(PromiseStates || (PromiseStates = {}));
  11272. var FulFillmentAgregator = /** @class */ (function () {
  11273. function FulFillmentAgregator() {
  11274. this.count = 0;
  11275. this.target = 0;
  11276. this.results = [];
  11277. }
  11278. return FulFillmentAgregator;
  11279. }());
  11280. var InternalPromise = /** @class */ (function () {
  11281. function InternalPromise(resolver) {
  11282. var _this = this;
  11283. this._state = PromiseStates.Pending;
  11284. this._children = new Array();
  11285. this._rejectWasConsumed = false;
  11286. if (!resolver) {
  11287. return;
  11288. }
  11289. try {
  11290. resolver(function (value) {
  11291. _this._resolve(value);
  11292. }, function (reason) {
  11293. _this._reject(reason);
  11294. });
  11295. }
  11296. catch (e) {
  11297. this._reject(e);
  11298. }
  11299. }
  11300. Object.defineProperty(InternalPromise.prototype, "_result", {
  11301. get: function () {
  11302. return this._resultValue;
  11303. },
  11304. set: function (value) {
  11305. this._resultValue = value;
  11306. if (this._parent && this._parent._result === undefined) {
  11307. this._parent._result = value;
  11308. }
  11309. },
  11310. enumerable: true,
  11311. configurable: true
  11312. });
  11313. InternalPromise.prototype.catch = function (onRejected) {
  11314. return this.then(undefined, onRejected);
  11315. };
  11316. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11317. var _this = this;
  11318. var newPromise = new InternalPromise();
  11319. newPromise._onFulfilled = onFulfilled;
  11320. newPromise._onRejected = onRejected;
  11321. // Composition
  11322. this._children.push(newPromise);
  11323. newPromise._parent = this;
  11324. if (this._state !== PromiseStates.Pending) {
  11325. BABYLON.Tools.SetImmediate(function () {
  11326. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11327. var returnedValue = newPromise._resolve(_this._result);
  11328. if (returnedValue !== undefined && returnedValue !== null) {
  11329. if (returnedValue._state !== undefined) {
  11330. var returnedPromise = returnedValue;
  11331. newPromise._children.push(returnedPromise);
  11332. returnedPromise._parent = newPromise;
  11333. newPromise = returnedPromise;
  11334. }
  11335. else {
  11336. newPromise._result = returnedValue;
  11337. }
  11338. }
  11339. }
  11340. else {
  11341. newPromise._reject(_this._reason);
  11342. }
  11343. });
  11344. }
  11345. return newPromise;
  11346. };
  11347. InternalPromise.prototype._moveChildren = function (children) {
  11348. var _this = this;
  11349. var _a;
  11350. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11351. this._children.forEach(function (child) {
  11352. child._parent = _this;
  11353. });
  11354. if (this._state === PromiseStates.Fulfilled) {
  11355. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11356. var child = _b[_i];
  11357. child._resolve(this._result);
  11358. }
  11359. }
  11360. else if (this._state === PromiseStates.Rejected) {
  11361. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11362. var child = _d[_c];
  11363. child._reject(this._reason);
  11364. }
  11365. }
  11366. };
  11367. InternalPromise.prototype._resolve = function (value) {
  11368. try {
  11369. this._state = PromiseStates.Fulfilled;
  11370. var returnedValue = null;
  11371. if (this._onFulfilled) {
  11372. returnedValue = this._onFulfilled(value);
  11373. }
  11374. if (returnedValue !== undefined && returnedValue !== null) {
  11375. if (returnedValue._state !== undefined) {
  11376. // Transmit children
  11377. var returnedPromise = returnedValue;
  11378. returnedPromise._parent = this;
  11379. returnedPromise._moveChildren(this._children);
  11380. value = returnedPromise._result;
  11381. }
  11382. else {
  11383. value = returnedValue;
  11384. }
  11385. }
  11386. this._result = value;
  11387. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11388. var child = _a[_i];
  11389. child._resolve(value);
  11390. }
  11391. this._children.length = 0;
  11392. delete this._onFulfilled;
  11393. delete this._onRejected;
  11394. }
  11395. catch (e) {
  11396. this._reject(e, true);
  11397. }
  11398. };
  11399. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11400. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11401. this._state = PromiseStates.Rejected;
  11402. this._reason = reason;
  11403. if (this._onRejected && !onLocalThrow) {
  11404. try {
  11405. this._onRejected(reason);
  11406. this._rejectWasConsumed = true;
  11407. }
  11408. catch (e) {
  11409. reason = e;
  11410. }
  11411. }
  11412. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11413. var child = _a[_i];
  11414. if (this._rejectWasConsumed) {
  11415. child._resolve(null);
  11416. }
  11417. else {
  11418. child._reject(reason);
  11419. }
  11420. }
  11421. this._children.length = 0;
  11422. delete this._onFulfilled;
  11423. delete this._onRejected;
  11424. };
  11425. InternalPromise.resolve = function (value) {
  11426. var newPromise = new InternalPromise();
  11427. newPromise._resolve(value);
  11428. return newPromise;
  11429. };
  11430. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11431. promise.then(function (value) {
  11432. agregator.results[index] = value;
  11433. agregator.count++;
  11434. if (agregator.count === agregator.target) {
  11435. agregator.rootPromise._resolve(agregator.results);
  11436. }
  11437. return null;
  11438. }, function (reason) {
  11439. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11440. agregator.rootPromise._reject(reason);
  11441. }
  11442. });
  11443. };
  11444. InternalPromise.all = function (promises) {
  11445. var newPromise = new InternalPromise();
  11446. var agregator = new FulFillmentAgregator();
  11447. agregator.target = promises.length;
  11448. agregator.rootPromise = newPromise;
  11449. if (promises.length) {
  11450. for (var index = 0; index < promises.length; index++) {
  11451. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11452. }
  11453. }
  11454. else {
  11455. newPromise._resolve([]);
  11456. }
  11457. return newPromise;
  11458. };
  11459. InternalPromise.race = function (promises) {
  11460. var newPromise = new InternalPromise();
  11461. if (promises.length) {
  11462. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11463. var promise = promises_1[_i];
  11464. promise.then(function (value) {
  11465. if (newPromise) {
  11466. newPromise._resolve(value);
  11467. newPromise = null;
  11468. }
  11469. return null;
  11470. }, function (reason) {
  11471. if (newPromise) {
  11472. newPromise._reject(reason);
  11473. newPromise = null;
  11474. }
  11475. });
  11476. }
  11477. }
  11478. return newPromise;
  11479. };
  11480. return InternalPromise;
  11481. }());
  11482. /**
  11483. * Helper class that provides a small promise polyfill
  11484. */
  11485. var PromisePolyfill = /** @class */ (function () {
  11486. function PromisePolyfill() {
  11487. }
  11488. /**
  11489. * Static function used to check if the polyfill is required
  11490. * If this is the case then the function will inject the polyfill to window.Promise
  11491. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11492. */
  11493. PromisePolyfill.Apply = function (force) {
  11494. if (force === void 0) { force = false; }
  11495. if (force || typeof Promise === 'undefined') {
  11496. var root = window;
  11497. root.Promise = InternalPromise;
  11498. }
  11499. };
  11500. return PromisePolyfill;
  11501. }());
  11502. BABYLON.PromisePolyfill = PromisePolyfill;
  11503. })(BABYLON || (BABYLON = {}));
  11504. //# sourceMappingURL=babylon.promise.js.map
  11505. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11506. var BABYLON;
  11507. (function (BABYLON) {
  11508. /**
  11509. * Helper class to push actions to a pool of workers.
  11510. */
  11511. var WorkerPool = /** @class */ (function () {
  11512. /**
  11513. * Constructor
  11514. * @param workers Array of workers to use for actions
  11515. */
  11516. function WorkerPool(workers) {
  11517. this._pendingActions = new Array();
  11518. this._workerInfos = workers.map(function (worker) { return ({
  11519. worker: worker,
  11520. active: false
  11521. }); });
  11522. }
  11523. /**
  11524. * Terminates all workers and clears any pending actions.
  11525. */
  11526. WorkerPool.prototype.dispose = function () {
  11527. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11528. var workerInfo = _a[_i];
  11529. workerInfo.worker.terminate();
  11530. }
  11531. delete this._workerInfos;
  11532. delete this._pendingActions;
  11533. };
  11534. /**
  11535. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11536. * pended until a worker has completed its action.
  11537. * @param action The action to perform. Call onComplete when the action is complete.
  11538. */
  11539. WorkerPool.prototype.push = function (action) {
  11540. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11541. var workerInfo = _a[_i];
  11542. if (!workerInfo.active) {
  11543. this._execute(workerInfo, action);
  11544. return;
  11545. }
  11546. }
  11547. this._pendingActions.push(action);
  11548. };
  11549. WorkerPool.prototype._execute = function (workerInfo, action) {
  11550. var _this = this;
  11551. workerInfo.active = true;
  11552. action(workerInfo.worker, function () {
  11553. workerInfo.active = false;
  11554. var nextAction = _this._pendingActions.shift();
  11555. if (nextAction) {
  11556. _this._execute(workerInfo, nextAction);
  11557. }
  11558. });
  11559. };
  11560. return WorkerPool;
  11561. }());
  11562. BABYLON.WorkerPool = WorkerPool;
  11563. })(BABYLON || (BABYLON = {}));
  11564. //# sourceMappingURL=babylon.workerPool.js.map
  11565. var BABYLON;
  11566. (function (BABYLON) {
  11567. /**
  11568. * @hidden
  11569. **/
  11570. var _AlphaState = /** @class */ (function () {
  11571. /**
  11572. * Initializes the state.
  11573. */
  11574. function _AlphaState() {
  11575. this._isAlphaBlendDirty = false;
  11576. this._isBlendFunctionParametersDirty = false;
  11577. this._isBlendEquationParametersDirty = false;
  11578. this._isBlendConstantsDirty = false;
  11579. this._alphaBlend = false;
  11580. this._blendFunctionParameters = new Array(4);
  11581. this._blendEquationParameters = new Array(2);
  11582. this._blendConstants = new Array(4);
  11583. this.reset();
  11584. }
  11585. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11586. get: function () {
  11587. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11588. },
  11589. enumerable: true,
  11590. configurable: true
  11591. });
  11592. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11593. get: function () {
  11594. return this._alphaBlend;
  11595. },
  11596. set: function (value) {
  11597. if (this._alphaBlend === value) {
  11598. return;
  11599. }
  11600. this._alphaBlend = value;
  11601. this._isAlphaBlendDirty = true;
  11602. },
  11603. enumerable: true,
  11604. configurable: true
  11605. });
  11606. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11607. if (this._blendConstants[0] === r &&
  11608. this._blendConstants[1] === g &&
  11609. this._blendConstants[2] === b &&
  11610. this._blendConstants[3] === a) {
  11611. return;
  11612. }
  11613. this._blendConstants[0] = r;
  11614. this._blendConstants[1] = g;
  11615. this._blendConstants[2] = b;
  11616. this._blendConstants[3] = a;
  11617. this._isBlendConstantsDirty = true;
  11618. };
  11619. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11620. if (this._blendFunctionParameters[0] === value0 &&
  11621. this._blendFunctionParameters[1] === value1 &&
  11622. this._blendFunctionParameters[2] === value2 &&
  11623. this._blendFunctionParameters[3] === value3) {
  11624. return;
  11625. }
  11626. this._blendFunctionParameters[0] = value0;
  11627. this._blendFunctionParameters[1] = value1;
  11628. this._blendFunctionParameters[2] = value2;
  11629. this._blendFunctionParameters[3] = value3;
  11630. this._isBlendFunctionParametersDirty = true;
  11631. };
  11632. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11633. if (this._blendEquationParameters[0] === rgb &&
  11634. this._blendEquationParameters[1] === alpha) {
  11635. return;
  11636. }
  11637. this._blendEquationParameters[0] = rgb;
  11638. this._blendEquationParameters[1] = alpha;
  11639. this._isBlendEquationParametersDirty = true;
  11640. };
  11641. _AlphaState.prototype.reset = function () {
  11642. this._alphaBlend = false;
  11643. this._blendFunctionParameters[0] = null;
  11644. this._blendFunctionParameters[1] = null;
  11645. this._blendFunctionParameters[2] = null;
  11646. this._blendFunctionParameters[3] = null;
  11647. this._blendEquationParameters[0] = null;
  11648. this._blendEquationParameters[1] = null;
  11649. this._blendConstants[0] = null;
  11650. this._blendConstants[1] = null;
  11651. this._blendConstants[2] = null;
  11652. this._blendConstants[3] = null;
  11653. this._isAlphaBlendDirty = true;
  11654. this._isBlendFunctionParametersDirty = false;
  11655. this._isBlendEquationParametersDirty = false;
  11656. this._isBlendConstantsDirty = false;
  11657. };
  11658. _AlphaState.prototype.apply = function (gl) {
  11659. if (!this.isDirty) {
  11660. return;
  11661. }
  11662. // Alpha blend
  11663. if (this._isAlphaBlendDirty) {
  11664. if (this._alphaBlend) {
  11665. gl.enable(gl.BLEND);
  11666. }
  11667. else {
  11668. gl.disable(gl.BLEND);
  11669. }
  11670. this._isAlphaBlendDirty = false;
  11671. }
  11672. // Alpha function
  11673. if (this._isBlendFunctionParametersDirty) {
  11674. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11675. this._isBlendFunctionParametersDirty = false;
  11676. }
  11677. // Alpha equation
  11678. if (this._isBlendEquationParametersDirty) {
  11679. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11680. this._isBlendEquationParametersDirty = false;
  11681. }
  11682. // Constants
  11683. if (this._isBlendConstantsDirty) {
  11684. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11685. this._isBlendConstantsDirty = false;
  11686. }
  11687. };
  11688. return _AlphaState;
  11689. }());
  11690. BABYLON._AlphaState = _AlphaState;
  11691. })(BABYLON || (BABYLON = {}));
  11692. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11693. var BABYLON;
  11694. (function (BABYLON) {
  11695. /**
  11696. * @hidden
  11697. **/
  11698. var _DepthCullingState = /** @class */ (function () {
  11699. /**
  11700. * Initializes the state.
  11701. */
  11702. function _DepthCullingState() {
  11703. this._isDepthTestDirty = false;
  11704. this._isDepthMaskDirty = false;
  11705. this._isDepthFuncDirty = false;
  11706. this._isCullFaceDirty = false;
  11707. this._isCullDirty = false;
  11708. this._isZOffsetDirty = false;
  11709. this._isFrontFaceDirty = false;
  11710. this.reset();
  11711. }
  11712. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11713. get: function () {
  11714. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11715. },
  11716. enumerable: true,
  11717. configurable: true
  11718. });
  11719. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11720. get: function () {
  11721. return this._zOffset;
  11722. },
  11723. set: function (value) {
  11724. if (this._zOffset === value) {
  11725. return;
  11726. }
  11727. this._zOffset = value;
  11728. this._isZOffsetDirty = true;
  11729. },
  11730. enumerable: true,
  11731. configurable: true
  11732. });
  11733. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11734. get: function () {
  11735. return this._cullFace;
  11736. },
  11737. set: function (value) {
  11738. if (this._cullFace === value) {
  11739. return;
  11740. }
  11741. this._cullFace = value;
  11742. this._isCullFaceDirty = true;
  11743. },
  11744. enumerable: true,
  11745. configurable: true
  11746. });
  11747. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11748. get: function () {
  11749. return this._cull;
  11750. },
  11751. set: function (value) {
  11752. if (this._cull === value) {
  11753. return;
  11754. }
  11755. this._cull = value;
  11756. this._isCullDirty = true;
  11757. },
  11758. enumerable: true,
  11759. configurable: true
  11760. });
  11761. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11762. get: function () {
  11763. return this._depthFunc;
  11764. },
  11765. set: function (value) {
  11766. if (this._depthFunc === value) {
  11767. return;
  11768. }
  11769. this._depthFunc = value;
  11770. this._isDepthFuncDirty = true;
  11771. },
  11772. enumerable: true,
  11773. configurable: true
  11774. });
  11775. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11776. get: function () {
  11777. return this._depthMask;
  11778. },
  11779. set: function (value) {
  11780. if (this._depthMask === value) {
  11781. return;
  11782. }
  11783. this._depthMask = value;
  11784. this._isDepthMaskDirty = true;
  11785. },
  11786. enumerable: true,
  11787. configurable: true
  11788. });
  11789. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11790. get: function () {
  11791. return this._depthTest;
  11792. },
  11793. set: function (value) {
  11794. if (this._depthTest === value) {
  11795. return;
  11796. }
  11797. this._depthTest = value;
  11798. this._isDepthTestDirty = true;
  11799. },
  11800. enumerable: true,
  11801. configurable: true
  11802. });
  11803. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11804. get: function () {
  11805. return this._frontFace;
  11806. },
  11807. set: function (value) {
  11808. if (this._frontFace === value) {
  11809. return;
  11810. }
  11811. this._frontFace = value;
  11812. this._isFrontFaceDirty = true;
  11813. },
  11814. enumerable: true,
  11815. configurable: true
  11816. });
  11817. _DepthCullingState.prototype.reset = function () {
  11818. this._depthMask = true;
  11819. this._depthTest = true;
  11820. this._depthFunc = null;
  11821. this._cullFace = null;
  11822. this._cull = null;
  11823. this._zOffset = 0;
  11824. this._frontFace = null;
  11825. this._isDepthTestDirty = true;
  11826. this._isDepthMaskDirty = true;
  11827. this._isDepthFuncDirty = false;
  11828. this._isCullFaceDirty = false;
  11829. this._isCullDirty = false;
  11830. this._isZOffsetDirty = false;
  11831. this._isFrontFaceDirty = false;
  11832. };
  11833. _DepthCullingState.prototype.apply = function (gl) {
  11834. if (!this.isDirty) {
  11835. return;
  11836. }
  11837. // Cull
  11838. if (this._isCullDirty) {
  11839. if (this.cull) {
  11840. gl.enable(gl.CULL_FACE);
  11841. }
  11842. else {
  11843. gl.disable(gl.CULL_FACE);
  11844. }
  11845. this._isCullDirty = false;
  11846. }
  11847. // Cull face
  11848. if (this._isCullFaceDirty) {
  11849. gl.cullFace(this.cullFace);
  11850. this._isCullFaceDirty = false;
  11851. }
  11852. // Depth mask
  11853. if (this._isDepthMaskDirty) {
  11854. gl.depthMask(this.depthMask);
  11855. this._isDepthMaskDirty = false;
  11856. }
  11857. // Depth test
  11858. if (this._isDepthTestDirty) {
  11859. if (this.depthTest) {
  11860. gl.enable(gl.DEPTH_TEST);
  11861. }
  11862. else {
  11863. gl.disable(gl.DEPTH_TEST);
  11864. }
  11865. this._isDepthTestDirty = false;
  11866. }
  11867. // Depth func
  11868. if (this._isDepthFuncDirty) {
  11869. gl.depthFunc(this.depthFunc);
  11870. this._isDepthFuncDirty = false;
  11871. }
  11872. // zOffset
  11873. if (this._isZOffsetDirty) {
  11874. if (this.zOffset) {
  11875. gl.enable(gl.POLYGON_OFFSET_FILL);
  11876. gl.polygonOffset(this.zOffset, 0);
  11877. }
  11878. else {
  11879. gl.disable(gl.POLYGON_OFFSET_FILL);
  11880. }
  11881. this._isZOffsetDirty = false;
  11882. }
  11883. // Front face
  11884. if (this._isFrontFaceDirty) {
  11885. gl.frontFace(this.frontFace);
  11886. this._isFrontFaceDirty = false;
  11887. }
  11888. };
  11889. return _DepthCullingState;
  11890. }());
  11891. BABYLON._DepthCullingState = _DepthCullingState;
  11892. })(BABYLON || (BABYLON = {}));
  11893. //# sourceMappingURL=babylon.depthCullingState.js.map
  11894. var BABYLON;
  11895. (function (BABYLON) {
  11896. /**
  11897. * @hidden
  11898. **/
  11899. var _StencilState = /** @class */ (function () {
  11900. function _StencilState() {
  11901. this._isStencilTestDirty = false;
  11902. this._isStencilMaskDirty = false;
  11903. this._isStencilFuncDirty = false;
  11904. this._isStencilOpDirty = false;
  11905. this.reset();
  11906. }
  11907. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11908. get: function () {
  11909. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11910. },
  11911. enumerable: true,
  11912. configurable: true
  11913. });
  11914. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11915. get: function () {
  11916. return this._stencilFunc;
  11917. },
  11918. set: function (value) {
  11919. if (this._stencilFunc === value) {
  11920. return;
  11921. }
  11922. this._stencilFunc = value;
  11923. this._isStencilFuncDirty = true;
  11924. },
  11925. enumerable: true,
  11926. configurable: true
  11927. });
  11928. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11929. get: function () {
  11930. return this._stencilFuncRef;
  11931. },
  11932. set: function (value) {
  11933. if (this._stencilFuncRef === value) {
  11934. return;
  11935. }
  11936. this._stencilFuncRef = value;
  11937. this._isStencilFuncDirty = true;
  11938. },
  11939. enumerable: true,
  11940. configurable: true
  11941. });
  11942. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11943. get: function () {
  11944. return this._stencilFuncMask;
  11945. },
  11946. set: function (value) {
  11947. if (this._stencilFuncMask === value) {
  11948. return;
  11949. }
  11950. this._stencilFuncMask = value;
  11951. this._isStencilFuncDirty = true;
  11952. },
  11953. enumerable: true,
  11954. configurable: true
  11955. });
  11956. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11957. get: function () {
  11958. return this._stencilOpStencilFail;
  11959. },
  11960. set: function (value) {
  11961. if (this._stencilOpStencilFail === value) {
  11962. return;
  11963. }
  11964. this._stencilOpStencilFail = value;
  11965. this._isStencilOpDirty = true;
  11966. },
  11967. enumerable: true,
  11968. configurable: true
  11969. });
  11970. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  11971. get: function () {
  11972. return this._stencilOpDepthFail;
  11973. },
  11974. set: function (value) {
  11975. if (this._stencilOpDepthFail === value) {
  11976. return;
  11977. }
  11978. this._stencilOpDepthFail = value;
  11979. this._isStencilOpDirty = true;
  11980. },
  11981. enumerable: true,
  11982. configurable: true
  11983. });
  11984. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  11985. get: function () {
  11986. return this._stencilOpStencilDepthPass;
  11987. },
  11988. set: function (value) {
  11989. if (this._stencilOpStencilDepthPass === value) {
  11990. return;
  11991. }
  11992. this._stencilOpStencilDepthPass = value;
  11993. this._isStencilOpDirty = true;
  11994. },
  11995. enumerable: true,
  11996. configurable: true
  11997. });
  11998. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  11999. get: function () {
  12000. return this._stencilMask;
  12001. },
  12002. set: function (value) {
  12003. if (this._stencilMask === value) {
  12004. return;
  12005. }
  12006. this._stencilMask = value;
  12007. this._isStencilMaskDirty = true;
  12008. },
  12009. enumerable: true,
  12010. configurable: true
  12011. });
  12012. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12013. get: function () {
  12014. return this._stencilTest;
  12015. },
  12016. set: function (value) {
  12017. if (this._stencilTest === value) {
  12018. return;
  12019. }
  12020. this._stencilTest = value;
  12021. this._isStencilTestDirty = true;
  12022. },
  12023. enumerable: true,
  12024. configurable: true
  12025. });
  12026. _StencilState.prototype.reset = function () {
  12027. this._stencilTest = false;
  12028. this._stencilMask = 0xFF;
  12029. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12030. this._stencilFuncRef = 1;
  12031. this._stencilFuncMask = 0xFF;
  12032. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12033. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12034. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12035. this._isStencilTestDirty = true;
  12036. this._isStencilMaskDirty = true;
  12037. this._isStencilFuncDirty = true;
  12038. this._isStencilOpDirty = true;
  12039. };
  12040. _StencilState.prototype.apply = function (gl) {
  12041. if (!this.isDirty) {
  12042. return;
  12043. }
  12044. // Stencil test
  12045. if (this._isStencilTestDirty) {
  12046. if (this.stencilTest) {
  12047. gl.enable(gl.STENCIL_TEST);
  12048. }
  12049. else {
  12050. gl.disable(gl.STENCIL_TEST);
  12051. }
  12052. this._isStencilTestDirty = false;
  12053. }
  12054. // Stencil mask
  12055. if (this._isStencilMaskDirty) {
  12056. gl.stencilMask(this.stencilMask);
  12057. this._isStencilMaskDirty = false;
  12058. }
  12059. // Stencil func
  12060. if (this._isStencilFuncDirty) {
  12061. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12062. this._isStencilFuncDirty = false;
  12063. }
  12064. // Stencil op
  12065. if (this._isStencilOpDirty) {
  12066. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12067. this._isStencilOpDirty = false;
  12068. }
  12069. };
  12070. return _StencilState;
  12071. }());
  12072. BABYLON._StencilState = _StencilState;
  12073. })(BABYLON || (BABYLON = {}));
  12074. //# sourceMappingURL=babylon.stencilState.js.map
  12075. var __assign = (this && this.__assign) || function () {
  12076. __assign = Object.assign || function(t) {
  12077. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12078. s = arguments[i];
  12079. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12080. t[p] = s[p];
  12081. }
  12082. return t;
  12083. };
  12084. return __assign.apply(this, arguments);
  12085. };
  12086. var BABYLON;
  12087. (function (BABYLON) {
  12088. /**
  12089. * Keeps track of all the buffer info used in engine.
  12090. */
  12091. var BufferPointer = /** @class */ (function () {
  12092. function BufferPointer() {
  12093. }
  12094. return BufferPointer;
  12095. }());
  12096. /**
  12097. * Interface for attribute information associated with buffer instanciation
  12098. */
  12099. var InstancingAttributeInfo = /** @class */ (function () {
  12100. function InstancingAttributeInfo() {
  12101. }
  12102. return InstancingAttributeInfo;
  12103. }());
  12104. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12105. /**
  12106. * Define options used to create a render target texture
  12107. */
  12108. var RenderTargetCreationOptions = /** @class */ (function () {
  12109. function RenderTargetCreationOptions() {
  12110. }
  12111. return RenderTargetCreationOptions;
  12112. }());
  12113. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12114. /**
  12115. * Define options used to create a depth texture
  12116. */
  12117. var DepthTextureCreationOptions = /** @class */ (function () {
  12118. function DepthTextureCreationOptions() {
  12119. }
  12120. return DepthTextureCreationOptions;
  12121. }());
  12122. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12123. /**
  12124. * Class used to describe the capabilities of the engine relatively to the current browser
  12125. */
  12126. var EngineCapabilities = /** @class */ (function () {
  12127. function EngineCapabilities() {
  12128. }
  12129. return EngineCapabilities;
  12130. }());
  12131. BABYLON.EngineCapabilities = EngineCapabilities;
  12132. /**
  12133. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12134. */
  12135. var Engine = /** @class */ (function () {
  12136. /**
  12137. * Creates a new engine
  12138. * @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
  12139. * @param antialias defines enable antialiasing (default: false)
  12140. * @param options defines further options to be sent to the getContext() function
  12141. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12142. */
  12143. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12144. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12145. var _this = this;
  12146. // Public members
  12147. /**
  12148. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12149. */
  12150. this.forcePOTTextures = false;
  12151. /**
  12152. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12153. */
  12154. this.isFullscreen = false;
  12155. /**
  12156. * Gets a boolean indicating if the pointer is currently locked
  12157. */
  12158. this.isPointerLock = false;
  12159. /**
  12160. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12161. */
  12162. this.cullBackFaces = true;
  12163. /**
  12164. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12165. */
  12166. this.renderEvenInBackground = true;
  12167. /**
  12168. * Gets or sets a boolean indicating that cache can be kept between frames
  12169. */
  12170. this.preventCacheWipeBetweenFrames = false;
  12171. /**
  12172. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12173. **/
  12174. this.enableOfflineSupport = false;
  12175. /**
  12176. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (Babylon.js will always consider the database is up to date)
  12177. **/
  12178. this.disableManifestCheck = false;
  12179. /**
  12180. * Gets the list of created scenes
  12181. */
  12182. this.scenes = new Array();
  12183. /**
  12184. * Gets the list of created postprocesses
  12185. */
  12186. this.postProcesses = new Array();
  12187. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12188. this.validateShaderPrograms = false;
  12189. // Observables
  12190. /**
  12191. * Observable event triggered each time the rendering canvas is resized
  12192. */
  12193. this.onResizeObservable = new BABYLON.Observable();
  12194. /**
  12195. * Observable event triggered each time the canvas loses focus
  12196. */
  12197. this.onCanvasBlurObservable = new BABYLON.Observable();
  12198. /**
  12199. * Observable event triggered each time the canvas gains focus
  12200. */
  12201. this.onCanvasFocusObservable = new BABYLON.Observable();
  12202. /**
  12203. * Observable event triggered each time the canvas receives pointerout event
  12204. */
  12205. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12206. /**
  12207. * Observable event triggered before each texture is initialized
  12208. */
  12209. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12210. //WebVR
  12211. this._vrDisplay = undefined;
  12212. this._vrSupported = false;
  12213. this._vrExclusivePointerMode = false;
  12214. // Uniform buffers list
  12215. /**
  12216. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12217. */
  12218. this.disableUniformBuffers = false;
  12219. /** @hidden */
  12220. this._uniformBuffers = new Array();
  12221. // Observables
  12222. /**
  12223. * Observable raised when the engine begins a new frame
  12224. */
  12225. this.onBeginFrameObservable = new BABYLON.Observable();
  12226. /**
  12227. * If set, will be used to request the next animation frame for the render loop
  12228. */
  12229. this.customAnimationFrameRequester = null;
  12230. /**
  12231. * Observable raised when the engine ends the current frame
  12232. */
  12233. this.onEndFrameObservable = new BABYLON.Observable();
  12234. /**
  12235. * Observable raised when the engine is about to compile a shader
  12236. */
  12237. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12238. /**
  12239. * Observable raised when the engine has jsut compiled a shader
  12240. */
  12241. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12242. this._windowIsBackground = false;
  12243. this._webGLVersion = 1.0;
  12244. /** @hidden */
  12245. this._badOS = false;
  12246. /** @hidden */
  12247. this._badDesktopOS = false;
  12248. /**
  12249. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12250. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12251. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12252. */
  12253. this.disableTextureBindingOptimization = false;
  12254. /**
  12255. * Observable signaled when VR display mode changes
  12256. */
  12257. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12258. /**
  12259. * Observable signaled when VR request present is complete
  12260. */
  12261. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12262. /**
  12263. * Observable signaled when VR request present starts
  12264. */
  12265. this.onVRRequestPresentStart = new BABYLON.Observable();
  12266. this._colorWrite = true;
  12267. /** @hidden */
  12268. this._drawCalls = new BABYLON.PerfCounter();
  12269. /** @hidden */
  12270. this._textureCollisions = new BABYLON.PerfCounter();
  12271. this._renderingQueueLaunched = false;
  12272. this._activeRenderLoops = new Array();
  12273. // Deterministic lockstepMaxSteps
  12274. this._deterministicLockstep = false;
  12275. this._lockstepMaxSteps = 4;
  12276. // Lost context
  12277. /**
  12278. * Observable signaled when a context lost event is raised
  12279. */
  12280. this.onContextLostObservable = new BABYLON.Observable();
  12281. /**
  12282. * Observable signaled when a context restored event is raised
  12283. */
  12284. this.onContextRestoredObservable = new BABYLON.Observable();
  12285. this._contextWasLost = false;
  12286. this._doNotHandleContextLost = false;
  12287. // FPS
  12288. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12289. this._fps = 60;
  12290. this._deltaTime = 0;
  12291. /**
  12292. * Turn this value on if you want to pause FPS computation when in background
  12293. */
  12294. this.disablePerformanceMonitorInBackground = false;
  12295. // States
  12296. /** @hidden */
  12297. this._depthCullingState = new BABYLON._DepthCullingState();
  12298. /** @hidden */
  12299. this._stencilState = new BABYLON._StencilState();
  12300. /** @hidden */
  12301. this._alphaState = new BABYLON._AlphaState();
  12302. /** @hidden */
  12303. this._alphaMode = Engine.ALPHA_DISABLE;
  12304. // Cache
  12305. this._internalTexturesCache = new Array();
  12306. /** @hidden */
  12307. this._activeChannel = 0;
  12308. this._currentTextureChannel = -1;
  12309. /** @hidden */
  12310. this._boundTexturesCache = {};
  12311. this._compiledEffects = {};
  12312. this._vertexAttribArraysEnabled = [];
  12313. this._uintIndicesCurrentlySet = false;
  12314. this._currentBoundBuffer = new Array();
  12315. /** @hidden */
  12316. this._currentFramebuffer = null;
  12317. this._currentBufferPointers = new Array();
  12318. this._currentInstanceLocations = new Array();
  12319. this._currentInstanceBuffers = new Array();
  12320. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12321. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12322. this._vaoRecordInProgress = false;
  12323. this._mustWipeVertexAttributes = false;
  12324. this._nextFreeTextureSlots = new Array();
  12325. this._maxSimultaneousTextures = 0;
  12326. this._activeRequests = new Array();
  12327. // Hardware supported Compressed Textures
  12328. this._texturesSupported = new Array();
  12329. /**
  12330. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12331. */
  12332. this.premultipliedAlpha = true;
  12333. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12334. this._onVRFullScreenTriggered = function () {
  12335. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12336. //get the old size before we change
  12337. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12338. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12339. //get the width and height, change the render size
  12340. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12341. _this.setHardwareScalingLevel(1);
  12342. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12343. }
  12344. else {
  12345. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12346. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12347. }
  12348. };
  12349. this._unpackFlipYCached = null;
  12350. /**
  12351. * In case you are sharing the context with other applications, it might
  12352. * be interested to not cache the unpack flip y state to ensure a consistent
  12353. * value would be set.
  12354. */
  12355. this.enableUnpackFlipYCached = true;
  12356. this._boundUniforms = {};
  12357. // Register promises
  12358. BABYLON.PromisePolyfill.Apply();
  12359. var canvas = null;
  12360. Engine.Instances.push(this);
  12361. if (!canvasOrContext) {
  12362. return;
  12363. }
  12364. options = options || {};
  12365. if (canvasOrContext.getContext) {
  12366. canvas = canvasOrContext;
  12367. this._renderingCanvas = canvas;
  12368. if (antialias != null) {
  12369. options.antialias = antialias;
  12370. }
  12371. if (options.deterministicLockstep === undefined) {
  12372. options.deterministicLockstep = false;
  12373. }
  12374. if (options.lockstepMaxSteps === undefined) {
  12375. options.lockstepMaxSteps = 4;
  12376. }
  12377. if (options.preserveDrawingBuffer === undefined) {
  12378. options.preserveDrawingBuffer = false;
  12379. }
  12380. if (options.audioEngine === undefined) {
  12381. options.audioEngine = true;
  12382. }
  12383. if (options.stencil === undefined) {
  12384. options.stencil = true;
  12385. }
  12386. if (options.premultipliedAlpha === false) {
  12387. this.premultipliedAlpha = false;
  12388. }
  12389. this._deterministicLockstep = options.deterministicLockstep;
  12390. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12391. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12392. // Exceptions
  12393. if (navigator && navigator.userAgent) {
  12394. var ua = navigator.userAgent;
  12395. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12396. var exception = _a[_i];
  12397. var key = exception.key;
  12398. var targets = exception.targets;
  12399. if (ua.indexOf(key) > -1) {
  12400. if (exception.capture && exception.captureConstraint) {
  12401. var capture = exception.capture;
  12402. var constraint = exception.captureConstraint;
  12403. var regex = new RegExp(capture);
  12404. var matches = regex.exec(ua);
  12405. if (matches && matches.length > 0) {
  12406. var capturedValue = parseInt(matches[matches.length - 1]);
  12407. if (capturedValue >= constraint) {
  12408. continue;
  12409. }
  12410. }
  12411. }
  12412. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12413. var target = targets_1[_b];
  12414. switch (target) {
  12415. case "uniformBuffer":
  12416. this.disableUniformBuffers = true;
  12417. break;
  12418. case "textureBindingOptimization":
  12419. this.disableTextureBindingOptimization = true;
  12420. break;
  12421. }
  12422. }
  12423. }
  12424. }
  12425. }
  12426. // GL
  12427. if (!options.disableWebGL2Support) {
  12428. try {
  12429. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12430. if (this._gl) {
  12431. this._webGLVersion = 2.0;
  12432. // Prevent weird browsers to lie :-)
  12433. if (!this._gl.deleteQuery) {
  12434. this._webGLVersion = 1.0;
  12435. }
  12436. }
  12437. }
  12438. catch (e) {
  12439. // Do nothing
  12440. }
  12441. }
  12442. if (!this._gl) {
  12443. if (!canvas) {
  12444. throw new Error("The provided canvas is null or undefined.");
  12445. }
  12446. try {
  12447. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12448. }
  12449. catch (e) {
  12450. throw new Error("WebGL not supported");
  12451. }
  12452. }
  12453. if (!this._gl) {
  12454. throw new Error("WebGL not supported");
  12455. }
  12456. this._onCanvasFocus = function () {
  12457. _this.onCanvasFocusObservable.notifyObservers(_this);
  12458. };
  12459. this._onCanvasBlur = function () {
  12460. _this.onCanvasBlurObservable.notifyObservers(_this);
  12461. };
  12462. canvas.addEventListener("focus", this._onCanvasFocus);
  12463. canvas.addEventListener("blur", this._onCanvasBlur);
  12464. this._onBlur = function () {
  12465. if (_this.disablePerformanceMonitorInBackground) {
  12466. _this._performanceMonitor.disable();
  12467. }
  12468. _this._windowIsBackground = true;
  12469. };
  12470. this._onFocus = function () {
  12471. if (_this.disablePerformanceMonitorInBackground) {
  12472. _this._performanceMonitor.enable();
  12473. }
  12474. _this._windowIsBackground = false;
  12475. };
  12476. this._onCanvasPointerOut = function (ev) {
  12477. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12478. };
  12479. window.addEventListener("blur", this._onBlur);
  12480. window.addEventListener("focus", this._onFocus);
  12481. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12482. // Context lost
  12483. if (!this._doNotHandleContextLost) {
  12484. this._onContextLost = function (evt) {
  12485. evt.preventDefault();
  12486. _this._contextWasLost = true;
  12487. BABYLON.Tools.Warn("WebGL context lost.");
  12488. _this.onContextLostObservable.notifyObservers(_this);
  12489. };
  12490. this._onContextRestored = function (evt) {
  12491. // Adding a timeout to avoid race condition at browser level
  12492. setTimeout(function () {
  12493. // Rebuild gl context
  12494. _this._initGLContext();
  12495. // Rebuild effects
  12496. _this._rebuildEffects();
  12497. // Rebuild textures
  12498. _this._rebuildInternalTextures();
  12499. // Rebuild buffers
  12500. _this._rebuildBuffers();
  12501. // Cache
  12502. _this.wipeCaches(true);
  12503. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12504. _this.onContextRestoredObservable.notifyObservers(_this);
  12505. _this._contextWasLost = false;
  12506. }, 0);
  12507. };
  12508. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12509. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12510. }
  12511. }
  12512. else {
  12513. this._gl = canvasOrContext;
  12514. this._renderingCanvas = this._gl.canvas;
  12515. if (this._gl.renderbufferStorageMultisample) {
  12516. this._webGLVersion = 2.0;
  12517. }
  12518. var attributes = this._gl.getContextAttributes();
  12519. if (attributes) {
  12520. options.stencil = attributes.stencil;
  12521. }
  12522. }
  12523. // Viewport
  12524. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  12525. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  12526. this.resize();
  12527. this._isStencilEnable = options.stencil ? true : false;
  12528. this._initGLContext();
  12529. if (canvas) {
  12530. // Fullscreen
  12531. this._onFullscreenChange = function () {
  12532. if (document.fullscreen !== undefined) {
  12533. _this.isFullscreen = document.fullscreen;
  12534. }
  12535. else if (document.mozFullScreen !== undefined) {
  12536. _this.isFullscreen = document.mozFullScreen;
  12537. }
  12538. else if (document.webkitIsFullScreen !== undefined) {
  12539. _this.isFullscreen = document.webkitIsFullScreen;
  12540. }
  12541. else if (document.msIsFullScreen !== undefined) {
  12542. _this.isFullscreen = document.msIsFullScreen;
  12543. }
  12544. // Pointer lock
  12545. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12546. canvas.requestPointerLock = canvas.requestPointerLock ||
  12547. canvas.msRequestPointerLock ||
  12548. canvas.mozRequestPointerLock ||
  12549. canvas.webkitRequestPointerLock;
  12550. if (canvas.requestPointerLock) {
  12551. canvas.requestPointerLock();
  12552. }
  12553. }
  12554. };
  12555. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12556. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12557. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12558. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12559. // Pointer lock
  12560. this._onPointerLockChange = function () {
  12561. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12562. document.webkitPointerLockElement === canvas ||
  12563. document.msPointerLockElement === canvas ||
  12564. document.pointerLockElement === canvas);
  12565. };
  12566. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12567. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12568. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12569. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12570. this._onVRDisplayPointerRestricted = function () {
  12571. if (canvas) {
  12572. canvas.requestPointerLock();
  12573. }
  12574. };
  12575. this._onVRDisplayPointerUnrestricted = function () {
  12576. document.exitPointerLock();
  12577. };
  12578. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12579. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12580. }
  12581. // Create Audio Engine if needed.
  12582. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12583. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12584. }
  12585. // Prepare buffer pointers
  12586. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12587. this._currentBufferPointers[i] = new BufferPointer();
  12588. }
  12589. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12590. // Load WebVR Devices
  12591. if (options.autoEnableWebVR) {
  12592. this.initWebVR();
  12593. }
  12594. // Detect if we are running on a faulty buggy OS.
  12595. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12596. // Detect if we are running on a faulty buggy desktop OS.
  12597. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12598. console.log("Babylon.js engine (v" + Engine.Version + ") launched");
  12599. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12600. }
  12601. Object.defineProperty(Engine, "LastCreatedEngine", {
  12602. /**
  12603. * Gets the latest created engine
  12604. */
  12605. get: function () {
  12606. if (Engine.Instances.length === 0) {
  12607. return null;
  12608. }
  12609. return Engine.Instances[Engine.Instances.length - 1];
  12610. },
  12611. enumerable: true,
  12612. configurable: true
  12613. });
  12614. Object.defineProperty(Engine, "LastCreatedScene", {
  12615. /**
  12616. * Gets the latest created scene
  12617. */
  12618. get: function () {
  12619. var lastCreatedEngine = Engine.LastCreatedEngine;
  12620. if (!lastCreatedEngine) {
  12621. return null;
  12622. }
  12623. if (lastCreatedEngine.scenes.length === 0) {
  12624. return null;
  12625. }
  12626. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12627. },
  12628. enumerable: true,
  12629. configurable: true
  12630. });
  12631. /**
  12632. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12633. * @param flag defines which part of the materials must be marked as dirty
  12634. * @param predicate defines a predicate used to filter which materials should be affected
  12635. */
  12636. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12637. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12638. var engine = Engine.Instances[engineIndex];
  12639. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12640. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12641. }
  12642. }
  12643. };
  12644. Object.defineProperty(Engine, "Version", {
  12645. /**
  12646. * Returns the current version of the framework
  12647. */
  12648. get: function () {
  12649. return "4.0.0-alpha.0";
  12650. },
  12651. enumerable: true,
  12652. configurable: true
  12653. });
  12654. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12655. /**
  12656. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12657. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12658. */
  12659. get: function () {
  12660. return this._vrExclusivePointerMode;
  12661. },
  12662. enumerable: true,
  12663. configurable: true
  12664. });
  12665. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12666. /**
  12667. * Gets a boolean indicating that the engine supports uniform buffers
  12668. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12669. */
  12670. get: function () {
  12671. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12672. },
  12673. enumerable: true,
  12674. configurable: true
  12675. });
  12676. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12677. /**
  12678. * Gets a boolean indicating that only power of 2 textures are supported
  12679. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12680. */
  12681. get: function () {
  12682. return this._webGLVersion < 2 || this.forcePOTTextures;
  12683. },
  12684. enumerable: true,
  12685. configurable: true
  12686. });
  12687. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12688. /**
  12689. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12690. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12691. */
  12692. get: function () {
  12693. return this._doNotHandleContextLost;
  12694. },
  12695. set: function (value) {
  12696. this._doNotHandleContextLost = value;
  12697. },
  12698. enumerable: true,
  12699. configurable: true
  12700. });
  12701. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12702. /**
  12703. * Gets the performance monitor attached to this engine
  12704. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12705. */
  12706. get: function () {
  12707. return this._performanceMonitor;
  12708. },
  12709. enumerable: true,
  12710. configurable: true
  12711. });
  12712. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12713. /**
  12714. * Gets the list of texture formats supported
  12715. */
  12716. get: function () {
  12717. return this._texturesSupported;
  12718. },
  12719. enumerable: true,
  12720. configurable: true
  12721. });
  12722. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12723. /**
  12724. * Gets the list of texture formats in use
  12725. */
  12726. get: function () {
  12727. return this._textureFormatInUse;
  12728. },
  12729. enumerable: true,
  12730. configurable: true
  12731. });
  12732. Object.defineProperty(Engine.prototype, "currentViewport", {
  12733. /**
  12734. * Gets the current viewport
  12735. */
  12736. get: function () {
  12737. return this._cachedViewport;
  12738. },
  12739. enumerable: true,
  12740. configurable: true
  12741. });
  12742. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12743. /**
  12744. * Gets the default empty texture
  12745. */
  12746. get: function () {
  12747. if (!this._emptyTexture) {
  12748. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12749. }
  12750. return this._emptyTexture;
  12751. },
  12752. enumerable: true,
  12753. configurable: true
  12754. });
  12755. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12756. /**
  12757. * Gets the default empty 3D texture
  12758. */
  12759. get: function () {
  12760. if (!this._emptyTexture3D) {
  12761. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12762. }
  12763. return this._emptyTexture3D;
  12764. },
  12765. enumerable: true,
  12766. configurable: true
  12767. });
  12768. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12769. /**
  12770. * Gets the default empty cube texture
  12771. */
  12772. get: function () {
  12773. if (!this._emptyCubeTexture) {
  12774. var faceData = new Uint8Array(4);
  12775. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12776. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12777. }
  12778. return this._emptyCubeTexture;
  12779. },
  12780. enumerable: true,
  12781. configurable: true
  12782. });
  12783. Engine.prototype._rebuildInternalTextures = function () {
  12784. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12785. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12786. var internalTexture = currentState_1[_i];
  12787. internalTexture._rebuild();
  12788. }
  12789. };
  12790. Engine.prototype._rebuildEffects = function () {
  12791. for (var key in this._compiledEffects) {
  12792. var effect = this._compiledEffects[key];
  12793. effect._prepareEffect();
  12794. }
  12795. BABYLON.Effect.ResetCache();
  12796. };
  12797. /**
  12798. * Gets a boolean indicating if all created effects are ready
  12799. * @returns true if all effects are ready
  12800. */
  12801. Engine.prototype.areAllEffectsReady = function () {
  12802. for (var key in this._compiledEffects) {
  12803. var effect = this._compiledEffects[key];
  12804. if (!effect.isReady()) {
  12805. return false;
  12806. }
  12807. }
  12808. return true;
  12809. };
  12810. Engine.prototype._rebuildBuffers = function () {
  12811. // Index / Vertex
  12812. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12813. var scene = _a[_i];
  12814. scene.resetCachedMaterial();
  12815. scene._rebuildGeometries();
  12816. scene._rebuildTextures();
  12817. }
  12818. // Uniforms
  12819. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12820. var uniformBuffer = _c[_b];
  12821. uniformBuffer._rebuild();
  12822. }
  12823. };
  12824. Engine.prototype._initGLContext = function () {
  12825. // Caps
  12826. this._caps = new EngineCapabilities();
  12827. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12828. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12829. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12830. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12831. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12832. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12833. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12834. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12835. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12836. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12837. // Infos
  12838. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12839. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12840. if (rendererInfo != null) {
  12841. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12842. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12843. }
  12844. if (!this._glVendor) {
  12845. this._glVendor = "Unknown vendor";
  12846. }
  12847. if (!this._glRenderer) {
  12848. this._glRenderer = "Unknown renderer";
  12849. }
  12850. // Constants
  12851. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12852. if (this._gl.RGBA16F !== 0x881A) {
  12853. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12854. }
  12855. if (this._gl.RGBA32F !== 0x8814) {
  12856. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12857. }
  12858. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12859. this._gl.DEPTH24_STENCIL8 = 35056;
  12860. }
  12861. // Extensions
  12862. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12863. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12864. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12865. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12866. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12867. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12868. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12869. 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');
  12870. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12871. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12872. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12873. this._caps.highPrecisionShaderSupported = true;
  12874. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12875. if (this._caps.timerQuery) {
  12876. if (this._webGLVersion === 1) {
  12877. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12878. }
  12879. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12880. }
  12881. // Checks if some of the format renders first to allow the use of webgl inspector.
  12882. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12883. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12884. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12885. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12886. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12887. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12888. if (this._webGLVersion > 1) {
  12889. this._gl.HALF_FLOAT_OES = 0x140B;
  12890. }
  12891. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12892. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12893. // Draw buffers
  12894. if (this._webGLVersion > 1) {
  12895. this._caps.drawBuffersExtension = true;
  12896. }
  12897. else {
  12898. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12899. if (drawBuffersExtension !== null) {
  12900. this._caps.drawBuffersExtension = true;
  12901. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12902. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12903. for (var i = 0; i < 16; i++) {
  12904. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12905. }
  12906. }
  12907. else {
  12908. this._caps.drawBuffersExtension = false;
  12909. }
  12910. }
  12911. // Shader compiler threads
  12912. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  12913. if (this._caps.parallelShaderCompile) {
  12914. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  12915. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  12916. }
  12917. // Depth Texture
  12918. if (this._webGLVersion > 1) {
  12919. this._caps.depthTextureExtension = true;
  12920. }
  12921. else {
  12922. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12923. if (depthTextureExtension != null) {
  12924. this._caps.depthTextureExtension = true;
  12925. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12926. }
  12927. }
  12928. // Vertex array object
  12929. if (this._webGLVersion > 1) {
  12930. this._caps.vertexArrayObject = true;
  12931. }
  12932. else {
  12933. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12934. if (vertexArrayObjectExtension != null) {
  12935. this._caps.vertexArrayObject = true;
  12936. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12937. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12938. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12939. }
  12940. else {
  12941. this._caps.vertexArrayObject = false;
  12942. }
  12943. }
  12944. // Instances count
  12945. if (this._webGLVersion > 1) {
  12946. this._caps.instancedArrays = true;
  12947. }
  12948. else {
  12949. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12950. if (instanceExtension != null) {
  12951. this._caps.instancedArrays = true;
  12952. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12953. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12954. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12955. }
  12956. else {
  12957. this._caps.instancedArrays = false;
  12958. }
  12959. }
  12960. // Intelligently add supported compressed formats in order to check for.
  12961. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12962. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12963. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12964. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12965. if (this._caps.astc) {
  12966. this.texturesSupported.push('-astc.ktx');
  12967. }
  12968. if (this._caps.s3tc) {
  12969. this.texturesSupported.push('-dxt.ktx');
  12970. }
  12971. if (this._caps.pvrtc) {
  12972. this.texturesSupported.push('-pvrtc.ktx');
  12973. }
  12974. if (this._caps.etc2) {
  12975. this.texturesSupported.push('-etc2.ktx');
  12976. }
  12977. if (this._caps.etc1) {
  12978. this.texturesSupported.push('-etc1.ktx');
  12979. }
  12980. if (this._gl.getShaderPrecisionFormat) {
  12981. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12982. if (highp) {
  12983. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12984. }
  12985. }
  12986. // Depth buffer
  12987. this.setDepthBuffer(true);
  12988. this.setDepthFunctionToLessOrEqual();
  12989. this.setDepthWrite(true);
  12990. // Texture maps
  12991. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  12992. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12993. this._nextFreeTextureSlots.push(slot);
  12994. }
  12995. };
  12996. Object.defineProperty(Engine.prototype, "webGLVersion", {
  12997. /**
  12998. * Gets version of the current webGL context
  12999. */
  13000. get: function () {
  13001. return this._webGLVersion;
  13002. },
  13003. enumerable: true,
  13004. configurable: true
  13005. });
  13006. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13007. /**
  13008. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13009. */
  13010. get: function () {
  13011. return this._isStencilEnable;
  13012. },
  13013. enumerable: true,
  13014. configurable: true
  13015. });
  13016. Engine.prototype._prepareWorkingCanvas = function () {
  13017. if (this._workingCanvas) {
  13018. return;
  13019. }
  13020. this._workingCanvas = document.createElement("canvas");
  13021. var context = this._workingCanvas.getContext("2d");
  13022. if (context) {
  13023. this._workingContext = context;
  13024. }
  13025. };
  13026. /**
  13027. * Reset the texture cache to empty state
  13028. */
  13029. Engine.prototype.resetTextureCache = function () {
  13030. for (var key in this._boundTexturesCache) {
  13031. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13032. continue;
  13033. }
  13034. var boundTexture = this._boundTexturesCache[key];
  13035. if (boundTexture) {
  13036. this._removeDesignatedSlot(boundTexture);
  13037. }
  13038. this._boundTexturesCache[key] = null;
  13039. }
  13040. if (!this.disableTextureBindingOptimization) {
  13041. this._nextFreeTextureSlots = [];
  13042. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13043. this._nextFreeTextureSlots.push(slot);
  13044. }
  13045. }
  13046. this._currentTextureChannel = -1;
  13047. };
  13048. /**
  13049. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13050. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13051. * @returns true if engine is in deterministic lock step mode
  13052. */
  13053. Engine.prototype.isDeterministicLockStep = function () {
  13054. return this._deterministicLockstep;
  13055. };
  13056. /**
  13057. * Gets the max steps when engine is running in deterministic lock step
  13058. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13059. * @returns the max steps
  13060. */
  13061. Engine.prototype.getLockstepMaxSteps = function () {
  13062. return this._lockstepMaxSteps;
  13063. };
  13064. /**
  13065. * Gets an object containing information about the current webGL context
  13066. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13067. */
  13068. Engine.prototype.getGlInfo = function () {
  13069. return {
  13070. vendor: this._glVendor,
  13071. renderer: this._glRenderer,
  13072. version: this._glVersion
  13073. };
  13074. };
  13075. /**
  13076. * Gets current aspect ratio
  13077. * @param camera defines the camera to use to get the aspect ratio
  13078. * @param useScreen defines if screen size must be used (or the current render target if any)
  13079. * @returns a number defining the aspect ratio
  13080. */
  13081. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13082. if (useScreen === void 0) { useScreen = false; }
  13083. var viewport = camera.viewport;
  13084. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13085. };
  13086. /**
  13087. * Gets current screen aspect ratio
  13088. * @returns a number defining the aspect ratio
  13089. */
  13090. Engine.prototype.getScreenAspectRatio = function () {
  13091. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13092. };
  13093. /**
  13094. * Gets the current render width
  13095. * @param useScreen defines if screen size must be used (or the current render target if any)
  13096. * @returns a number defining the current render width
  13097. */
  13098. Engine.prototype.getRenderWidth = function (useScreen) {
  13099. if (useScreen === void 0) { useScreen = false; }
  13100. if (!useScreen && this._currentRenderTarget) {
  13101. return this._currentRenderTarget.width;
  13102. }
  13103. return this._gl.drawingBufferWidth;
  13104. };
  13105. /**
  13106. * Gets the current render height
  13107. * @param useScreen defines if screen size must be used (or the current render target if any)
  13108. * @returns a number defining the current render height
  13109. */
  13110. Engine.prototype.getRenderHeight = function (useScreen) {
  13111. if (useScreen === void 0) { useScreen = false; }
  13112. if (!useScreen && this._currentRenderTarget) {
  13113. return this._currentRenderTarget.height;
  13114. }
  13115. return this._gl.drawingBufferHeight;
  13116. };
  13117. /**
  13118. * Gets the HTML canvas attached with the current webGL context
  13119. * @returns a HTML canvas
  13120. */
  13121. Engine.prototype.getRenderingCanvas = function () {
  13122. return this._renderingCanvas;
  13123. };
  13124. /**
  13125. * Gets the client rect of the HTML canvas attached with the current webGL context
  13126. * @returns a client rectanglee
  13127. */
  13128. Engine.prototype.getRenderingCanvasClientRect = function () {
  13129. if (!this._renderingCanvas) {
  13130. return null;
  13131. }
  13132. return this._renderingCanvas.getBoundingClientRect();
  13133. };
  13134. /**
  13135. * Defines the hardware scaling level.
  13136. * By default the hardware scaling level is computed from the window device ratio.
  13137. * 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.
  13138. * @param level defines the level to use
  13139. */
  13140. Engine.prototype.setHardwareScalingLevel = function (level) {
  13141. this._hardwareScalingLevel = level;
  13142. this.resize();
  13143. };
  13144. /**
  13145. * Gets the current hardware scaling level.
  13146. * By default the hardware scaling level is computed from the window device ratio.
  13147. * 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.
  13148. * @returns a number indicating the current hardware scaling level
  13149. */
  13150. Engine.prototype.getHardwareScalingLevel = function () {
  13151. return this._hardwareScalingLevel;
  13152. };
  13153. /**
  13154. * Gets the list of loaded textures
  13155. * @returns an array containing all loaded textures
  13156. */
  13157. Engine.prototype.getLoadedTexturesCache = function () {
  13158. return this._internalTexturesCache;
  13159. };
  13160. /**
  13161. * Gets the object containing all engine capabilities
  13162. * @returns the EngineCapabilities object
  13163. */
  13164. Engine.prototype.getCaps = function () {
  13165. return this._caps;
  13166. };
  13167. Object.defineProperty(Engine.prototype, "drawCalls", {
  13168. /** @hidden */
  13169. get: function () {
  13170. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  13171. return 0;
  13172. },
  13173. enumerable: true,
  13174. configurable: true
  13175. });
  13176. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  13177. /** @hidden */
  13178. get: function () {
  13179. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  13180. return null;
  13181. },
  13182. enumerable: true,
  13183. configurable: true
  13184. });
  13185. /**
  13186. * Gets the current depth function
  13187. * @returns a number defining the depth function
  13188. */
  13189. Engine.prototype.getDepthFunction = function () {
  13190. return this._depthCullingState.depthFunc;
  13191. };
  13192. /**
  13193. * Sets the current depth function
  13194. * @param depthFunc defines the function to use
  13195. */
  13196. Engine.prototype.setDepthFunction = function (depthFunc) {
  13197. this._depthCullingState.depthFunc = depthFunc;
  13198. };
  13199. /**
  13200. * Sets the current depth function to GREATER
  13201. */
  13202. Engine.prototype.setDepthFunctionToGreater = function () {
  13203. this._depthCullingState.depthFunc = this._gl.GREATER;
  13204. };
  13205. /**
  13206. * Sets the current depth function to GEQUAL
  13207. */
  13208. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13209. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13210. };
  13211. /**
  13212. * Sets the current depth function to LESS
  13213. */
  13214. Engine.prototype.setDepthFunctionToLess = function () {
  13215. this._depthCullingState.depthFunc = this._gl.LESS;
  13216. };
  13217. /**
  13218. * Sets the current depth function to LEQUAL
  13219. */
  13220. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13221. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13222. };
  13223. /**
  13224. * Gets a boolean indicating if stencil buffer is enabled
  13225. * @returns the current stencil buffer state
  13226. */
  13227. Engine.prototype.getStencilBuffer = function () {
  13228. return this._stencilState.stencilTest;
  13229. };
  13230. /**
  13231. * Enable or disable the stencil buffer
  13232. * @param enable defines if the stencil buffer must be enabled or disabled
  13233. */
  13234. Engine.prototype.setStencilBuffer = function (enable) {
  13235. this._stencilState.stencilTest = enable;
  13236. };
  13237. /**
  13238. * Gets the current stencil mask
  13239. * @returns a number defining the new stencil mask to use
  13240. */
  13241. Engine.prototype.getStencilMask = function () {
  13242. return this._stencilState.stencilMask;
  13243. };
  13244. /**
  13245. * Sets the current stencil mask
  13246. * @param mask defines the new stencil mask to use
  13247. */
  13248. Engine.prototype.setStencilMask = function (mask) {
  13249. this._stencilState.stencilMask = mask;
  13250. };
  13251. /**
  13252. * Gets the current stencil function
  13253. * @returns a number defining the stencil function to use
  13254. */
  13255. Engine.prototype.getStencilFunction = function () {
  13256. return this._stencilState.stencilFunc;
  13257. };
  13258. /**
  13259. * Gets the current stencil reference value
  13260. * @returns a number defining the stencil reference value to use
  13261. */
  13262. Engine.prototype.getStencilFunctionReference = function () {
  13263. return this._stencilState.stencilFuncRef;
  13264. };
  13265. /**
  13266. * Gets the current stencil mask
  13267. * @returns a number defining the stencil mask to use
  13268. */
  13269. Engine.prototype.getStencilFunctionMask = function () {
  13270. return this._stencilState.stencilFuncMask;
  13271. };
  13272. /**
  13273. * Sets the current stencil function
  13274. * @param stencilFunc defines the new stencil function to use
  13275. */
  13276. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13277. this._stencilState.stencilFunc = stencilFunc;
  13278. };
  13279. /**
  13280. * Sets the current stencil reference
  13281. * @param reference defines the new stencil reference to use
  13282. */
  13283. Engine.prototype.setStencilFunctionReference = function (reference) {
  13284. this._stencilState.stencilFuncRef = reference;
  13285. };
  13286. /**
  13287. * Sets the current stencil mask
  13288. * @param mask defines the new stencil mask to use
  13289. */
  13290. Engine.prototype.setStencilFunctionMask = function (mask) {
  13291. this._stencilState.stencilFuncMask = mask;
  13292. };
  13293. /**
  13294. * Gets the current stencil operation when stencil fails
  13295. * @returns a number defining stencil operation to use when stencil fails
  13296. */
  13297. Engine.prototype.getStencilOperationFail = function () {
  13298. return this._stencilState.stencilOpStencilFail;
  13299. };
  13300. /**
  13301. * Gets the current stencil operation when depth fails
  13302. * @returns a number defining stencil operation to use when depth fails
  13303. */
  13304. Engine.prototype.getStencilOperationDepthFail = function () {
  13305. return this._stencilState.stencilOpDepthFail;
  13306. };
  13307. /**
  13308. * Gets the current stencil operation when stencil passes
  13309. * @returns a number defining stencil operation to use when stencil passes
  13310. */
  13311. Engine.prototype.getStencilOperationPass = function () {
  13312. return this._stencilState.stencilOpStencilDepthPass;
  13313. };
  13314. /**
  13315. * Sets the stencil operation to use when stencil fails
  13316. * @param operation defines the stencil operation to use when stencil fails
  13317. */
  13318. Engine.prototype.setStencilOperationFail = function (operation) {
  13319. this._stencilState.stencilOpStencilFail = operation;
  13320. };
  13321. /**
  13322. * Sets the stencil operation to use when depth fails
  13323. * @param operation defines the stencil operation to use when depth fails
  13324. */
  13325. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13326. this._stencilState.stencilOpDepthFail = operation;
  13327. };
  13328. /**
  13329. * Sets the stencil operation to use when stencil passes
  13330. * @param operation defines the stencil operation to use when stencil passes
  13331. */
  13332. Engine.prototype.setStencilOperationPass = function (operation) {
  13333. this._stencilState.stencilOpStencilDepthPass = operation;
  13334. };
  13335. /**
  13336. * Sets a boolean indicating if the dithering state is enabled or disabled
  13337. * @param value defines the dithering state
  13338. */
  13339. Engine.prototype.setDitheringState = function (value) {
  13340. if (value) {
  13341. this._gl.enable(this._gl.DITHER);
  13342. }
  13343. else {
  13344. this._gl.disable(this._gl.DITHER);
  13345. }
  13346. };
  13347. /**
  13348. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13349. * @param value defines the rasterizer state
  13350. */
  13351. Engine.prototype.setRasterizerState = function (value) {
  13352. if (value) {
  13353. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13354. }
  13355. else {
  13356. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13357. }
  13358. };
  13359. /**
  13360. * stop executing a render loop function and remove it from the execution array
  13361. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13362. */
  13363. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13364. if (!renderFunction) {
  13365. this._activeRenderLoops = [];
  13366. return;
  13367. }
  13368. var index = this._activeRenderLoops.indexOf(renderFunction);
  13369. if (index >= 0) {
  13370. this._activeRenderLoops.splice(index, 1);
  13371. }
  13372. };
  13373. /** @hidden */
  13374. Engine.prototype._renderLoop = function () {
  13375. if (!this._contextWasLost) {
  13376. var shouldRender = true;
  13377. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13378. shouldRender = false;
  13379. }
  13380. if (shouldRender) {
  13381. // Start new frame
  13382. this.beginFrame();
  13383. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13384. var renderFunction = this._activeRenderLoops[index];
  13385. renderFunction();
  13386. }
  13387. // Present
  13388. this.endFrame();
  13389. }
  13390. }
  13391. if (this._activeRenderLoops.length > 0) {
  13392. // Register new frame
  13393. if (this.customAnimationFrameRequester) {
  13394. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13395. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13396. }
  13397. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13398. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13399. }
  13400. else {
  13401. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13402. }
  13403. }
  13404. else {
  13405. this._renderingQueueLaunched = false;
  13406. }
  13407. };
  13408. /**
  13409. * Register and execute a render loop. The engine can have more than one render function
  13410. * @param renderFunction defines the function to continuously execute
  13411. */
  13412. Engine.prototype.runRenderLoop = function (renderFunction) {
  13413. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13414. return;
  13415. }
  13416. this._activeRenderLoops.push(renderFunction);
  13417. if (!this._renderingQueueLaunched) {
  13418. this._renderingQueueLaunched = true;
  13419. this._bindedRenderFunction = this._renderLoop.bind(this);
  13420. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13421. }
  13422. };
  13423. /**
  13424. * Toggle full screen mode
  13425. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13426. */
  13427. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13428. if (this.isFullscreen) {
  13429. BABYLON.Tools.ExitFullscreen();
  13430. }
  13431. else {
  13432. this._pointerLockRequested = requestPointerLock;
  13433. if (this._renderingCanvas) {
  13434. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13435. }
  13436. }
  13437. };
  13438. /**
  13439. * Clear the current render buffer or the current render target (if any is set up)
  13440. * @param color defines the color to use
  13441. * @param backBuffer defines if the back buffer must be cleared
  13442. * @param depth defines if the depth buffer must be cleared
  13443. * @param stencil defines if the stencil buffer must be cleared
  13444. */
  13445. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13446. if (stencil === void 0) { stencil = false; }
  13447. this.applyStates();
  13448. var mode = 0;
  13449. if (backBuffer && color) {
  13450. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13451. mode |= this._gl.COLOR_BUFFER_BIT;
  13452. }
  13453. if (depth) {
  13454. this._gl.clearDepth(1.0);
  13455. mode |= this._gl.DEPTH_BUFFER_BIT;
  13456. }
  13457. if (stencil) {
  13458. this._gl.clearStencil(0);
  13459. mode |= this._gl.STENCIL_BUFFER_BIT;
  13460. }
  13461. this._gl.clear(mode);
  13462. };
  13463. /**
  13464. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13465. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13466. * @param y defines the y-coordinate of the corner of the clear rectangle
  13467. * @param width defines the width of the clear rectangle
  13468. * @param height defines the height of the clear rectangle
  13469. * @param clearColor defines the clear color
  13470. */
  13471. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13472. var gl = this._gl;
  13473. // Save state
  13474. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13475. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13476. // Change state
  13477. gl.enable(gl.SCISSOR_TEST);
  13478. gl.scissor(x, y, width, height);
  13479. // Clear
  13480. this.clear(clearColor, true, true, true);
  13481. // Restore state
  13482. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13483. if (curScissor === true) {
  13484. gl.enable(gl.SCISSOR_TEST);
  13485. }
  13486. else {
  13487. gl.disable(gl.SCISSOR_TEST);
  13488. }
  13489. };
  13490. /** @hidden */
  13491. Engine.prototype._viewport = function (x, y, width, height) {
  13492. if (x !== this._viewportCached.x ||
  13493. y !== this._viewportCached.y ||
  13494. width !== this._viewportCached.z ||
  13495. height !== this._viewportCached.w) {
  13496. this._viewportCached.x = x;
  13497. this._viewportCached.y = y;
  13498. this._viewportCached.z = width;
  13499. this._viewportCached.w = height;
  13500. this._gl.viewport(x, y, width, height);
  13501. }
  13502. };
  13503. /**
  13504. * Set the WebGL's viewport
  13505. * @param viewport defines the viewport element to be used
  13506. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13507. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13508. */
  13509. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13510. var width = requiredWidth || this.getRenderWidth();
  13511. var height = requiredHeight || this.getRenderHeight();
  13512. var x = viewport.x || 0;
  13513. var y = viewport.y || 0;
  13514. this._cachedViewport = viewport;
  13515. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13516. };
  13517. /**
  13518. * Directly set the WebGL Viewport
  13519. * @param x defines the x coordinate of the viewport (in screen space)
  13520. * @param y defines the y coordinate of the viewport (in screen space)
  13521. * @param width defines the width of the viewport (in screen space)
  13522. * @param height defines the height of the viewport (in screen space)
  13523. * @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
  13524. */
  13525. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13526. var currentViewport = this._cachedViewport;
  13527. this._cachedViewport = null;
  13528. this._viewport(x, y, width, height);
  13529. return currentViewport;
  13530. };
  13531. /**
  13532. * Begin a new frame
  13533. */
  13534. Engine.prototype.beginFrame = function () {
  13535. this.onBeginFrameObservable.notifyObservers(this);
  13536. this._measureFps();
  13537. };
  13538. /**
  13539. * Enf the current frame
  13540. */
  13541. Engine.prototype.endFrame = function () {
  13542. // Force a flush in case we are using a bad OS.
  13543. if (this._badOS) {
  13544. this.flushFramebuffer();
  13545. }
  13546. // Submit frame to the vr device, if enabled
  13547. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13548. // TODO: We should only submit the frame if we read frameData successfully.
  13549. this._vrDisplay.submitFrame();
  13550. }
  13551. this.onEndFrameObservable.notifyObservers(this);
  13552. };
  13553. /**
  13554. * Resize the view according to the canvas' size
  13555. */
  13556. Engine.prototype.resize = function () {
  13557. // We're not resizing the size of the canvas while in VR mode & presenting
  13558. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13559. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13560. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13561. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13562. }
  13563. };
  13564. /**
  13565. * Force a specific size of the canvas
  13566. * @param width defines the new canvas' width
  13567. * @param height defines the new canvas' height
  13568. */
  13569. Engine.prototype.setSize = function (width, height) {
  13570. if (!this._renderingCanvas) {
  13571. return;
  13572. }
  13573. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13574. return;
  13575. }
  13576. this._renderingCanvas.width = width;
  13577. this._renderingCanvas.height = height;
  13578. for (var index = 0; index < this.scenes.length; index++) {
  13579. var scene = this.scenes[index];
  13580. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13581. var cam = scene.cameras[camIndex];
  13582. cam._currentRenderId = 0;
  13583. }
  13584. }
  13585. if (this.onResizeObservable.hasObservers) {
  13586. this.onResizeObservable.notifyObservers(this);
  13587. }
  13588. };
  13589. // WebVR functions
  13590. /**
  13591. * Gets a boolean indicating if a webVR device was detected
  13592. * @returns true if a webVR device was detected
  13593. */
  13594. Engine.prototype.isVRDevicePresent = function () {
  13595. return !!this._vrDisplay;
  13596. };
  13597. /**
  13598. * Gets the current webVR device
  13599. * @returns the current webVR device (or null)
  13600. */
  13601. Engine.prototype.getVRDevice = function () {
  13602. return this._vrDisplay;
  13603. };
  13604. /**
  13605. * Initializes a webVR display and starts listening to display change events
  13606. * The onVRDisplayChangedObservable will be notified upon these changes
  13607. * @returns The onVRDisplayChangedObservable
  13608. */
  13609. Engine.prototype.initWebVR = function () {
  13610. this.initWebVRAsync();
  13611. return this.onVRDisplayChangedObservable;
  13612. };
  13613. /**
  13614. * Initializes a webVR display and starts listening to display change events
  13615. * The onVRDisplayChangedObservable will be notified upon these changes
  13616. * @returns A promise containing a VRDisplay and if vr is supported
  13617. */
  13618. Engine.prototype.initWebVRAsync = function () {
  13619. var _this = this;
  13620. var notifyObservers = function () {
  13621. var eventArgs = {
  13622. vrDisplay: _this._vrDisplay,
  13623. vrSupported: _this._vrSupported
  13624. };
  13625. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13626. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13627. };
  13628. if (!this._onVrDisplayConnect) {
  13629. this._onVrDisplayConnect = function (event) {
  13630. _this._vrDisplay = event.display;
  13631. notifyObservers();
  13632. };
  13633. this._onVrDisplayDisconnect = function () {
  13634. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13635. _this._vrDisplay = undefined;
  13636. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13637. notifyObservers();
  13638. };
  13639. this._onVrDisplayPresentChange = function () {
  13640. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13641. };
  13642. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13643. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13644. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13645. }
  13646. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13647. this._webVRInitPromise.then(notifyObservers);
  13648. return this._webVRInitPromise;
  13649. };
  13650. /**
  13651. * Call this function to switch to webVR mode
  13652. * Will do nothing if webVR is not supported or if there is no webVR device
  13653. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13654. */
  13655. Engine.prototype.enableVR = function () {
  13656. var _this = this;
  13657. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13658. var onResolved = function () {
  13659. _this.onVRRequestPresentComplete.notifyObservers(true);
  13660. _this._onVRFullScreenTriggered();
  13661. };
  13662. var onRejected = function () {
  13663. _this.onVRRequestPresentComplete.notifyObservers(false);
  13664. };
  13665. this.onVRRequestPresentStart.notifyObservers(this);
  13666. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13667. }
  13668. };
  13669. /**
  13670. * Call this function to leave webVR mode
  13671. * Will do nothing if webVR is not supported or if there is no webVR device
  13672. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13673. */
  13674. Engine.prototype.disableVR = function () {
  13675. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13676. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13677. }
  13678. };
  13679. Engine.prototype._getVRDisplaysAsync = function () {
  13680. var _this = this;
  13681. return new Promise(function (res, rej) {
  13682. if (navigator.getVRDisplays) {
  13683. navigator.getVRDisplays().then(function (devices) {
  13684. _this._vrSupported = true;
  13685. // note that devices may actually be an empty array. This is fine;
  13686. // we expect this._vrDisplay to be undefined in this case.
  13687. _this._vrDisplay = devices[0];
  13688. res({
  13689. vrDisplay: _this._vrDisplay,
  13690. vrSupported: _this._vrSupported
  13691. });
  13692. });
  13693. }
  13694. else {
  13695. _this._vrDisplay = undefined;
  13696. _this._vrSupported = false;
  13697. res({
  13698. vrDisplay: _this._vrDisplay,
  13699. vrSupported: _this._vrSupported
  13700. });
  13701. }
  13702. });
  13703. };
  13704. /**
  13705. * Binds the frame buffer to the specified texture.
  13706. * @param texture The texture to render to or null for the default canvas
  13707. * @param faceIndex The face of the texture to render to in case of cube texture
  13708. * @param requiredWidth The width of the target to render to
  13709. * @param requiredHeight The height of the target to render to
  13710. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13711. * @param depthStencilTexture The depth stencil texture to use to render
  13712. * @param lodLevel defines le lod level to bind to the frame buffer
  13713. */
  13714. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13715. if (lodLevel === void 0) { lodLevel = 0; }
  13716. if (this._currentRenderTarget) {
  13717. this.unBindFramebuffer(this._currentRenderTarget);
  13718. }
  13719. this._currentRenderTarget = texture;
  13720. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13721. var gl = this._gl;
  13722. if (texture.isCube) {
  13723. if (faceIndex === undefined) {
  13724. faceIndex = 0;
  13725. }
  13726. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13727. if (depthStencilTexture) {
  13728. if (depthStencilTexture._generateStencilBuffer) {
  13729. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13730. }
  13731. else {
  13732. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13733. }
  13734. }
  13735. }
  13736. if (this._cachedViewport && !forceFullscreenViewport) {
  13737. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13738. }
  13739. else {
  13740. if (!requiredWidth) {
  13741. requiredWidth = texture.width;
  13742. if (lodLevel) {
  13743. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13744. }
  13745. }
  13746. if (!requiredHeight) {
  13747. requiredHeight = texture.height;
  13748. if (lodLevel) {
  13749. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13750. }
  13751. }
  13752. this._viewport(0, 0, requiredWidth, requiredHeight);
  13753. }
  13754. this.wipeCaches();
  13755. };
  13756. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13757. if (this._currentFramebuffer !== framebuffer) {
  13758. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13759. this._currentFramebuffer = framebuffer;
  13760. }
  13761. };
  13762. /**
  13763. * Unbind the current render target texture from the webGL context
  13764. * @param texture defines the render target texture to unbind
  13765. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13766. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13767. */
  13768. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13769. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13770. this._currentRenderTarget = null;
  13771. // If MSAA, we need to bitblt back to main texture
  13772. var gl = this._gl;
  13773. if (texture._MSAAFramebuffer) {
  13774. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13775. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13776. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13777. }
  13778. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13779. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13780. gl.generateMipmap(gl.TEXTURE_2D);
  13781. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13782. }
  13783. if (onBeforeUnbind) {
  13784. if (texture._MSAAFramebuffer) {
  13785. // Bind the correct framebuffer
  13786. this.bindUnboundFramebuffer(texture._framebuffer);
  13787. }
  13788. onBeforeUnbind();
  13789. }
  13790. this.bindUnboundFramebuffer(null);
  13791. };
  13792. /**
  13793. * Unbind a list of render target textures from the webGL context
  13794. * This is used only when drawBuffer extension or webGL2 are active
  13795. * @param textures defines the render target textures to unbind
  13796. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13797. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13798. */
  13799. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13800. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13801. this._currentRenderTarget = null;
  13802. // If MSAA, we need to bitblt back to main texture
  13803. var gl = this._gl;
  13804. if (textures[0]._MSAAFramebuffer) {
  13805. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13806. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13807. var attachments = textures[0]._attachments;
  13808. if (!attachments) {
  13809. attachments = new Array(textures.length);
  13810. textures[0]._attachments = attachments;
  13811. }
  13812. for (var i = 0; i < textures.length; i++) {
  13813. var texture = textures[i];
  13814. for (var j = 0; j < attachments.length; j++) {
  13815. attachments[j] = gl.NONE;
  13816. }
  13817. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13818. gl.readBuffer(attachments[i]);
  13819. gl.drawBuffers(attachments);
  13820. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13821. }
  13822. for (var i = 0; i < attachments.length; i++) {
  13823. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13824. }
  13825. gl.drawBuffers(attachments);
  13826. }
  13827. for (var i = 0; i < textures.length; i++) {
  13828. var texture = textures[i];
  13829. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13830. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13831. gl.generateMipmap(gl.TEXTURE_2D);
  13832. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13833. }
  13834. }
  13835. if (onBeforeUnbind) {
  13836. if (textures[0]._MSAAFramebuffer) {
  13837. // Bind the correct framebuffer
  13838. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13839. }
  13840. onBeforeUnbind();
  13841. }
  13842. this.bindUnboundFramebuffer(null);
  13843. };
  13844. /**
  13845. * Force the mipmap generation for the given render target texture
  13846. * @param texture defines the render target texture to use
  13847. */
  13848. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13849. if (texture.generateMipMaps) {
  13850. var gl = this._gl;
  13851. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13852. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13853. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13854. }
  13855. };
  13856. /**
  13857. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13858. */
  13859. Engine.prototype.flushFramebuffer = function () {
  13860. this._gl.flush();
  13861. };
  13862. /**
  13863. * Unbind the current render target and bind the default framebuffer
  13864. */
  13865. Engine.prototype.restoreDefaultFramebuffer = function () {
  13866. if (this._currentRenderTarget) {
  13867. this.unBindFramebuffer(this._currentRenderTarget);
  13868. }
  13869. else {
  13870. this.bindUnboundFramebuffer(null);
  13871. }
  13872. if (this._cachedViewport) {
  13873. this.setViewport(this._cachedViewport);
  13874. }
  13875. this.wipeCaches();
  13876. };
  13877. // UBOs
  13878. /**
  13879. * Create an uniform buffer
  13880. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13881. * @param elements defines the content of the uniform buffer
  13882. * @returns the webGL uniform buffer
  13883. */
  13884. Engine.prototype.createUniformBuffer = function (elements) {
  13885. var ubo = this._gl.createBuffer();
  13886. if (!ubo) {
  13887. throw new Error("Unable to create uniform buffer");
  13888. }
  13889. this.bindUniformBuffer(ubo);
  13890. if (elements instanceof Float32Array) {
  13891. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13892. }
  13893. else {
  13894. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13895. }
  13896. this.bindUniformBuffer(null);
  13897. ubo.references = 1;
  13898. return ubo;
  13899. };
  13900. /**
  13901. * Create a dynamic uniform buffer
  13902. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13903. * @param elements defines the content of the uniform buffer
  13904. * @returns the webGL uniform buffer
  13905. */
  13906. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13907. var ubo = this._gl.createBuffer();
  13908. if (!ubo) {
  13909. throw new Error("Unable to create dynamic uniform buffer");
  13910. }
  13911. this.bindUniformBuffer(ubo);
  13912. if (elements instanceof Float32Array) {
  13913. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13914. }
  13915. else {
  13916. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13917. }
  13918. this.bindUniformBuffer(null);
  13919. ubo.references = 1;
  13920. return ubo;
  13921. };
  13922. /**
  13923. * Update an existing uniform buffer
  13924. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13925. * @param uniformBuffer defines the target uniform buffer
  13926. * @param elements defines the content to update
  13927. * @param offset defines the offset in the uniform buffer where update should start
  13928. * @param count defines the size of the data to update
  13929. */
  13930. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13931. this.bindUniformBuffer(uniformBuffer);
  13932. if (offset === undefined) {
  13933. offset = 0;
  13934. }
  13935. if (count === undefined) {
  13936. if (elements instanceof Float32Array) {
  13937. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13938. }
  13939. else {
  13940. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13941. }
  13942. }
  13943. else {
  13944. if (elements instanceof Float32Array) {
  13945. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13946. }
  13947. else {
  13948. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13949. }
  13950. }
  13951. this.bindUniformBuffer(null);
  13952. };
  13953. // VBOs
  13954. Engine.prototype._resetVertexBufferBinding = function () {
  13955. this.bindArrayBuffer(null);
  13956. this._cachedVertexBuffers = null;
  13957. };
  13958. /**
  13959. * Creates a vertex buffer
  13960. * @param data the data for the vertex buffer
  13961. * @returns the new WebGL static buffer
  13962. */
  13963. Engine.prototype.createVertexBuffer = function (data) {
  13964. var vbo = this._gl.createBuffer();
  13965. if (!vbo) {
  13966. throw new Error("Unable to create vertex buffer");
  13967. }
  13968. this.bindArrayBuffer(vbo);
  13969. if (data instanceof Array) {
  13970. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13971. }
  13972. else {
  13973. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13974. }
  13975. this._resetVertexBufferBinding();
  13976. vbo.references = 1;
  13977. return vbo;
  13978. };
  13979. /**
  13980. * Creates a dynamic vertex buffer
  13981. * @param data the data for the dynamic vertex buffer
  13982. * @returns the new WebGL dynamic buffer
  13983. */
  13984. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13985. var vbo = this._gl.createBuffer();
  13986. if (!vbo) {
  13987. throw new Error("Unable to create dynamic vertex buffer");
  13988. }
  13989. this.bindArrayBuffer(vbo);
  13990. if (data instanceof Array) {
  13991. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  13992. }
  13993. else {
  13994. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  13995. }
  13996. this._resetVertexBufferBinding();
  13997. vbo.references = 1;
  13998. return vbo;
  13999. };
  14000. /**
  14001. * Update a dynamic index buffer
  14002. * @param indexBuffer defines the target index buffer
  14003. * @param indices defines the data to update
  14004. * @param offset defines the offset in the target index buffer where update should start
  14005. */
  14006. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14007. if (offset === void 0) { offset = 0; }
  14008. // Force cache update
  14009. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14010. this.bindIndexBuffer(indexBuffer);
  14011. var arrayBuffer;
  14012. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14013. arrayBuffer = indices;
  14014. }
  14015. else {
  14016. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14017. }
  14018. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14019. this._resetIndexBufferBinding();
  14020. };
  14021. /**
  14022. * Updates a dynamic vertex buffer.
  14023. * @param vertexBuffer the vertex buffer to update
  14024. * @param data the data used to update the vertex buffer
  14025. * @param byteOffset the byte offset of the data
  14026. * @param byteLength the byte length of the data
  14027. */
  14028. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14029. this.bindArrayBuffer(vertexBuffer);
  14030. if (byteOffset === undefined) {
  14031. byteOffset = 0;
  14032. }
  14033. if (byteLength === undefined) {
  14034. if (data instanceof Array) {
  14035. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14036. }
  14037. else {
  14038. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14039. }
  14040. }
  14041. else {
  14042. if (data instanceof Array) {
  14043. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14044. }
  14045. else {
  14046. if (data instanceof ArrayBuffer) {
  14047. data = new Uint8Array(data, byteOffset, byteLength);
  14048. }
  14049. else {
  14050. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14051. }
  14052. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14053. }
  14054. }
  14055. this._resetVertexBufferBinding();
  14056. };
  14057. Engine.prototype._resetIndexBufferBinding = function () {
  14058. this.bindIndexBuffer(null);
  14059. this._cachedIndexBuffer = null;
  14060. };
  14061. /**
  14062. * Creates a new index buffer
  14063. * @param indices defines the content of the index buffer
  14064. * @param updatable defines if the index buffer must be updatable
  14065. * @returns a new webGL buffer
  14066. */
  14067. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14068. var vbo = this._gl.createBuffer();
  14069. if (!vbo) {
  14070. throw new Error("Unable to create index buffer");
  14071. }
  14072. this.bindIndexBuffer(vbo);
  14073. // Check for 32 bits indices
  14074. var arrayBuffer;
  14075. var need32Bits = false;
  14076. if (indices instanceof Uint16Array) {
  14077. arrayBuffer = indices;
  14078. }
  14079. else {
  14080. //check 32 bit support
  14081. if (this._caps.uintIndices) {
  14082. if (indices instanceof Uint32Array) {
  14083. arrayBuffer = indices;
  14084. need32Bits = true;
  14085. }
  14086. else {
  14087. //number[] or Int32Array, check if 32 bit is necessary
  14088. for (var index = 0; index < indices.length; index++) {
  14089. if (indices[index] > 65535) {
  14090. need32Bits = true;
  14091. break;
  14092. }
  14093. }
  14094. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14095. }
  14096. }
  14097. else {
  14098. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14099. arrayBuffer = new Uint16Array(indices);
  14100. }
  14101. }
  14102. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14103. this._resetIndexBufferBinding();
  14104. vbo.references = 1;
  14105. vbo.is32Bits = need32Bits;
  14106. return vbo;
  14107. };
  14108. /**
  14109. * Bind a webGL buffer to the webGL context
  14110. * @param buffer defines the buffer to bind
  14111. */
  14112. Engine.prototype.bindArrayBuffer = function (buffer) {
  14113. if (!this._vaoRecordInProgress) {
  14114. this._unbindVertexArrayObject();
  14115. }
  14116. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14117. };
  14118. /**
  14119. * Bind an uniform buffer to the current webGL context
  14120. * @param buffer defines the buffer to bind
  14121. */
  14122. Engine.prototype.bindUniformBuffer = function (buffer) {
  14123. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14124. };
  14125. /**
  14126. * Bind a buffer to the current webGL context at a given location
  14127. * @param buffer defines the buffer to bind
  14128. * @param location defines the index where to bind the buffer
  14129. */
  14130. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14131. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14132. };
  14133. /**
  14134. * Bind a specific block at a given index in a specific shader program
  14135. * @param shaderProgram defines the shader program
  14136. * @param blockName defines the block name
  14137. * @param index defines the index where to bind the block
  14138. */
  14139. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14140. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14141. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14142. };
  14143. Engine.prototype.bindIndexBuffer = function (buffer) {
  14144. if (!this._vaoRecordInProgress) {
  14145. this._unbindVertexArrayObject();
  14146. }
  14147. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14148. };
  14149. Engine.prototype.bindBuffer = function (buffer, target) {
  14150. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14151. this._gl.bindBuffer(target, buffer);
  14152. this._currentBoundBuffer[target] = buffer;
  14153. }
  14154. };
  14155. /**
  14156. * update the bound buffer with the given data
  14157. * @param data defines the data to update
  14158. */
  14159. Engine.prototype.updateArrayBuffer = function (data) {
  14160. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14161. };
  14162. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14163. var pointer = this._currentBufferPointers[indx];
  14164. var changed = false;
  14165. if (!pointer.active) {
  14166. changed = true;
  14167. pointer.active = true;
  14168. pointer.index = indx;
  14169. pointer.size = size;
  14170. pointer.type = type;
  14171. pointer.normalized = normalized;
  14172. pointer.stride = stride;
  14173. pointer.offset = offset;
  14174. pointer.buffer = buffer;
  14175. }
  14176. else {
  14177. if (pointer.buffer !== buffer) {
  14178. pointer.buffer = buffer;
  14179. changed = true;
  14180. }
  14181. if (pointer.size !== size) {
  14182. pointer.size = size;
  14183. changed = true;
  14184. }
  14185. if (pointer.type !== type) {
  14186. pointer.type = type;
  14187. changed = true;
  14188. }
  14189. if (pointer.normalized !== normalized) {
  14190. pointer.normalized = normalized;
  14191. changed = true;
  14192. }
  14193. if (pointer.stride !== stride) {
  14194. pointer.stride = stride;
  14195. changed = true;
  14196. }
  14197. if (pointer.offset !== offset) {
  14198. pointer.offset = offset;
  14199. changed = true;
  14200. }
  14201. }
  14202. if (changed || this._vaoRecordInProgress) {
  14203. this.bindArrayBuffer(buffer);
  14204. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14205. }
  14206. };
  14207. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14208. if (indexBuffer == null) {
  14209. return;
  14210. }
  14211. if (this._cachedIndexBuffer !== indexBuffer) {
  14212. this._cachedIndexBuffer = indexBuffer;
  14213. this.bindIndexBuffer(indexBuffer);
  14214. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14215. }
  14216. };
  14217. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14218. var attributes = effect.getAttributesNames();
  14219. if (!this._vaoRecordInProgress) {
  14220. this._unbindVertexArrayObject();
  14221. }
  14222. this.unbindAllAttributes();
  14223. for (var index = 0; index < attributes.length; index++) {
  14224. var order = effect.getAttributeLocation(index);
  14225. if (order >= 0) {
  14226. var vertexBuffer = vertexBuffers[attributes[index]];
  14227. if (!vertexBuffer) {
  14228. continue;
  14229. }
  14230. this._gl.enableVertexAttribArray(order);
  14231. if (!this._vaoRecordInProgress) {
  14232. this._vertexAttribArraysEnabled[order] = true;
  14233. }
  14234. var buffer = vertexBuffer.getBuffer();
  14235. if (buffer) {
  14236. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14237. if (vertexBuffer.getIsInstanced()) {
  14238. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14239. if (!this._vaoRecordInProgress) {
  14240. this._currentInstanceLocations.push(order);
  14241. this._currentInstanceBuffers.push(buffer);
  14242. }
  14243. }
  14244. }
  14245. }
  14246. }
  14247. };
  14248. /**
  14249. * Records a vertex array object
  14250. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14251. * @param vertexBuffers defines the list of vertex buffers to store
  14252. * @param indexBuffer defines the index buffer to store
  14253. * @param effect defines the effect to store
  14254. * @returns the new vertex array object
  14255. */
  14256. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14257. var vao = this._gl.createVertexArray();
  14258. this._vaoRecordInProgress = true;
  14259. this._gl.bindVertexArray(vao);
  14260. this._mustWipeVertexAttributes = true;
  14261. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14262. this.bindIndexBuffer(indexBuffer);
  14263. this._vaoRecordInProgress = false;
  14264. this._gl.bindVertexArray(null);
  14265. return vao;
  14266. };
  14267. /**
  14268. * Bind a specific vertex array object
  14269. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14270. * @param vertexArrayObject defines the vertex array object to bind
  14271. * @param indexBuffer defines the index buffer to bind
  14272. */
  14273. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14274. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14275. this._cachedVertexArrayObject = vertexArrayObject;
  14276. this._gl.bindVertexArray(vertexArrayObject);
  14277. this._cachedVertexBuffers = null;
  14278. this._cachedIndexBuffer = null;
  14279. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14280. this._mustWipeVertexAttributes = true;
  14281. }
  14282. };
  14283. /**
  14284. * Bind webGl buffers directly to the webGL context
  14285. * @param vertexBuffer defines the vertex buffer to bind
  14286. * @param indexBuffer defines the index buffer to bind
  14287. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14288. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14289. * @param effect defines the effect associated with the vertex buffer
  14290. */
  14291. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14292. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14293. this._cachedVertexBuffers = vertexBuffer;
  14294. this._cachedEffectForVertexBuffers = effect;
  14295. var attributesCount = effect.getAttributesCount();
  14296. this._unbindVertexArrayObject();
  14297. this.unbindAllAttributes();
  14298. var offset = 0;
  14299. for (var index = 0; index < attributesCount; index++) {
  14300. if (index < vertexDeclaration.length) {
  14301. var order = effect.getAttributeLocation(index);
  14302. if (order >= 0) {
  14303. this._gl.enableVertexAttribArray(order);
  14304. this._vertexAttribArraysEnabled[order] = true;
  14305. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14306. }
  14307. offset += vertexDeclaration[index] * 4;
  14308. }
  14309. }
  14310. }
  14311. this._bindIndexBufferWithCache(indexBuffer);
  14312. };
  14313. Engine.prototype._unbindVertexArrayObject = function () {
  14314. if (!this._cachedVertexArrayObject) {
  14315. return;
  14316. }
  14317. this._cachedVertexArrayObject = null;
  14318. this._gl.bindVertexArray(null);
  14319. };
  14320. /**
  14321. * Bind a list of vertex buffers to the webGL context
  14322. * @param vertexBuffers defines the list of vertex buffers to bind
  14323. * @param indexBuffer defines the index buffer to bind
  14324. * @param effect defines the effect associated with the vertex buffers
  14325. */
  14326. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14327. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14328. this._cachedVertexBuffers = vertexBuffers;
  14329. this._cachedEffectForVertexBuffers = effect;
  14330. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14331. }
  14332. this._bindIndexBufferWithCache(indexBuffer);
  14333. };
  14334. /**
  14335. * Unbind all instance attributes
  14336. */
  14337. Engine.prototype.unbindInstanceAttributes = function () {
  14338. var boundBuffer;
  14339. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14340. var instancesBuffer = this._currentInstanceBuffers[i];
  14341. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14342. boundBuffer = instancesBuffer;
  14343. this.bindArrayBuffer(instancesBuffer);
  14344. }
  14345. var offsetLocation = this._currentInstanceLocations[i];
  14346. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14347. }
  14348. this._currentInstanceBuffers.length = 0;
  14349. this._currentInstanceLocations.length = 0;
  14350. };
  14351. /**
  14352. * Release and free the memory of a vertex array object
  14353. * @param vao defines the vertex array object to delete
  14354. */
  14355. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14356. this._gl.deleteVertexArray(vao);
  14357. };
  14358. /** @hidden */
  14359. Engine.prototype._releaseBuffer = function (buffer) {
  14360. buffer.references--;
  14361. if (buffer.references === 0) {
  14362. this._gl.deleteBuffer(buffer);
  14363. return true;
  14364. }
  14365. return false;
  14366. };
  14367. /**
  14368. * Creates a webGL buffer to use with instanciation
  14369. * @param capacity defines the size of the buffer
  14370. * @returns the webGL buffer
  14371. */
  14372. Engine.prototype.createInstancesBuffer = function (capacity) {
  14373. var buffer = this._gl.createBuffer();
  14374. if (!buffer) {
  14375. throw new Error("Unable to create instance buffer");
  14376. }
  14377. buffer.capacity = capacity;
  14378. this.bindArrayBuffer(buffer);
  14379. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14380. return buffer;
  14381. };
  14382. /**
  14383. * Delete a webGL buffer used with instanciation
  14384. * @param buffer defines the webGL buffer to delete
  14385. */
  14386. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14387. this._gl.deleteBuffer(buffer);
  14388. };
  14389. /**
  14390. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14391. * @param instancesBuffer defines the webGL buffer to update and bind
  14392. * @param data defines the data to store in the buffer
  14393. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14394. */
  14395. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14396. this.bindArrayBuffer(instancesBuffer);
  14397. if (data) {
  14398. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14399. }
  14400. if (offsetLocations[0].index !== undefined) {
  14401. var stride = 0;
  14402. for (var i = 0; i < offsetLocations.length; i++) {
  14403. var ai = offsetLocations[i];
  14404. stride += ai.attributeSize * 4;
  14405. }
  14406. for (var i = 0; i < offsetLocations.length; i++) {
  14407. var ai = offsetLocations[i];
  14408. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14409. this._gl.enableVertexAttribArray(ai.index);
  14410. this._vertexAttribArraysEnabled[ai.index] = true;
  14411. }
  14412. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14413. this._gl.vertexAttribDivisor(ai.index, 1);
  14414. this._currentInstanceLocations.push(ai.index);
  14415. this._currentInstanceBuffers.push(instancesBuffer);
  14416. }
  14417. }
  14418. else {
  14419. for (var index = 0; index < 4; index++) {
  14420. var offsetLocation = offsetLocations[index];
  14421. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14422. this._gl.enableVertexAttribArray(offsetLocation);
  14423. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14424. }
  14425. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14426. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14427. this._currentInstanceLocations.push(offsetLocation);
  14428. this._currentInstanceBuffers.push(instancesBuffer);
  14429. }
  14430. }
  14431. };
  14432. /**
  14433. * Apply all cached states (depth, culling, stencil and alpha)
  14434. */
  14435. Engine.prototype.applyStates = function () {
  14436. this._depthCullingState.apply(this._gl);
  14437. this._stencilState.apply(this._gl);
  14438. this._alphaState.apply(this._gl);
  14439. };
  14440. /**
  14441. * Send a draw order
  14442. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14443. * @param indexStart defines the starting index
  14444. * @param indexCount defines the number of index to draw
  14445. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14446. */
  14447. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14448. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14449. };
  14450. /**
  14451. * Draw a list of points
  14452. * @param verticesStart defines the index of first vertex to draw
  14453. * @param verticesCount defines the count of vertices to draw
  14454. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14455. */
  14456. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14457. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14458. };
  14459. /**
  14460. * Draw a list of unindexed primitives
  14461. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14462. * @param verticesStart defines the index of first vertex to draw
  14463. * @param verticesCount defines the count of vertices to draw
  14464. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14465. */
  14466. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14467. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14468. };
  14469. /**
  14470. * Draw a list of indexed primitives
  14471. * @param fillMode defines the primitive to use
  14472. * @param indexStart defines the starting index
  14473. * @param indexCount defines the number of index to draw
  14474. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14475. */
  14476. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14477. // Apply states
  14478. this.applyStates();
  14479. this._drawCalls.addCount(1, false);
  14480. // Render
  14481. var drawMode = this._drawMode(fillMode);
  14482. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14483. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14484. if (instancesCount) {
  14485. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14486. }
  14487. else {
  14488. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14489. }
  14490. };
  14491. /**
  14492. * Draw a list of unindexed primitives
  14493. * @param fillMode defines the primitive to use
  14494. * @param verticesStart defines the index of first vertex to draw
  14495. * @param verticesCount defines the count of vertices to draw
  14496. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14497. */
  14498. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14499. // Apply states
  14500. this.applyStates();
  14501. this._drawCalls.addCount(1, false);
  14502. var drawMode = this._drawMode(fillMode);
  14503. if (instancesCount) {
  14504. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14505. }
  14506. else {
  14507. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14508. }
  14509. };
  14510. Engine.prototype._drawMode = function (fillMode) {
  14511. switch (fillMode) {
  14512. // Triangle views
  14513. case BABYLON.Material.TriangleFillMode:
  14514. return this._gl.TRIANGLES;
  14515. case BABYLON.Material.PointFillMode:
  14516. return this._gl.POINTS;
  14517. case BABYLON.Material.WireFrameFillMode:
  14518. return this._gl.LINES;
  14519. // Draw modes
  14520. case BABYLON.Material.PointListDrawMode:
  14521. return this._gl.POINTS;
  14522. case BABYLON.Material.LineListDrawMode:
  14523. return this._gl.LINES;
  14524. case BABYLON.Material.LineLoopDrawMode:
  14525. return this._gl.LINE_LOOP;
  14526. case BABYLON.Material.LineStripDrawMode:
  14527. return this._gl.LINE_STRIP;
  14528. case BABYLON.Material.TriangleStripDrawMode:
  14529. return this._gl.TRIANGLE_STRIP;
  14530. case BABYLON.Material.TriangleFanDrawMode:
  14531. return this._gl.TRIANGLE_FAN;
  14532. default:
  14533. return this._gl.TRIANGLES;
  14534. }
  14535. };
  14536. // Shaders
  14537. /** @hidden */
  14538. Engine.prototype._releaseEffect = function (effect) {
  14539. if (this._compiledEffects[effect._key]) {
  14540. delete this._compiledEffects[effect._key];
  14541. this._deleteProgram(effect.getProgram());
  14542. }
  14543. };
  14544. /** @hidden */
  14545. Engine.prototype._deleteProgram = function (program) {
  14546. if (program) {
  14547. program.__SPECTOR_rebuildProgram = null;
  14548. if (program.transformFeedback) {
  14549. this.deleteTransformFeedback(program.transformFeedback);
  14550. program.transformFeedback = null;
  14551. }
  14552. this._gl.deleteProgram(program);
  14553. }
  14554. };
  14555. /**
  14556. * Create a new effect (used to store vertex/fragment shaders)
  14557. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14558. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14559. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14560. * @param samplers defines an array of string used to represent textures
  14561. * @param defines defines the string containing the defines to use to compile the shaders
  14562. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14563. * @param onCompiled defines a function to call when the effect creation is successful
  14564. * @param onError defines a function to call when the effect creation has failed
  14565. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14566. * @returns the new Effect
  14567. */
  14568. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14569. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14570. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14571. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14572. if (this._compiledEffects[name]) {
  14573. var compiledEffect = this._compiledEffects[name];
  14574. if (onCompiled && compiledEffect.isReady()) {
  14575. onCompiled(compiledEffect);
  14576. }
  14577. return compiledEffect;
  14578. }
  14579. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14580. effect._key = name;
  14581. this._compiledEffects[name] = effect;
  14582. return effect;
  14583. };
  14584. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14585. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14586. };
  14587. Engine.prototype._compileRawShader = function (source, type) {
  14588. var gl = this._gl;
  14589. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14590. if (!shader) {
  14591. throw new Error("Something went wrong while compile the shader.");
  14592. }
  14593. gl.shaderSource(shader, source);
  14594. gl.compileShader(shader);
  14595. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14596. var log = gl.getShaderInfoLog(shader);
  14597. if (log) {
  14598. throw new Error(log);
  14599. }
  14600. }
  14601. return shader;
  14602. };
  14603. /**
  14604. * Directly creates a webGL program
  14605. * @param vertexCode defines the vertex shader code to use
  14606. * @param fragmentCode defines the fragment shader code to use
  14607. * @param context defines the webGL context to use (if not set, the current one will be used)
  14608. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14609. * @returns the new webGL program
  14610. */
  14611. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14612. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14613. context = context || this._gl;
  14614. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14615. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14616. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14617. };
  14618. /**
  14619. * Creates a webGL program
  14620. * @param vertexCode defines the vertex shader code to use
  14621. * @param fragmentCode defines the fragment shader code to use
  14622. * @param defines defines the string containing the defines to use to compile the shaders
  14623. * @param context defines the webGL context to use (if not set, the current one will be used)
  14624. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14625. * @returns the new webGL program
  14626. */
  14627. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14628. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14629. context = context || this._gl;
  14630. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14631. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14632. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14633. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14634. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14635. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14636. return program;
  14637. };
  14638. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14639. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14640. var shaderProgram = context.createProgram();
  14641. if (!shaderProgram) {
  14642. throw new Error("Unable to create program");
  14643. }
  14644. context.attachShader(shaderProgram, vertexShader);
  14645. context.attachShader(shaderProgram, fragmentShader);
  14646. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14647. var transformFeedback = this.createTransformFeedback();
  14648. this.bindTransformFeedback(transformFeedback);
  14649. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14650. shaderProgram.transformFeedback = transformFeedback;
  14651. }
  14652. context.linkProgram(shaderProgram);
  14653. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14654. this.bindTransformFeedback(null);
  14655. }
  14656. shaderProgram.context = context;
  14657. shaderProgram.vertexShader = vertexShader;
  14658. shaderProgram.fragmentShader = fragmentShader;
  14659. if (!this._caps.parallelShaderCompile) {
  14660. this._finalizeProgram(shaderProgram);
  14661. }
  14662. else {
  14663. shaderProgram.isParallelCompiled = true;
  14664. }
  14665. return shaderProgram;
  14666. };
  14667. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14668. var context = shaderProgram.context;
  14669. var vertexShader = shaderProgram.vertexShader;
  14670. var fragmentShader = shaderProgram.fragmentShader;
  14671. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14672. if (!linked) {
  14673. var error = context.getProgramInfoLog(shaderProgram);
  14674. if (error) {
  14675. throw new Error(error);
  14676. }
  14677. }
  14678. if (this.validateShaderPrograms) {
  14679. context.validateProgram(shaderProgram);
  14680. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14681. if (!validated) {
  14682. var error = context.getProgramInfoLog(shaderProgram);
  14683. if (error) {
  14684. throw new Error(error);
  14685. }
  14686. }
  14687. }
  14688. context.deleteShader(vertexShader);
  14689. context.deleteShader(fragmentShader);
  14690. shaderProgram.context = undefined;
  14691. shaderProgram.vertexShader = undefined;
  14692. shaderProgram.fragmentShader = undefined;
  14693. if (shaderProgram.onCompiled) {
  14694. shaderProgram.onCompiled();
  14695. shaderProgram.onCompiled = undefined;
  14696. }
  14697. };
  14698. /** @hidden */
  14699. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14700. if (!shaderProgram.isParallelCompiled) {
  14701. return true;
  14702. }
  14703. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14704. this._finalizeProgram(shaderProgram);
  14705. return true;
  14706. }
  14707. return false;
  14708. };
  14709. /** @hidden */
  14710. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14711. if (!shaderProgram.isParallelCompiled) {
  14712. action();
  14713. return;
  14714. }
  14715. shaderProgram.onCompiled = action;
  14716. };
  14717. /**
  14718. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14719. * @param shaderProgram defines the webGL program to use
  14720. * @param uniformsNames defines the list of uniform names
  14721. * @returns an array of webGL uniform locations
  14722. */
  14723. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14724. var results = new Array();
  14725. for (var index = 0; index < uniformsNames.length; index++) {
  14726. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14727. }
  14728. return results;
  14729. };
  14730. /**
  14731. * Gets the lsit of active attributes for a given webGL program
  14732. * @param shaderProgram defines the webGL program to use
  14733. * @param attributesNames defines the list of attribute names to get
  14734. * @returns an array of indices indicating the offset of each attribute
  14735. */
  14736. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14737. var results = [];
  14738. for (var index = 0; index < attributesNames.length; index++) {
  14739. try {
  14740. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14741. }
  14742. catch (e) {
  14743. results.push(-1);
  14744. }
  14745. }
  14746. return results;
  14747. };
  14748. /**
  14749. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14750. * @param effect defines the effect to activate
  14751. */
  14752. Engine.prototype.enableEffect = function (effect) {
  14753. if (!effect || effect === this._currentEffect) {
  14754. return;
  14755. }
  14756. // Use program
  14757. this.bindSamplers(effect);
  14758. this._currentEffect = effect;
  14759. if (effect.onBind) {
  14760. effect.onBind(effect);
  14761. }
  14762. if (effect._onBindObservable) {
  14763. effect._onBindObservable.notifyObservers(effect);
  14764. }
  14765. };
  14766. /**
  14767. * Set the value of an uniform to an array of int32
  14768. * @param uniform defines the webGL uniform location where to store the value
  14769. * @param array defines the array of int32 to store
  14770. */
  14771. Engine.prototype.setIntArray = function (uniform, array) {
  14772. if (!uniform) {
  14773. return;
  14774. }
  14775. this._gl.uniform1iv(uniform, array);
  14776. };
  14777. /**
  14778. * Set the value of an uniform to an array of int32 (stored as vec2)
  14779. * @param uniform defines the webGL uniform location where to store the value
  14780. * @param array defines the array of int32 to store
  14781. */
  14782. Engine.prototype.setIntArray2 = function (uniform, array) {
  14783. if (!uniform || array.length % 2 !== 0) {
  14784. return;
  14785. }
  14786. this._gl.uniform2iv(uniform, array);
  14787. };
  14788. /**
  14789. * Set the value of an uniform to an array of int32 (stored as vec3)
  14790. * @param uniform defines the webGL uniform location where to store the value
  14791. * @param array defines the array of int32 to store
  14792. */
  14793. Engine.prototype.setIntArray3 = function (uniform, array) {
  14794. if (!uniform || array.length % 3 !== 0) {
  14795. return;
  14796. }
  14797. this._gl.uniform3iv(uniform, array);
  14798. };
  14799. /**
  14800. * Set the value of an uniform to an array of int32 (stored as vec4)
  14801. * @param uniform defines the webGL uniform location where to store the value
  14802. * @param array defines the array of int32 to store
  14803. */
  14804. Engine.prototype.setIntArray4 = function (uniform, array) {
  14805. if (!uniform || array.length % 4 !== 0) {
  14806. return;
  14807. }
  14808. this._gl.uniform4iv(uniform, array);
  14809. };
  14810. /**
  14811. * Set the value of an uniform to an array of float32
  14812. * @param uniform defines the webGL uniform location where to store the value
  14813. * @param array defines the array of float32 to store
  14814. */
  14815. Engine.prototype.setFloatArray = function (uniform, array) {
  14816. if (!uniform) {
  14817. return;
  14818. }
  14819. this._gl.uniform1fv(uniform, array);
  14820. };
  14821. /**
  14822. * Set the value of an uniform to an array of float32 (stored as vec2)
  14823. * @param uniform defines the webGL uniform location where to store the value
  14824. * @param array defines the array of float32 to store
  14825. */
  14826. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14827. if (!uniform || array.length % 2 !== 0) {
  14828. return;
  14829. }
  14830. this._gl.uniform2fv(uniform, array);
  14831. };
  14832. /**
  14833. * Set the value of an uniform to an array of float32 (stored as vec3)
  14834. * @param uniform defines the webGL uniform location where to store the value
  14835. * @param array defines the array of float32 to store
  14836. */
  14837. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14838. if (!uniform || array.length % 3 !== 0) {
  14839. return;
  14840. }
  14841. this._gl.uniform3fv(uniform, array);
  14842. };
  14843. /**
  14844. * Set the value of an uniform to an array of float32 (stored as vec4)
  14845. * @param uniform defines the webGL uniform location where to store the value
  14846. * @param array defines the array of float32 to store
  14847. */
  14848. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14849. if (!uniform || array.length % 4 !== 0) {
  14850. return;
  14851. }
  14852. this._gl.uniform4fv(uniform, array);
  14853. };
  14854. /**
  14855. * Set the value of an uniform to an array of number
  14856. * @param uniform defines the webGL uniform location where to store the value
  14857. * @param array defines the array of number to store
  14858. */
  14859. Engine.prototype.setArray = function (uniform, array) {
  14860. if (!uniform) {
  14861. return;
  14862. }
  14863. this._gl.uniform1fv(uniform, array);
  14864. };
  14865. /**
  14866. * Set the value of an uniform to an array of number (stored as vec2)
  14867. * @param uniform defines the webGL uniform location where to store the value
  14868. * @param array defines the array of number to store
  14869. */
  14870. Engine.prototype.setArray2 = function (uniform, array) {
  14871. if (!uniform || array.length % 2 !== 0) {
  14872. return;
  14873. }
  14874. this._gl.uniform2fv(uniform, array);
  14875. };
  14876. /**
  14877. * Set the value of an uniform to an array of number (stored as vec3)
  14878. * @param uniform defines the webGL uniform location where to store the value
  14879. * @param array defines the array of number to store
  14880. */
  14881. Engine.prototype.setArray3 = function (uniform, array) {
  14882. if (!uniform || array.length % 3 !== 0) {
  14883. return;
  14884. }
  14885. this._gl.uniform3fv(uniform, array);
  14886. };
  14887. /**
  14888. * Set the value of an uniform to an array of number (stored as vec4)
  14889. * @param uniform defines the webGL uniform location where to store the value
  14890. * @param array defines the array of number to store
  14891. */
  14892. Engine.prototype.setArray4 = function (uniform, array) {
  14893. if (!uniform || array.length % 4 !== 0) {
  14894. return;
  14895. }
  14896. this._gl.uniform4fv(uniform, array);
  14897. };
  14898. /**
  14899. * Set the value of an uniform to an array of float32 (stored as matrices)
  14900. * @param uniform defines the webGL uniform location where to store the value
  14901. * @param matrices defines the array of float32 to store
  14902. */
  14903. Engine.prototype.setMatrices = function (uniform, matrices) {
  14904. if (!uniform) {
  14905. return;
  14906. }
  14907. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14908. };
  14909. /**
  14910. * Set the value of an uniform to a matrix
  14911. * @param uniform defines the webGL uniform location where to store the value
  14912. * @param matrix defines the matrix to store
  14913. */
  14914. Engine.prototype.setMatrix = function (uniform, matrix) {
  14915. if (!uniform) {
  14916. return;
  14917. }
  14918. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14919. };
  14920. /**
  14921. * Set the value of an uniform to a matrix (3x3)
  14922. * @param uniform defines the webGL uniform location where to store the value
  14923. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14924. */
  14925. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14926. if (!uniform) {
  14927. return;
  14928. }
  14929. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14930. };
  14931. /**
  14932. * Set the value of an uniform to a matrix (2x2)
  14933. * @param uniform defines the webGL uniform location where to store the value
  14934. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14935. */
  14936. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14937. if (!uniform) {
  14938. return;
  14939. }
  14940. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14941. };
  14942. /**
  14943. * Set the value of an uniform to a number (int)
  14944. * @param uniform defines the webGL uniform location where to store the value
  14945. * @param value defines the int number to store
  14946. */
  14947. Engine.prototype.setInt = function (uniform, value) {
  14948. if (!uniform) {
  14949. return;
  14950. }
  14951. this._gl.uniform1i(uniform, value);
  14952. };
  14953. /**
  14954. * Set the value of an uniform to a number (float)
  14955. * @param uniform defines the webGL uniform location where to store the value
  14956. * @param value defines the float number to store
  14957. */
  14958. Engine.prototype.setFloat = function (uniform, value) {
  14959. if (!uniform) {
  14960. return;
  14961. }
  14962. this._gl.uniform1f(uniform, value);
  14963. };
  14964. /**
  14965. * Set the value of an uniform to a vec2
  14966. * @param uniform defines the webGL uniform location where to store the value
  14967. * @param x defines the 1st component of the value
  14968. * @param y defines the 2nd component of the value
  14969. */
  14970. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14971. if (!uniform) {
  14972. return;
  14973. }
  14974. this._gl.uniform2f(uniform, x, y);
  14975. };
  14976. /**
  14977. * Set the value of an uniform to a vec3
  14978. * @param uniform defines the webGL uniform location where to store the value
  14979. * @param x defines the 1st component of the value
  14980. * @param y defines the 2nd component of the value
  14981. * @param z defines the 3rd component of the value
  14982. */
  14983. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14984. if (!uniform) {
  14985. return;
  14986. }
  14987. this._gl.uniform3f(uniform, x, y, z);
  14988. };
  14989. /**
  14990. * Set the value of an uniform to a boolean
  14991. * @param uniform defines the webGL uniform location where to store the value
  14992. * @param bool defines the boolean to store
  14993. */
  14994. Engine.prototype.setBool = function (uniform, bool) {
  14995. if (!uniform) {
  14996. return;
  14997. }
  14998. this._gl.uniform1i(uniform, bool);
  14999. };
  15000. /**
  15001. * Set the value of an uniform to a vec4
  15002. * @param uniform defines the webGL uniform location where to store the value
  15003. * @param x defines the 1st component of the value
  15004. * @param y defines the 2nd component of the value
  15005. * @param z defines the 3rd component of the value
  15006. * @param w defines the 4th component of the value
  15007. */
  15008. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15009. if (!uniform) {
  15010. return;
  15011. }
  15012. this._gl.uniform4f(uniform, x, y, z, w);
  15013. };
  15014. /**
  15015. * Set the value of an uniform to a Color3
  15016. * @param uniform defines the webGL uniform location where to store the value
  15017. * @param color3 defines the color to store
  15018. */
  15019. Engine.prototype.setColor3 = function (uniform, color3) {
  15020. if (!uniform) {
  15021. return;
  15022. }
  15023. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15024. };
  15025. /**
  15026. * Set the value of an uniform to a Color3 and an alpha value
  15027. * @param uniform defines the webGL uniform location where to store the value
  15028. * @param color3 defines the color to store
  15029. * @param alpha defines the alpha component to store
  15030. */
  15031. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15032. if (!uniform) {
  15033. return;
  15034. }
  15035. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15036. };
  15037. /**
  15038. * Sets a Color4 on a uniform variable
  15039. * @param uniform defines the uniform location
  15040. * @param color4 defines the value to be set
  15041. */
  15042. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15043. if (!uniform) {
  15044. return;
  15045. }
  15046. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15047. };
  15048. // States
  15049. /**
  15050. * Set various states to the webGL context
  15051. * @param culling defines backface culling state
  15052. * @param zOffset defines the value to apply to zOffset (0 by default)
  15053. * @param force defines if states must be applied even if cache is up to date
  15054. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15055. */
  15056. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15057. if (zOffset === void 0) { zOffset = 0; }
  15058. if (reverseSide === void 0) { reverseSide = false; }
  15059. // Culling
  15060. if (this._depthCullingState.cull !== culling || force) {
  15061. this._depthCullingState.cull = culling;
  15062. }
  15063. // Cull face
  15064. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15065. if (this._depthCullingState.cullFace !== cullFace || force) {
  15066. this._depthCullingState.cullFace = cullFace;
  15067. }
  15068. // Z offset
  15069. this.setZOffset(zOffset);
  15070. // Front face
  15071. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15072. if (this._depthCullingState.frontFace !== frontFace || force) {
  15073. this._depthCullingState.frontFace = frontFace;
  15074. }
  15075. };
  15076. /**
  15077. * Set the z offset to apply to current rendering
  15078. * @param value defines the offset to apply
  15079. */
  15080. Engine.prototype.setZOffset = function (value) {
  15081. this._depthCullingState.zOffset = value;
  15082. };
  15083. /**
  15084. * Gets the current value of the zOffset
  15085. * @returns the current zOffset state
  15086. */
  15087. Engine.prototype.getZOffset = function () {
  15088. return this._depthCullingState.zOffset;
  15089. };
  15090. /**
  15091. * Enable or disable depth buffering
  15092. * @param enable defines the state to set
  15093. */
  15094. Engine.prototype.setDepthBuffer = function (enable) {
  15095. this._depthCullingState.depthTest = enable;
  15096. };
  15097. /**
  15098. * Gets a boolean indicating if depth writing is enabled
  15099. * @returns the current depth writing state
  15100. */
  15101. Engine.prototype.getDepthWrite = function () {
  15102. return this._depthCullingState.depthMask;
  15103. };
  15104. /**
  15105. * Enable or disable depth writing
  15106. * @param enable defines the state to set
  15107. */
  15108. Engine.prototype.setDepthWrite = function (enable) {
  15109. this._depthCullingState.depthMask = enable;
  15110. };
  15111. /**
  15112. * Enable or disable color writing
  15113. * @param enable defines the state to set
  15114. */
  15115. Engine.prototype.setColorWrite = function (enable) {
  15116. this._gl.colorMask(enable, enable, enable, enable);
  15117. this._colorWrite = enable;
  15118. };
  15119. /**
  15120. * Gets a boolean indicating if color writing is enabled
  15121. * @returns the current color writing state
  15122. */
  15123. Engine.prototype.getColorWrite = function () {
  15124. return this._colorWrite;
  15125. };
  15126. /**
  15127. * Sets alpha constants used by some alpha blending modes
  15128. * @param r defines the red component
  15129. * @param g defines the green component
  15130. * @param b defines the blue component
  15131. * @param a defines the alpha component
  15132. */
  15133. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15134. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15135. };
  15136. /**
  15137. * Sets the current alpha mode
  15138. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15139. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15140. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15141. */
  15142. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15143. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15144. if (this._alphaMode === mode) {
  15145. return;
  15146. }
  15147. switch (mode) {
  15148. case Engine.ALPHA_DISABLE:
  15149. this._alphaState.alphaBlend = false;
  15150. break;
  15151. case Engine.ALPHA_PREMULTIPLIED:
  15152. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15153. this._alphaState.alphaBlend = true;
  15154. break;
  15155. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15156. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15157. this._alphaState.alphaBlend = true;
  15158. break;
  15159. case Engine.ALPHA_COMBINE:
  15160. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15161. this._alphaState.alphaBlend = true;
  15162. break;
  15163. case Engine.ALPHA_ONEONE:
  15164. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15165. this._alphaState.alphaBlend = true;
  15166. break;
  15167. case Engine.ALPHA_ADD:
  15168. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15169. this._alphaState.alphaBlend = true;
  15170. break;
  15171. case Engine.ALPHA_SUBTRACT:
  15172. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15173. this._alphaState.alphaBlend = true;
  15174. break;
  15175. case Engine.ALPHA_MULTIPLY:
  15176. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15177. this._alphaState.alphaBlend = true;
  15178. break;
  15179. case Engine.ALPHA_MAXIMIZED:
  15180. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15181. this._alphaState.alphaBlend = true;
  15182. break;
  15183. case Engine.ALPHA_INTERPOLATE:
  15184. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15185. this._alphaState.alphaBlend = true;
  15186. break;
  15187. case Engine.ALPHA_SCREENMODE:
  15188. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15189. this._alphaState.alphaBlend = true;
  15190. break;
  15191. }
  15192. if (!noDepthWriteChange) {
  15193. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15194. }
  15195. this._alphaMode = mode;
  15196. };
  15197. /**
  15198. * Gets the current alpha mode
  15199. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15200. * @returns the current alpha mode
  15201. */
  15202. Engine.prototype.getAlphaMode = function () {
  15203. return this._alphaMode;
  15204. };
  15205. // Textures
  15206. /**
  15207. * Clears the list of texture accessible through engine.
  15208. * This can help preventing texture load conflict due to name collision.
  15209. */
  15210. Engine.prototype.clearInternalTexturesCache = function () {
  15211. this._internalTexturesCache = [];
  15212. };
  15213. /**
  15214. * Force the entire cache to be cleared
  15215. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15216. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15217. */
  15218. Engine.prototype.wipeCaches = function (bruteForce) {
  15219. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15220. return;
  15221. }
  15222. this._currentEffect = null;
  15223. this._viewportCached.x = 0;
  15224. this._viewportCached.y = 0;
  15225. this._viewportCached.z = 0;
  15226. this._viewportCached.w = 0;
  15227. if (bruteForce) {
  15228. this.resetTextureCache();
  15229. this._currentProgram = null;
  15230. this._stencilState.reset();
  15231. this._depthCullingState.reset();
  15232. this.setDepthFunctionToLessOrEqual();
  15233. this._alphaState.reset();
  15234. this._unpackFlipYCached = null;
  15235. }
  15236. this._resetVertexBufferBinding();
  15237. this._cachedIndexBuffer = null;
  15238. this._cachedEffectForVertexBuffers = null;
  15239. this._unbindVertexArrayObject();
  15240. this.bindIndexBuffer(null);
  15241. };
  15242. /**
  15243. * Set the compressed texture format to use, based on the formats you have, and the formats
  15244. * supported by the hardware / browser.
  15245. *
  15246. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15247. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15248. * to API arguments needed to compressed textures. This puts the burden on the container
  15249. * generator to house the arcane code for determining these for current & future formats.
  15250. *
  15251. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15252. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15253. *
  15254. * Note: The result of this call is not taken into account when a texture is base64.
  15255. *
  15256. * @param formatsAvailable defines the list of those format families you have created
  15257. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15258. *
  15259. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15260. * @returns The extension selected.
  15261. */
  15262. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15263. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15264. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15265. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15266. return this._textureFormatInUse = this._texturesSupported[i];
  15267. }
  15268. }
  15269. }
  15270. // actively set format to nothing, to allow this to be called more than once
  15271. // and possibly fail the 2nd time
  15272. this._textureFormatInUse = null;
  15273. return null;
  15274. };
  15275. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15276. var gl = this._gl;
  15277. var magFilter = gl.NEAREST;
  15278. var minFilter = gl.NEAREST;
  15279. switch (samplingMode) {
  15280. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15281. magFilter = gl.LINEAR;
  15282. if (generateMipMaps) {
  15283. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15284. }
  15285. else {
  15286. minFilter = gl.LINEAR;
  15287. }
  15288. break;
  15289. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15290. magFilter = gl.LINEAR;
  15291. if (generateMipMaps) {
  15292. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15293. }
  15294. else {
  15295. minFilter = gl.LINEAR;
  15296. }
  15297. break;
  15298. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15299. magFilter = gl.NEAREST;
  15300. if (generateMipMaps) {
  15301. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15302. }
  15303. else {
  15304. minFilter = gl.NEAREST;
  15305. }
  15306. break;
  15307. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15308. magFilter = gl.NEAREST;
  15309. if (generateMipMaps) {
  15310. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15311. }
  15312. else {
  15313. minFilter = gl.NEAREST;
  15314. }
  15315. break;
  15316. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15317. magFilter = gl.NEAREST;
  15318. if (generateMipMaps) {
  15319. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15320. }
  15321. else {
  15322. minFilter = gl.LINEAR;
  15323. }
  15324. break;
  15325. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15326. magFilter = gl.NEAREST;
  15327. if (generateMipMaps) {
  15328. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15329. }
  15330. else {
  15331. minFilter = gl.LINEAR;
  15332. }
  15333. break;
  15334. case Engine.TEXTURE_NEAREST_LINEAR:
  15335. magFilter = gl.NEAREST;
  15336. minFilter = gl.LINEAR;
  15337. break;
  15338. case Engine.TEXTURE_NEAREST_NEAREST:
  15339. magFilter = gl.NEAREST;
  15340. minFilter = gl.NEAREST;
  15341. break;
  15342. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15343. magFilter = gl.LINEAR;
  15344. if (generateMipMaps) {
  15345. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15346. }
  15347. else {
  15348. minFilter = gl.NEAREST;
  15349. }
  15350. break;
  15351. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15352. magFilter = gl.LINEAR;
  15353. if (generateMipMaps) {
  15354. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15355. }
  15356. else {
  15357. minFilter = gl.NEAREST;
  15358. }
  15359. break;
  15360. case Engine.TEXTURE_LINEAR_LINEAR:
  15361. magFilter = gl.LINEAR;
  15362. minFilter = gl.LINEAR;
  15363. break;
  15364. case Engine.TEXTURE_LINEAR_NEAREST:
  15365. magFilter = gl.LINEAR;
  15366. minFilter = gl.NEAREST;
  15367. break;
  15368. }
  15369. return {
  15370. min: minFilter,
  15371. mag: magFilter
  15372. };
  15373. };
  15374. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15375. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15376. var img;
  15377. var onload = function () {
  15378. loadedImages[index] = img;
  15379. loadedImages._internalCount++;
  15380. if (scene) {
  15381. scene._removePendingData(img);
  15382. }
  15383. if (loadedImages._internalCount === 6) {
  15384. onfinish(loadedImages);
  15385. }
  15386. };
  15387. var onerror = function (message, exception) {
  15388. if (scene) {
  15389. scene._removePendingData(img);
  15390. }
  15391. if (onErrorCallBack) {
  15392. onErrorCallBack(message, exception);
  15393. }
  15394. };
  15395. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15396. if (scene) {
  15397. scene._addPendingData(img);
  15398. }
  15399. };
  15400. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15401. if (onError === void 0) { onError = null; }
  15402. var loadedImages = [];
  15403. loadedImages._internalCount = 0;
  15404. for (var index = 0; index < 6; index++) {
  15405. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15406. }
  15407. };
  15408. /** @hidden */
  15409. Engine.prototype._createTexture = function () {
  15410. var texture = this._gl.createTexture();
  15411. if (!texture) {
  15412. throw new Error("Unable to create texture");
  15413. }
  15414. return texture;
  15415. };
  15416. /**
  15417. * Usually called from BABYLON.Texture.ts.
  15418. * Passed information to create a WebGLTexture
  15419. * @param urlArg defines a value which contains one of the following:
  15420. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15421. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15422. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15423. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15424. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15425. * @param scene needed for loading to the correct scene
  15426. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15427. * @param onLoad optional callback to be called upon successful completion
  15428. * @param onError optional callback to be called upon failure
  15429. * @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
  15430. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15431. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15432. * @param forcedExtension defines the extension to use to pick the right loader
  15433. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15434. */
  15435. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15436. var _this = this;
  15437. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15438. if (onLoad === void 0) { onLoad = null; }
  15439. if (onError === void 0) { onError = null; }
  15440. if (buffer === void 0) { buffer = null; }
  15441. if (fallback === void 0) { fallback = null; }
  15442. if (format === void 0) { format = null; }
  15443. if (forcedExtension === void 0) { forcedExtension = null; }
  15444. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15445. var fromData = url.substr(0, 5) === "data:";
  15446. var fromBlob = url.substr(0, 5) === "blob:";
  15447. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15448. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15449. // establish the file extension, if possible
  15450. var lastDot = url.lastIndexOf('.');
  15451. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15452. var loader = null;
  15453. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15454. var availableLoader = _a[_i];
  15455. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15456. loader = availableLoader;
  15457. break;
  15458. }
  15459. }
  15460. if (loader) {
  15461. url = loader.transformUrl(url, this._textureFormatInUse);
  15462. }
  15463. if (scene) {
  15464. scene._addPendingData(texture);
  15465. }
  15466. texture.url = url;
  15467. texture.generateMipMaps = !noMipmap;
  15468. texture.samplingMode = samplingMode;
  15469. texture.invertY = invertY;
  15470. if (!this._doNotHandleContextLost) {
  15471. // Keep a link to the buffer only if we plan to handle context lost
  15472. texture._buffer = buffer;
  15473. }
  15474. var onLoadObserver = null;
  15475. if (onLoad && !fallback) {
  15476. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15477. }
  15478. if (!fallback) {
  15479. this._internalTexturesCache.push(texture);
  15480. }
  15481. var onInternalError = function (message, exception) {
  15482. if (scene) {
  15483. scene._removePendingData(texture);
  15484. }
  15485. var customFallback = false;
  15486. if (loader) {
  15487. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15488. if (fallbackUrl) {
  15489. // Add Back
  15490. customFallback = true;
  15491. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15492. }
  15493. }
  15494. if (!customFallback) {
  15495. if (onLoadObserver) {
  15496. texture.onLoadedObservable.remove(onLoadObserver);
  15497. }
  15498. if (BABYLON.Tools.UseFallbackTexture) {
  15499. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15500. }
  15501. }
  15502. if (onError) {
  15503. onError(message || "Unknown error", exception);
  15504. }
  15505. };
  15506. // processing for non-image formats
  15507. if (loader) {
  15508. var callback = function (data) {
  15509. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15510. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15511. done();
  15512. return false;
  15513. }, samplingMode);
  15514. });
  15515. };
  15516. if (!buffer) {
  15517. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15518. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15519. });
  15520. }
  15521. else {
  15522. callback(buffer);
  15523. }
  15524. }
  15525. else {
  15526. var onload = function (img) {
  15527. if (fromBlob && !_this._doNotHandleContextLost) {
  15528. // We need to store the image if we need to rebuild the texture
  15529. // in case of a webgl context lost
  15530. texture._buffer = img;
  15531. }
  15532. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15533. var gl = _this._gl;
  15534. var isPot = (img.width === potWidth && img.height === potHeight);
  15535. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15536. if (isPot) {
  15537. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15538. return false;
  15539. }
  15540. var maxTextureSize = _this._caps.maxTextureSize;
  15541. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15542. _this._prepareWorkingCanvas();
  15543. if (!_this._workingCanvas || !_this._workingContext) {
  15544. return false;
  15545. }
  15546. _this._workingCanvas.width = potWidth;
  15547. _this._workingCanvas.height = potHeight;
  15548. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15549. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15550. texture.width = potWidth;
  15551. texture.height = potHeight;
  15552. return false;
  15553. }
  15554. else {
  15555. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15556. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15557. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15558. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15559. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15560. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15561. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15562. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15563. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15564. _this._releaseTexture(source_1);
  15565. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15566. continuationCallback();
  15567. });
  15568. }
  15569. return true;
  15570. }, samplingMode);
  15571. };
  15572. if (!fromData || isBase64) {
  15573. if (buffer instanceof HTMLImageElement) {
  15574. onload(buffer);
  15575. }
  15576. else {
  15577. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15578. }
  15579. }
  15580. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15581. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15582. }
  15583. else {
  15584. onload(buffer);
  15585. }
  15586. }
  15587. return texture;
  15588. };
  15589. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15590. var _this = this;
  15591. var rtt = this.createRenderTargetTexture({
  15592. width: destination.width,
  15593. height: destination.height,
  15594. }, {
  15595. generateMipMaps: false,
  15596. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15597. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15598. generateDepthBuffer: false,
  15599. generateStencilBuffer: false
  15600. });
  15601. if (!this._rescalePostProcess) {
  15602. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15603. }
  15604. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15605. _this._rescalePostProcess.onApply = function (effect) {
  15606. effect._bindTexture("textureSampler", source);
  15607. };
  15608. var hostingScene = scene;
  15609. if (!hostingScene) {
  15610. hostingScene = _this.scenes[_this.scenes.length - 1];
  15611. }
  15612. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15613. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15614. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15615. _this.unBindFramebuffer(rtt);
  15616. _this._releaseTexture(rtt);
  15617. if (onComplete) {
  15618. onComplete();
  15619. }
  15620. });
  15621. };
  15622. /**
  15623. * Update a raw texture
  15624. * @param texture defines the texture to update
  15625. * @param data defines the data to store in the texture
  15626. * @param format defines the format of the data
  15627. * @param invertY defines if data must be stored with Y axis inverted
  15628. * @param compression defines the compression used (null by default)
  15629. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15630. */
  15631. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15632. if (compression === void 0) { compression = null; }
  15633. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15634. if (!texture) {
  15635. return;
  15636. }
  15637. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15638. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15639. // babylon's internalFormat but gl's texImage2D format
  15640. var internalFormat = this._getInternalFormat(format);
  15641. var textureType = this._getWebGLTextureType(type);
  15642. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15643. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15644. if (!this._doNotHandleContextLost) {
  15645. texture._bufferView = data;
  15646. texture.format = format;
  15647. texture.type = type;
  15648. texture.invertY = invertY;
  15649. texture._compression = compression;
  15650. }
  15651. if (texture.width % 4 !== 0) {
  15652. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15653. }
  15654. if (compression && data) {
  15655. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15656. }
  15657. else {
  15658. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15659. }
  15660. if (texture.generateMipMaps) {
  15661. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15662. }
  15663. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15664. // this.resetTextureCache();
  15665. texture.isReady = true;
  15666. };
  15667. /**
  15668. * Creates a raw texture
  15669. * @param data defines the data to store in the texture
  15670. * @param width defines the width of the texture
  15671. * @param height defines the height of the texture
  15672. * @param format defines the format of the data
  15673. * @param generateMipMaps defines if the engine should generate the mip levels
  15674. * @param invertY defines if data must be stored with Y axis inverted
  15675. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15676. * @param compression defines the compression used (null by default)
  15677. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15678. * @returns the raw texture inside an InternalTexture
  15679. */
  15680. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15681. if (compression === void 0) { compression = null; }
  15682. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15683. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15684. texture.baseWidth = width;
  15685. texture.baseHeight = height;
  15686. texture.width = width;
  15687. texture.height = height;
  15688. texture.format = format;
  15689. texture.generateMipMaps = generateMipMaps;
  15690. texture.samplingMode = samplingMode;
  15691. texture.invertY = invertY;
  15692. texture._compression = compression;
  15693. texture.type = type;
  15694. if (!this._doNotHandleContextLost) {
  15695. texture._bufferView = data;
  15696. }
  15697. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15698. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15699. // Filters
  15700. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15701. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15702. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15703. if (generateMipMaps) {
  15704. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15705. }
  15706. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15707. this._internalTexturesCache.push(texture);
  15708. return texture;
  15709. };
  15710. /** @hidden */
  15711. Engine.prototype._unpackFlipY = function (value) {
  15712. if (this._unpackFlipYCached !== value) {
  15713. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15714. if (this.enableUnpackFlipYCached) {
  15715. this._unpackFlipYCached = value;
  15716. }
  15717. }
  15718. };
  15719. /** @hidden */
  15720. Engine.prototype._getUnpackAlignement = function () {
  15721. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15722. };
  15723. /**
  15724. * Creates a dynamic texture
  15725. * @param width defines the width of the texture
  15726. * @param height defines the height of the texture
  15727. * @param generateMipMaps defines if the engine should generate the mip levels
  15728. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15729. * @returns the dynamic texture inside an InternalTexture
  15730. */
  15731. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15732. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15733. texture.baseWidth = width;
  15734. texture.baseHeight = height;
  15735. if (generateMipMaps) {
  15736. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15737. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15738. }
  15739. // this.resetTextureCache();
  15740. texture.width = width;
  15741. texture.height = height;
  15742. texture.isReady = false;
  15743. texture.generateMipMaps = generateMipMaps;
  15744. texture.samplingMode = samplingMode;
  15745. this.updateTextureSamplingMode(samplingMode, texture);
  15746. this._internalTexturesCache.push(texture);
  15747. return texture;
  15748. };
  15749. /**
  15750. * Update the sampling mode of a given texture
  15751. * @param samplingMode defines the required sampling mode
  15752. * @param texture defines the texture to update
  15753. */
  15754. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15755. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15756. if (texture.isCube) {
  15757. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15758. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15759. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15760. }
  15761. else if (texture.is3D) {
  15762. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15763. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15764. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15765. }
  15766. else {
  15767. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15768. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15769. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15770. }
  15771. texture.samplingMode = samplingMode;
  15772. };
  15773. /**
  15774. * Update the content of a dynamic texture
  15775. * @param texture defines the texture to update
  15776. * @param canvas defines the canvas containing the source
  15777. * @param invertY defines if data must be stored with Y axis inverted
  15778. * @param premulAlpha defines if alpha is stored as premultiplied
  15779. * @param format defines the format of the data
  15780. */
  15781. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  15782. if (premulAlpha === void 0) { premulAlpha = false; }
  15783. if (!texture) {
  15784. return;
  15785. }
  15786. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15787. this._unpackFlipY(invertY);
  15788. if (premulAlpha) {
  15789. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15790. }
  15791. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15792. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15793. if (texture.generateMipMaps) {
  15794. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15795. }
  15796. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15797. if (premulAlpha) {
  15798. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15799. }
  15800. texture.isReady = true;
  15801. };
  15802. /**
  15803. * Update a video texture
  15804. * @param texture defines the texture to update
  15805. * @param video defines the video element to use
  15806. * @param invertY defines if data must be stored with Y axis inverted
  15807. */
  15808. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15809. if (!texture || texture._isDisabled) {
  15810. return;
  15811. }
  15812. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15813. this._unpackFlipY(!invertY); // Video are upside down by default
  15814. try {
  15815. // Testing video texture support
  15816. if (this._videoTextureSupported === undefined) {
  15817. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15818. if (this._gl.getError() !== 0) {
  15819. this._videoTextureSupported = false;
  15820. }
  15821. else {
  15822. this._videoTextureSupported = true;
  15823. }
  15824. }
  15825. // Copy video through the current working canvas if video texture is not supported
  15826. if (!this._videoTextureSupported) {
  15827. if (!texture._workingCanvas) {
  15828. texture._workingCanvas = document.createElement("canvas");
  15829. var context = texture._workingCanvas.getContext("2d");
  15830. if (!context) {
  15831. throw new Error("Unable to get 2d context");
  15832. }
  15833. texture._workingContext = context;
  15834. texture._workingCanvas.width = texture.width;
  15835. texture._workingCanvas.height = texture.height;
  15836. }
  15837. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15838. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15839. }
  15840. else {
  15841. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15842. }
  15843. if (texture.generateMipMaps) {
  15844. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15845. }
  15846. if (!wasPreviouslyBound) {
  15847. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15848. }
  15849. // this.resetTextureCache();
  15850. texture.isReady = true;
  15851. }
  15852. catch (ex) {
  15853. // Something unexpected
  15854. // Let's disable the texture
  15855. texture._isDisabled = true;
  15856. }
  15857. };
  15858. /**
  15859. * Updates a depth texture Comparison Mode and Function.
  15860. * If the comparison Function is equal to 0, the mode will be set to none.
  15861. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15862. * @param texture The texture to set the comparison function for
  15863. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15864. */
  15865. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15866. if (this.webGLVersion === 1) {
  15867. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15868. return;
  15869. }
  15870. var gl = this._gl;
  15871. if (texture.isCube) {
  15872. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15873. if (comparisonFunction === 0) {
  15874. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15875. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15876. }
  15877. else {
  15878. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15879. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15880. }
  15881. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15882. }
  15883. else {
  15884. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15885. if (comparisonFunction === 0) {
  15886. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15887. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15888. }
  15889. else {
  15890. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15891. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15892. }
  15893. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15894. }
  15895. texture._comparisonFunction = comparisonFunction;
  15896. };
  15897. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15898. var width = size.width || size;
  15899. var height = size.height || size;
  15900. internalTexture.baseWidth = width;
  15901. internalTexture.baseHeight = height;
  15902. internalTexture.width = width;
  15903. internalTexture.height = height;
  15904. internalTexture.isReady = true;
  15905. internalTexture.samples = 1;
  15906. internalTexture.generateMipMaps = false;
  15907. internalTexture._generateDepthBuffer = true;
  15908. internalTexture._generateStencilBuffer = generateStencil;
  15909. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15910. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15911. internalTexture._comparisonFunction = comparisonFunction;
  15912. var gl = this._gl;
  15913. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15914. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15915. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15916. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15917. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15918. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15919. if (comparisonFunction === 0) {
  15920. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15921. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15922. }
  15923. else {
  15924. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15925. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15926. }
  15927. };
  15928. /**
  15929. * Creates a depth stencil texture.
  15930. * This is only available in WebGL 2 or with the depth texture extension available.
  15931. * @param size The size of face edge in the texture.
  15932. * @param options The options defining the texture.
  15933. * @returns The texture
  15934. */
  15935. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15936. if (options.isCube) {
  15937. var width = size.width || size;
  15938. return this._createDepthStencilCubeTexture(width, options);
  15939. }
  15940. else {
  15941. return this._createDepthStencilTexture(size, options);
  15942. }
  15943. };
  15944. /**
  15945. * Creates a depth stencil texture.
  15946. * This is only available in WebGL 2 or with the depth texture extension available.
  15947. * @param size The size of face edge in the texture.
  15948. * @param options The options defining the texture.
  15949. * @returns The texture
  15950. */
  15951. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15952. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15953. if (!this._caps.depthTextureExtension) {
  15954. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15955. return internalTexture;
  15956. }
  15957. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15958. var gl = this._gl;
  15959. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15960. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15961. if (this.webGLVersion > 1) {
  15962. if (internalOptions.generateStencil) {
  15963. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15964. }
  15965. else {
  15966. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15967. }
  15968. }
  15969. else {
  15970. if (internalOptions.generateStencil) {
  15971. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15972. }
  15973. else {
  15974. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15975. }
  15976. }
  15977. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15978. return internalTexture;
  15979. };
  15980. /**
  15981. * Creates a depth stencil cube texture.
  15982. * This is only available in WebGL 2.
  15983. * @param size The size of face edge in the cube texture.
  15984. * @param options The options defining the cube texture.
  15985. * @returns The cube texture
  15986. */
  15987. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15988. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  15989. internalTexture.isCube = true;
  15990. if (this.webGLVersion === 1) {
  15991. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  15992. return internalTexture;
  15993. }
  15994. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15995. var gl = this._gl;
  15996. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  15997. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15998. // Create the depth/stencil buffer
  15999. for (var face = 0; face < 6; face++) {
  16000. if (internalOptions.generateStencil) {
  16001. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16002. }
  16003. else {
  16004. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16005. }
  16006. }
  16007. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16008. return internalTexture;
  16009. };
  16010. /**
  16011. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16012. * @param renderTarget The render target to set the frame buffer for
  16013. */
  16014. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16015. // Create the framebuffer
  16016. var internalTexture = renderTarget.getInternalTexture();
  16017. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16018. return;
  16019. }
  16020. var gl = this._gl;
  16021. var depthStencilTexture = renderTarget.depthStencilTexture;
  16022. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16023. if (depthStencilTexture.isCube) {
  16024. if (depthStencilTexture._generateStencilBuffer) {
  16025. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16026. }
  16027. else {
  16028. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16029. }
  16030. }
  16031. else {
  16032. if (depthStencilTexture._generateStencilBuffer) {
  16033. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16034. }
  16035. else {
  16036. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16037. }
  16038. }
  16039. this.bindUnboundFramebuffer(null);
  16040. };
  16041. /**
  16042. * Creates a new render target texture
  16043. * @param size defines the size of the texture
  16044. * @param options defines the options used to create the texture
  16045. * @returns a new render target texture stored in an InternalTexture
  16046. */
  16047. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16048. var fullOptions = new RenderTargetCreationOptions();
  16049. if (options !== undefined && typeof options === "object") {
  16050. fullOptions.generateMipMaps = options.generateMipMaps;
  16051. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16052. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16053. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16054. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16055. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16056. }
  16057. else {
  16058. fullOptions.generateMipMaps = options;
  16059. fullOptions.generateDepthBuffer = true;
  16060. fullOptions.generateStencilBuffer = false;
  16061. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16062. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16063. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16064. }
  16065. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16066. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16067. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16068. }
  16069. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16070. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16071. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16072. }
  16073. var gl = this._gl;
  16074. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16075. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16076. var width = size.width || size;
  16077. var height = size.height || size;
  16078. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16079. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16080. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16081. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16082. }
  16083. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16084. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16085. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16086. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16087. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16088. // Create the framebuffer
  16089. var currentFrameBuffer = this._currentFramebuffer;
  16090. var framebuffer = gl.createFramebuffer();
  16091. this.bindUnboundFramebuffer(framebuffer);
  16092. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16093. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16094. if (fullOptions.generateMipMaps) {
  16095. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16096. }
  16097. // Unbind
  16098. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16099. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16100. this.bindUnboundFramebuffer(currentFrameBuffer);
  16101. texture._framebuffer = framebuffer;
  16102. texture.baseWidth = width;
  16103. texture.baseHeight = height;
  16104. texture.width = width;
  16105. texture.height = height;
  16106. texture.isReady = true;
  16107. texture.samples = 1;
  16108. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16109. texture.samplingMode = fullOptions.samplingMode;
  16110. texture.type = fullOptions.type;
  16111. texture.format = fullOptions.format;
  16112. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16113. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16114. // this.resetTextureCache();
  16115. this._internalTexturesCache.push(texture);
  16116. return texture;
  16117. };
  16118. /**
  16119. * Create a multi render target texture
  16120. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16121. * @param size defines the size of the texture
  16122. * @param options defines the creation options
  16123. * @returns the cube texture as an InternalTexture
  16124. */
  16125. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16126. var generateMipMaps = false;
  16127. var generateDepthBuffer = true;
  16128. var generateStencilBuffer = false;
  16129. var generateDepthTexture = false;
  16130. var textureCount = 1;
  16131. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16132. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16133. var types = new Array();
  16134. var samplingModes = new Array();
  16135. if (options !== undefined) {
  16136. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16137. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16138. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16139. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16140. textureCount = options.textureCount || 1;
  16141. if (options.types) {
  16142. types = options.types;
  16143. }
  16144. if (options.samplingModes) {
  16145. samplingModes = options.samplingModes;
  16146. }
  16147. }
  16148. var gl = this._gl;
  16149. // Create the framebuffer
  16150. var framebuffer = gl.createFramebuffer();
  16151. this.bindUnboundFramebuffer(framebuffer);
  16152. var width = size.width || size;
  16153. var height = size.height || size;
  16154. var textures = [];
  16155. var attachments = [];
  16156. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16157. for (var i = 0; i < textureCount; i++) {
  16158. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16159. var type = types[i] || defaultType;
  16160. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16161. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16162. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16163. }
  16164. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16165. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16166. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16167. }
  16168. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16169. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16170. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16171. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16172. }
  16173. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16174. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16175. textures.push(texture);
  16176. attachments.push(attachment);
  16177. gl.activeTexture(gl["TEXTURE" + i]);
  16178. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16179. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16180. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16181. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16182. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16183. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16184. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16185. if (generateMipMaps) {
  16186. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16187. }
  16188. // Unbind
  16189. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16190. texture._framebuffer = framebuffer;
  16191. texture._depthStencilBuffer = depthStencilBuffer;
  16192. texture.baseWidth = width;
  16193. texture.baseHeight = height;
  16194. texture.width = width;
  16195. texture.height = height;
  16196. texture.isReady = true;
  16197. texture.samples = 1;
  16198. texture.generateMipMaps = generateMipMaps;
  16199. texture.samplingMode = samplingMode;
  16200. texture.type = type;
  16201. texture._generateDepthBuffer = generateDepthBuffer;
  16202. texture._generateStencilBuffer = generateStencilBuffer;
  16203. texture._attachments = attachments;
  16204. this._internalTexturesCache.push(texture);
  16205. }
  16206. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16207. // Depth texture
  16208. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16209. gl.activeTexture(gl.TEXTURE0);
  16210. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16211. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16212. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16213. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16214. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16215. gl.texImage2D(gl.TEXTURE_2D, 0, this.webGLVersion < 2 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
  16216. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16217. depthTexture._framebuffer = framebuffer;
  16218. depthTexture.baseWidth = width;
  16219. depthTexture.baseHeight = height;
  16220. depthTexture.width = width;
  16221. depthTexture.height = height;
  16222. depthTexture.isReady = true;
  16223. depthTexture.samples = 1;
  16224. depthTexture.generateMipMaps = generateMipMaps;
  16225. depthTexture.samplingMode = gl.NEAREST;
  16226. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16227. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16228. textures.push(depthTexture);
  16229. this._internalTexturesCache.push(depthTexture);
  16230. }
  16231. gl.drawBuffers(attachments);
  16232. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16233. this.bindUnboundFramebuffer(null);
  16234. this.resetTextureCache();
  16235. return textures;
  16236. };
  16237. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16238. if (samples === void 0) { samples = 1; }
  16239. var depthStencilBuffer = null;
  16240. var gl = this._gl;
  16241. // Create the depth/stencil buffer
  16242. if (generateStencilBuffer) {
  16243. depthStencilBuffer = gl.createRenderbuffer();
  16244. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16245. if (samples > 1) {
  16246. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16247. }
  16248. else {
  16249. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16250. }
  16251. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16252. }
  16253. else if (generateDepthBuffer) {
  16254. depthStencilBuffer = gl.createRenderbuffer();
  16255. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16256. if (samples > 1) {
  16257. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16258. }
  16259. else {
  16260. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16261. }
  16262. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16263. }
  16264. return depthStencilBuffer;
  16265. };
  16266. /**
  16267. * Updates the sample count of a render target texture
  16268. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16269. * @param texture defines the texture to update
  16270. * @param samples defines the sample count to set
  16271. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16272. */
  16273. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16274. if (this.webGLVersion < 2 || !texture) {
  16275. return 1;
  16276. }
  16277. if (texture.samples === samples) {
  16278. return samples;
  16279. }
  16280. var gl = this._gl;
  16281. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16282. // Dispose previous render buffers
  16283. if (texture._depthStencilBuffer) {
  16284. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16285. texture._depthStencilBuffer = null;
  16286. }
  16287. if (texture._MSAAFramebuffer) {
  16288. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16289. texture._MSAAFramebuffer = null;
  16290. }
  16291. if (texture._MSAARenderBuffer) {
  16292. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16293. texture._MSAARenderBuffer = null;
  16294. }
  16295. if (samples > 1) {
  16296. var framebuffer = gl.createFramebuffer();
  16297. if (!framebuffer) {
  16298. throw new Error("Unable to create multi sampled framebuffer");
  16299. }
  16300. texture._MSAAFramebuffer = framebuffer;
  16301. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16302. var colorRenderbuffer = gl.createRenderbuffer();
  16303. if (!colorRenderbuffer) {
  16304. throw new Error("Unable to create multi sampled framebuffer");
  16305. }
  16306. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16307. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16308. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16309. texture._MSAARenderBuffer = colorRenderbuffer;
  16310. }
  16311. else {
  16312. this.bindUnboundFramebuffer(texture._framebuffer);
  16313. }
  16314. texture.samples = samples;
  16315. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16316. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16317. this.bindUnboundFramebuffer(null);
  16318. return samples;
  16319. };
  16320. /**
  16321. * Update the sample count for a given multiple render target texture
  16322. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16323. * @param textures defines the textures to update
  16324. * @param samples defines the sample count to set
  16325. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16326. */
  16327. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16328. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16329. return 1;
  16330. }
  16331. if (textures[0].samples === samples) {
  16332. return samples;
  16333. }
  16334. var gl = this._gl;
  16335. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16336. // Dispose previous render buffers
  16337. if (textures[0]._depthStencilBuffer) {
  16338. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16339. textures[0]._depthStencilBuffer = null;
  16340. }
  16341. if (textures[0]._MSAAFramebuffer) {
  16342. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16343. textures[0]._MSAAFramebuffer = null;
  16344. }
  16345. for (var i = 0; i < textures.length; i++) {
  16346. if (textures[i]._MSAARenderBuffer) {
  16347. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16348. textures[i]._MSAARenderBuffer = null;
  16349. }
  16350. }
  16351. if (samples > 1) {
  16352. var framebuffer = gl.createFramebuffer();
  16353. if (!framebuffer) {
  16354. throw new Error("Unable to create multi sampled framebuffer");
  16355. }
  16356. this.bindUnboundFramebuffer(framebuffer);
  16357. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16358. var attachments = [];
  16359. for (var i = 0; i < textures.length; i++) {
  16360. var texture = textures[i];
  16361. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16362. var colorRenderbuffer = gl.createRenderbuffer();
  16363. if (!colorRenderbuffer) {
  16364. throw new Error("Unable to create multi sampled framebuffer");
  16365. }
  16366. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16367. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16368. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16369. texture._MSAAFramebuffer = framebuffer;
  16370. texture._MSAARenderBuffer = colorRenderbuffer;
  16371. texture.samples = samples;
  16372. texture._depthStencilBuffer = depthStencilBuffer;
  16373. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16374. attachments.push(attachment);
  16375. }
  16376. gl.drawBuffers(attachments);
  16377. }
  16378. else {
  16379. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16380. }
  16381. this.bindUnboundFramebuffer(null);
  16382. return samples;
  16383. };
  16384. /** @hidden */
  16385. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16386. if (faceIndex === void 0) { faceIndex = 0; }
  16387. if (lod === void 0) { lod = 0; }
  16388. var gl = this._gl;
  16389. var target = gl.TEXTURE_2D;
  16390. if (texture.isCube) {
  16391. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16392. }
  16393. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16394. };
  16395. /** @hidden */
  16396. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16397. if (faceIndex === void 0) { faceIndex = 0; }
  16398. if (lod === void 0) { lod = 0; }
  16399. var gl = this._gl;
  16400. var textureType = this._getWebGLTextureType(texture.type);
  16401. var format = this._getInternalFormat(texture.format);
  16402. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16403. this._unpackFlipY(texture.invertY);
  16404. var target = gl.TEXTURE_2D;
  16405. if (texture.isCube) {
  16406. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16407. }
  16408. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16409. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16410. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16411. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16412. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16413. };
  16414. /** @hidden */
  16415. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16416. if (faceIndex === void 0) { faceIndex = 0; }
  16417. if (lod === void 0) { lod = 0; }
  16418. var gl = this._gl;
  16419. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16420. this._bindTextureDirectly(bindTarget, texture, true);
  16421. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16422. this._bindTextureDirectly(bindTarget, null, true);
  16423. };
  16424. /** @hidden */
  16425. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16426. if (faceIndex === void 0) { faceIndex = 0; }
  16427. if (lod === void 0) { lod = 0; }
  16428. var gl = this._gl;
  16429. var textureType = this._getWebGLTextureType(texture.type);
  16430. var format = this._getInternalFormat(texture.format);
  16431. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16432. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16433. this._bindTextureDirectly(bindTarget, texture, true);
  16434. this._unpackFlipY(texture.invertY);
  16435. var target = gl.TEXTURE_2D;
  16436. if (texture.isCube) {
  16437. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16438. }
  16439. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16440. this._bindTextureDirectly(bindTarget, null, true);
  16441. };
  16442. /**
  16443. * Creates a new render target cube texture
  16444. * @param size defines the size of the texture
  16445. * @param options defines the options used to create the texture
  16446. * @returns a new render target cube texture stored in an InternalTexture
  16447. */
  16448. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16449. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16450. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16451. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16452. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16453. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16454. }
  16455. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16456. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16457. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16458. }
  16459. var gl = this._gl;
  16460. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16461. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16462. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16463. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16464. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16465. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16466. }
  16467. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16468. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16469. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16470. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16471. for (var face = 0; face < 6; face++) {
  16472. gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16473. }
  16474. // Create the framebuffer
  16475. var framebuffer = gl.createFramebuffer();
  16476. this.bindUnboundFramebuffer(framebuffer);
  16477. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16478. // MipMaps
  16479. if (fullOptions.generateMipMaps) {
  16480. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16481. }
  16482. // Unbind
  16483. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16484. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16485. this.bindUnboundFramebuffer(null);
  16486. texture._framebuffer = framebuffer;
  16487. texture.width = size;
  16488. texture.height = size;
  16489. texture.isReady = true;
  16490. texture.isCube = true;
  16491. texture.samples = 1;
  16492. texture.generateMipMaps = fullOptions.generateMipMaps;
  16493. texture.samplingMode = fullOptions.samplingMode;
  16494. texture.type = fullOptions.type;
  16495. texture.format = fullOptions.format;
  16496. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16497. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16498. this._internalTexturesCache.push(texture);
  16499. return texture;
  16500. };
  16501. /**
  16502. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16503. * @param rootUrl defines the url where the file to load is located
  16504. * @param scene defines the current scene
  16505. * @param lodScale defines scale to apply to the mip map selection
  16506. * @param lodOffset defines offset to apply to the mip map selection
  16507. * @param onLoad defines an optional callback raised when the texture is loaded
  16508. * @param onError defines an optional callback raised if there is an issue to load the texture
  16509. * @param format defines the format of the data
  16510. * @param forcedExtension defines the extension to use to pick the right loader
  16511. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16512. * @returns the cube texture as an InternalTexture
  16513. */
  16514. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16515. var _this = this;
  16516. if (onLoad === void 0) { onLoad = null; }
  16517. if (onError === void 0) { onError = null; }
  16518. if (forcedExtension === void 0) { forcedExtension = null; }
  16519. if (createPolynomials === void 0) { createPolynomials = true; }
  16520. var callback = function (loadData) {
  16521. if (!loadData) {
  16522. if (onLoad) {
  16523. onLoad(null);
  16524. }
  16525. return;
  16526. }
  16527. var texture = loadData.texture;
  16528. if (!createPolynomials) {
  16529. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16530. }
  16531. else if (loadData.info.sphericalPolynomial) {
  16532. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16533. }
  16534. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16535. if (_this._caps.textureLOD) {
  16536. // Do not add extra process if texture lod is supported.
  16537. if (onLoad) {
  16538. onLoad(texture);
  16539. }
  16540. return;
  16541. }
  16542. var mipSlices = 3;
  16543. var gl = _this._gl;
  16544. var width = loadData.width;
  16545. if (!width) {
  16546. return;
  16547. }
  16548. var textures = [];
  16549. for (var i = 0; i < mipSlices; i++) {
  16550. //compute LOD from even spacing in smoothness (matching shader calculation)
  16551. var smoothness = i / (mipSlices - 1);
  16552. var roughness = 1 - smoothness;
  16553. var minLODIndex = lodOffset; // roughness = 0
  16554. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16555. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16556. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16557. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16558. glTextureFromLod.type = texture.type;
  16559. glTextureFromLod.format = texture.format;
  16560. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16561. glTextureFromLod.height = glTextureFromLod.width;
  16562. glTextureFromLod.isCube = true;
  16563. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16564. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16565. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16566. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16567. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16568. if (loadData.isDDS) {
  16569. var info = loadData.info;
  16570. var data = loadData.data;
  16571. _this._unpackFlipY(info.isCompressed);
  16572. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16573. }
  16574. else {
  16575. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16576. }
  16577. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16578. // Wrap in a base texture for easy binding.
  16579. var lodTexture = new BABYLON.BaseTexture(scene);
  16580. lodTexture.isCube = true;
  16581. lodTexture._texture = glTextureFromLod;
  16582. glTextureFromLod.isReady = true;
  16583. textures.push(lodTexture);
  16584. }
  16585. texture._lodTextureHigh = textures[2];
  16586. texture._lodTextureMid = textures[1];
  16587. texture._lodTextureLow = textures[0];
  16588. if (onLoad) {
  16589. onLoad(texture);
  16590. }
  16591. };
  16592. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16593. };
  16594. /**
  16595. * Creates a cube texture
  16596. * @param rootUrl defines the url where the files to load is located
  16597. * @param scene defines the current scene
  16598. * @param files defines the list of files to load (1 per face)
  16599. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16600. * @param onLoad defines an optional callback raised when the texture is loaded
  16601. * @param onError defines an optional callback raised if there is an issue to load the texture
  16602. * @param format defines the format of the data
  16603. * @param forcedExtension defines the extension to use to pick the right loader
  16604. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16605. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16606. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16607. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16608. * @returns the cube texture as an InternalTexture
  16609. */
  16610. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16611. var _this = this;
  16612. if (onLoad === void 0) { onLoad = null; }
  16613. if (onError === void 0) { onError = null; }
  16614. if (forcedExtension === void 0) { forcedExtension = null; }
  16615. if (createPolynomials === void 0) { createPolynomials = false; }
  16616. if (lodScale === void 0) { lodScale = 0; }
  16617. if (lodOffset === void 0) { lodOffset = 0; }
  16618. if (fallback === void 0) { fallback = null; }
  16619. var gl = this._gl;
  16620. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16621. texture.isCube = true;
  16622. texture.url = rootUrl;
  16623. texture.generateMipMaps = !noMipmap;
  16624. texture._lodGenerationScale = lodScale;
  16625. texture._lodGenerationOffset = lodOffset;
  16626. if (!this._doNotHandleContextLost) {
  16627. texture._extension = forcedExtension;
  16628. texture._files = files;
  16629. }
  16630. var lastDot = rootUrl.lastIndexOf('.');
  16631. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16632. var loader = null;
  16633. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16634. var availableLoader = _a[_i];
  16635. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16636. loader = availableLoader;
  16637. break;
  16638. }
  16639. }
  16640. var onInternalError = function (request, exception) {
  16641. if (loader) {
  16642. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16643. if (fallbackUrl) {
  16644. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16645. }
  16646. }
  16647. if (onError && request) {
  16648. onError(request.status + " " + request.statusText, exception);
  16649. }
  16650. };
  16651. if (loader) {
  16652. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16653. var onloaddata = function (data) {
  16654. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16655. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16656. };
  16657. if (files && files.length === 6) {
  16658. if (loader.supportCascades) {
  16659. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16660. }
  16661. else if (onError) {
  16662. onError("Textures type does not support cascades.");
  16663. }
  16664. }
  16665. else {
  16666. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16667. }
  16668. }
  16669. else {
  16670. if (!files) {
  16671. throw new Error("Cannot load cubemap because files were not defined");
  16672. }
  16673. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16674. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16675. var height = width;
  16676. _this._prepareWorkingCanvas();
  16677. if (!_this._workingCanvas || !_this._workingContext) {
  16678. return;
  16679. }
  16680. _this._workingCanvas.width = width;
  16681. _this._workingCanvas.height = height;
  16682. var faces = [
  16683. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16684. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16685. ];
  16686. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16687. _this._unpackFlipY(false);
  16688. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16689. for (var index = 0; index < faces.length; index++) {
  16690. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16691. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16692. }
  16693. if (!noMipmap) {
  16694. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16695. }
  16696. _this._setCubeMapTextureParams(!noMipmap);
  16697. texture.width = width;
  16698. texture.height = height;
  16699. texture.isReady = true;
  16700. if (format) {
  16701. texture.format = format;
  16702. }
  16703. texture.onLoadedObservable.notifyObservers(texture);
  16704. texture.onLoadedObservable.clear();
  16705. if (onLoad) {
  16706. onLoad();
  16707. }
  16708. }, files, onError);
  16709. }
  16710. this._internalTexturesCache.push(texture);
  16711. return texture;
  16712. };
  16713. /**
  16714. * @hidden
  16715. */
  16716. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16717. var gl = this._gl;
  16718. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16719. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16720. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16721. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16722. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16723. // this.resetTextureCache();
  16724. };
  16725. /**
  16726. * Update a raw cube texture
  16727. * @param texture defines the texture to udpdate
  16728. * @param data defines the data to store
  16729. * @param format defines the data format
  16730. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16731. * @param invertY defines if data must be stored with Y axis inverted
  16732. * @param compression defines the compression used (null by default)
  16733. * @param level defines which level of the texture to update
  16734. */
  16735. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16736. if (compression === void 0) { compression = null; }
  16737. if (level === void 0) { level = 0; }
  16738. texture._bufferViewArray = data;
  16739. texture.format = format;
  16740. texture.type = type;
  16741. texture.invertY = invertY;
  16742. texture._compression = compression;
  16743. var gl = this._gl;
  16744. var textureType = this._getWebGLTextureType(type);
  16745. var internalFormat = this._getInternalFormat(format);
  16746. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16747. var needConversion = false;
  16748. if (internalFormat === gl.RGB) {
  16749. internalFormat = gl.RGBA;
  16750. needConversion = true;
  16751. }
  16752. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16753. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16754. if (texture.width % 4 !== 0) {
  16755. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16756. }
  16757. // Data are known to be in +X +Y +Z -X -Y -Z
  16758. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16759. var faceData = data[faceIndex];
  16760. if (compression) {
  16761. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16762. }
  16763. else {
  16764. if (needConversion) {
  16765. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16766. }
  16767. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16768. }
  16769. }
  16770. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16771. if (isPot && texture.generateMipMaps && level === 0) {
  16772. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16773. }
  16774. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16775. // this.resetTextureCache();
  16776. texture.isReady = true;
  16777. };
  16778. /**
  16779. * Creates a new raw cube texture
  16780. * @param data defines the array of data to use to create each face
  16781. * @param size defines the size of the textures
  16782. * @param format defines the format of the data
  16783. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16784. * @param generateMipMaps defines if the engine should generate the mip levels
  16785. * @param invertY defines if data must be stored with Y axis inverted
  16786. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16787. * @param compression defines the compression used (null by default)
  16788. * @returns the cube texture as an InternalTexture
  16789. */
  16790. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16791. if (compression === void 0) { compression = null; }
  16792. var gl = this._gl;
  16793. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16794. texture.isCube = true;
  16795. texture.format = format;
  16796. texture.type = type;
  16797. if (!this._doNotHandleContextLost) {
  16798. texture._bufferViewArray = data;
  16799. }
  16800. var textureType = this._getWebGLTextureType(type);
  16801. var internalFormat = this._getInternalFormat(format);
  16802. if (internalFormat === gl.RGB) {
  16803. internalFormat = gl.RGBA;
  16804. }
  16805. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16806. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16807. generateMipMaps = false;
  16808. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16809. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16810. }
  16811. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16812. generateMipMaps = false;
  16813. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16814. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16815. }
  16816. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16817. generateMipMaps = false;
  16818. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16819. }
  16820. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16821. generateMipMaps = false;
  16822. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16823. }
  16824. var width = size;
  16825. var height = width;
  16826. texture.width = width;
  16827. texture.height = height;
  16828. // Double check on POT to generate Mips.
  16829. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16830. if (!isPot) {
  16831. generateMipMaps = false;
  16832. }
  16833. // Upload data if needed. The texture won't be ready until then.
  16834. if (data) {
  16835. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16836. }
  16837. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16838. // Filters
  16839. if (data && generateMipMaps) {
  16840. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16841. }
  16842. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16843. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16844. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16845. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16846. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16847. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16848. texture.generateMipMaps = generateMipMaps;
  16849. return texture;
  16850. };
  16851. /**
  16852. * Creates a new raw cube texture from a specified url
  16853. * @param url defines the url where the data is located
  16854. * @param scene defines the current scene
  16855. * @param size defines the size of the textures
  16856. * @param format defines the format of the data
  16857. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16858. * @param noMipmap defines if the engine should avoid generating the mip levels
  16859. * @param callback defines a callback used to extract texture data from loaded data
  16860. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16861. * @param onLoad defines a callback called when texture is loaded
  16862. * @param onError defines a callback called if there is an error
  16863. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16864. * @param invertY defines if data must be stored with Y axis inverted
  16865. * @returns the cube texture as an InternalTexture
  16866. */
  16867. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16868. var _this = this;
  16869. if (onLoad === void 0) { onLoad = null; }
  16870. if (onError === void 0) { onError = null; }
  16871. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16872. if (invertY === void 0) { invertY = false; }
  16873. var gl = this._gl;
  16874. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16875. scene._addPendingData(texture);
  16876. texture.url = url;
  16877. this._internalTexturesCache.push(texture);
  16878. var onerror = function (request, exception) {
  16879. scene._removePendingData(texture);
  16880. if (onError && request) {
  16881. onError(request.status + " " + request.statusText, exception);
  16882. }
  16883. };
  16884. var internalCallback = function (data) {
  16885. var width = texture.width;
  16886. var faceDataArrays = callback(data);
  16887. if (!faceDataArrays) {
  16888. return;
  16889. }
  16890. if (mipmapGenerator) {
  16891. var textureType = _this._getWebGLTextureType(type);
  16892. var internalFormat = _this._getInternalFormat(format);
  16893. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16894. var needConversion = false;
  16895. if (internalFormat === gl.RGB) {
  16896. internalFormat = gl.RGBA;
  16897. needConversion = true;
  16898. }
  16899. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16900. _this._unpackFlipY(false);
  16901. var mipData = mipmapGenerator(faceDataArrays);
  16902. for (var level = 0; level < mipData.length; level++) {
  16903. var mipSize = width >> level;
  16904. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16905. var mipFaceData = mipData[level][faceIndex];
  16906. if (needConversion) {
  16907. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16908. }
  16909. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16910. }
  16911. }
  16912. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16913. }
  16914. else {
  16915. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16916. }
  16917. texture.isReady = true;
  16918. // this.resetTextureCache();
  16919. scene._removePendingData(texture);
  16920. if (onLoad) {
  16921. onLoad();
  16922. }
  16923. };
  16924. this._loadFile(url, function (data) {
  16925. internalCallback(data);
  16926. }, undefined, scene.offlineProvider, true, onerror);
  16927. return texture;
  16928. };
  16929. /**
  16930. * Update a raw 3D texture
  16931. * @param texture defines the texture to update
  16932. * @param data defines the data to store
  16933. * @param format defines the data format
  16934. * @param invertY defines if data must be stored with Y axis inverted
  16935. * @param compression defines the used compression (can be null)
  16936. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16937. */
  16938. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16939. if (compression === void 0) { compression = null; }
  16940. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16941. var internalType = this._getWebGLTextureType(textureType);
  16942. var internalFormat = this._getInternalFormat(format);
  16943. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16944. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16945. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16946. if (!this._doNotHandleContextLost) {
  16947. texture._bufferView = data;
  16948. texture.format = format;
  16949. texture.invertY = invertY;
  16950. texture._compression = compression;
  16951. }
  16952. if (texture.width % 4 !== 0) {
  16953. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16954. }
  16955. if (compression && data) {
  16956. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16957. }
  16958. else {
  16959. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  16960. }
  16961. if (texture.generateMipMaps) {
  16962. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16963. }
  16964. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16965. // this.resetTextureCache();
  16966. texture.isReady = true;
  16967. };
  16968. /**
  16969. * Creates a new raw 3D texture
  16970. * @param data defines the data used to create the texture
  16971. * @param width defines the width of the texture
  16972. * @param height defines the height of the texture
  16973. * @param depth defines the depth of the texture
  16974. * @param format defines the format of the texture
  16975. * @param generateMipMaps defines if the engine must generate mip levels
  16976. * @param invertY defines if data must be stored with Y axis inverted
  16977. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16978. * @param compression defines the compressed used (can be null)
  16979. * @param textureType defines the compressed used (can be null)
  16980. * @returns a new raw 3D texture (stored in an InternalTexture)
  16981. */
  16982. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  16983. if (compression === void 0) { compression = null; }
  16984. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16985. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16986. texture.baseWidth = width;
  16987. texture.baseHeight = height;
  16988. texture.baseDepth = depth;
  16989. texture.width = width;
  16990. texture.height = height;
  16991. texture.depth = depth;
  16992. texture.format = format;
  16993. texture.type = textureType;
  16994. texture.generateMipMaps = generateMipMaps;
  16995. texture.samplingMode = samplingMode;
  16996. texture.is3D = true;
  16997. if (!this._doNotHandleContextLost) {
  16998. texture._bufferView = data;
  16999. }
  17000. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17001. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17002. // Filters
  17003. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17004. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17005. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17006. if (generateMipMaps) {
  17007. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17008. }
  17009. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17010. this._internalTexturesCache.push(texture);
  17011. return texture;
  17012. };
  17013. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17014. var gl = this._gl;
  17015. if (!gl) {
  17016. return;
  17017. }
  17018. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17019. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17020. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17021. if (!noMipmap && !isCompressed) {
  17022. gl.generateMipmap(gl.TEXTURE_2D);
  17023. }
  17024. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17025. // this.resetTextureCache();
  17026. if (scene) {
  17027. scene._removePendingData(texture);
  17028. }
  17029. texture.onLoadedObservable.notifyObservers(texture);
  17030. texture.onLoadedObservable.clear();
  17031. };
  17032. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17033. var _this = this;
  17034. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17035. var maxTextureSize = this.getCaps().maxTextureSize;
  17036. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17037. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17038. var gl = this._gl;
  17039. if (!gl) {
  17040. return;
  17041. }
  17042. if (!texture._webGLTexture) {
  17043. // this.resetTextureCache();
  17044. if (scene) {
  17045. scene._removePendingData(texture);
  17046. }
  17047. return;
  17048. }
  17049. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17050. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17051. texture.baseWidth = width;
  17052. texture.baseHeight = height;
  17053. texture.width = potWidth;
  17054. texture.height = potHeight;
  17055. texture.isReady = true;
  17056. if (processFunction(potWidth, potHeight, function () {
  17057. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17058. })) {
  17059. // Returning as texture needs extra async steps
  17060. return;
  17061. }
  17062. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17063. };
  17064. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17065. // Create new RGBA data container.
  17066. var rgbaData;
  17067. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17068. rgbaData = new Float32Array(width * height * 4);
  17069. }
  17070. else {
  17071. rgbaData = new Uint32Array(width * height * 4);
  17072. }
  17073. // Convert each pixel.
  17074. for (var x = 0; x < width; x++) {
  17075. for (var y = 0; y < height; y++) {
  17076. var index = (y * width + x) * 3;
  17077. var newIndex = (y * width + x) * 4;
  17078. // Map Old Value to new value.
  17079. rgbaData[newIndex + 0] = rgbData[index + 0];
  17080. rgbaData[newIndex + 1] = rgbData[index + 1];
  17081. rgbaData[newIndex + 2] = rgbData[index + 2];
  17082. // Add fully opaque alpha channel.
  17083. rgbaData[newIndex + 3] = 1;
  17084. }
  17085. }
  17086. return rgbaData;
  17087. };
  17088. /** @hidden */
  17089. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17090. var gl = this._gl;
  17091. if (texture._framebuffer) {
  17092. gl.deleteFramebuffer(texture._framebuffer);
  17093. texture._framebuffer = null;
  17094. }
  17095. if (texture._depthStencilBuffer) {
  17096. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17097. texture._depthStencilBuffer = null;
  17098. }
  17099. if (texture._MSAAFramebuffer) {
  17100. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17101. texture._MSAAFramebuffer = null;
  17102. }
  17103. if (texture._MSAARenderBuffer) {
  17104. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17105. texture._MSAARenderBuffer = null;
  17106. }
  17107. };
  17108. /** @hidden */
  17109. Engine.prototype._releaseTexture = function (texture) {
  17110. var gl = this._gl;
  17111. this._releaseFramebufferObjects(texture);
  17112. gl.deleteTexture(texture._webGLTexture);
  17113. // Unbind channels
  17114. this.unbindAllTextures();
  17115. var index = this._internalTexturesCache.indexOf(texture);
  17116. if (index !== -1) {
  17117. this._internalTexturesCache.splice(index, 1);
  17118. }
  17119. // Integrated fixed lod samplers.
  17120. if (texture._lodTextureHigh) {
  17121. texture._lodTextureHigh.dispose();
  17122. }
  17123. if (texture._lodTextureMid) {
  17124. texture._lodTextureMid.dispose();
  17125. }
  17126. if (texture._lodTextureLow) {
  17127. texture._lodTextureLow.dispose();
  17128. }
  17129. // Set output texture of post process to null if the texture has been released/disposed
  17130. this.scenes.forEach(function (scene) {
  17131. scene.postProcesses.forEach(function (postProcess) {
  17132. if (postProcess._outputTexture == texture) {
  17133. postProcess._outputTexture = null;
  17134. }
  17135. });
  17136. scene.cameras.forEach(function (camera) {
  17137. camera._postProcesses.forEach(function (postProcess) {
  17138. if (postProcess) {
  17139. if (postProcess._outputTexture == texture) {
  17140. postProcess._outputTexture = null;
  17141. }
  17142. }
  17143. });
  17144. });
  17145. });
  17146. };
  17147. Engine.prototype.setProgram = function (program) {
  17148. if (this._currentProgram !== program) {
  17149. this._gl.useProgram(program);
  17150. this._currentProgram = program;
  17151. }
  17152. };
  17153. /**
  17154. * Binds an effect to the webGL context
  17155. * @param effect defines the effect to bind
  17156. */
  17157. Engine.prototype.bindSamplers = function (effect) {
  17158. this.setProgram(effect.getProgram());
  17159. var samplers = effect.getSamplers();
  17160. for (var index = 0; index < samplers.length; index++) {
  17161. var uniform = effect.getUniform(samplers[index]);
  17162. if (uniform) {
  17163. this._boundUniforms[index] = uniform;
  17164. }
  17165. }
  17166. this._currentEffect = null;
  17167. };
  17168. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17169. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17170. return;
  17171. }
  17172. // Remove
  17173. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17174. // Bind last to it
  17175. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17176. // Bind to dummy
  17177. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17178. };
  17179. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17180. if (!internalTexture) {
  17181. return -1;
  17182. }
  17183. internalTexture._initialSlot = channel;
  17184. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17185. if (channel !== internalTexture._designatedSlot) {
  17186. this._textureCollisions.addCount(1, false);
  17187. }
  17188. }
  17189. else {
  17190. if (channel !== internalTexture._designatedSlot) {
  17191. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17192. return internalTexture._designatedSlot;
  17193. }
  17194. else {
  17195. // No slot for this texture, let's pick a new one (if we find a free slot)
  17196. if (this._nextFreeTextureSlots.length) {
  17197. return this._nextFreeTextureSlots[0];
  17198. }
  17199. // We need to recycle the oldest bound texture, sorry.
  17200. this._textureCollisions.addCount(1, false);
  17201. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17202. }
  17203. }
  17204. }
  17205. return channel;
  17206. };
  17207. Engine.prototype._linkTrackers = function (previous, next) {
  17208. previous.next = next;
  17209. next.previous = previous;
  17210. };
  17211. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17212. var currentSlot = internalTexture._designatedSlot;
  17213. if (currentSlot === -1) {
  17214. return -1;
  17215. }
  17216. internalTexture._designatedSlot = -1;
  17217. if (this.disableTextureBindingOptimization) {
  17218. return -1;
  17219. }
  17220. // Remove from bound list
  17221. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17222. // Free the slot
  17223. this._boundTexturesCache[currentSlot] = null;
  17224. this._nextFreeTextureSlots.push(currentSlot);
  17225. return currentSlot;
  17226. };
  17227. Engine.prototype._activateCurrentTexture = function () {
  17228. if (this._currentTextureChannel !== this._activeChannel) {
  17229. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17230. this._currentTextureChannel = this._activeChannel;
  17231. }
  17232. };
  17233. /** @hidden */
  17234. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17235. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17236. if (force === void 0) { force = false; }
  17237. var wasPreviouslyBound = false;
  17238. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17239. this._activeChannel = texture._designatedSlot;
  17240. }
  17241. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17242. var isTextureForRendering = texture && texture._initialSlot > -1;
  17243. if (currentTextureBound !== texture || force) {
  17244. if (currentTextureBound) {
  17245. this._removeDesignatedSlot(currentTextureBound);
  17246. }
  17247. this._activateCurrentTexture();
  17248. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17249. this._boundTexturesCache[this._activeChannel] = texture;
  17250. if (texture) {
  17251. if (!this.disableTextureBindingOptimization) {
  17252. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17253. if (slotIndex > -1) {
  17254. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17255. }
  17256. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17257. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17258. }
  17259. texture._designatedSlot = this._activeChannel;
  17260. }
  17261. }
  17262. else if (forTextureDataUpdate) {
  17263. wasPreviouslyBound = true;
  17264. this._activateCurrentTexture();
  17265. }
  17266. if (isTextureForRendering && !forTextureDataUpdate) {
  17267. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17268. }
  17269. return wasPreviouslyBound;
  17270. };
  17271. /** @hidden */
  17272. Engine.prototype._bindTexture = function (channel, texture) {
  17273. if (channel < 0) {
  17274. return;
  17275. }
  17276. if (texture) {
  17277. channel = this._getCorrectTextureChannel(channel, texture);
  17278. }
  17279. this._activeChannel = channel;
  17280. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17281. };
  17282. /**
  17283. * Sets a texture to the webGL context from a postprocess
  17284. * @param channel defines the channel to use
  17285. * @param postProcess defines the source postprocess
  17286. */
  17287. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17288. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17289. };
  17290. /**
  17291. * Binds the output of the passed in post process to the texture channel specified
  17292. * @param channel The channel the texture should be bound to
  17293. * @param postProcess The post process which's output should be bound
  17294. */
  17295. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17296. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17297. };
  17298. /**
  17299. * Unbind all textures from the webGL context
  17300. */
  17301. Engine.prototype.unbindAllTextures = function () {
  17302. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17303. this._activeChannel = channel;
  17304. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17305. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17306. if (this.webGLVersion > 1) {
  17307. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17308. }
  17309. }
  17310. };
  17311. /**
  17312. * Sets a texture to the according uniform.
  17313. * @param channel The texture channel
  17314. * @param uniform The uniform to set
  17315. * @param texture The texture to apply
  17316. */
  17317. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17318. if (channel < 0) {
  17319. return;
  17320. }
  17321. if (uniform) {
  17322. this._boundUniforms[channel] = uniform;
  17323. }
  17324. this._setTexture(channel, texture);
  17325. };
  17326. /**
  17327. * Sets a depth stencil texture from a render target to the according uniform.
  17328. * @param channel The texture channel
  17329. * @param uniform The uniform to set
  17330. * @param texture The render target texture containing the depth stencil texture to apply
  17331. */
  17332. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17333. if (channel < 0) {
  17334. return;
  17335. }
  17336. if (uniform) {
  17337. this._boundUniforms[channel] = uniform;
  17338. }
  17339. if (!texture || !texture.depthStencilTexture) {
  17340. this._setTexture(channel, null);
  17341. }
  17342. else {
  17343. this._setTexture(channel, texture, false, true);
  17344. }
  17345. };
  17346. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17347. var uniform = this._boundUniforms[sourceSlot];
  17348. if (uniform._currentState === destination) {
  17349. return;
  17350. }
  17351. this._gl.uniform1i(uniform, destination);
  17352. uniform._currentState = destination;
  17353. };
  17354. Engine.prototype._getTextureWrapMode = function (mode) {
  17355. switch (mode) {
  17356. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17357. return this._gl.REPEAT;
  17358. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17359. return this._gl.CLAMP_TO_EDGE;
  17360. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17361. return this._gl.MIRRORED_REPEAT;
  17362. }
  17363. return this._gl.REPEAT;
  17364. };
  17365. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17366. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17367. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17368. // Not ready?
  17369. if (!texture) {
  17370. if (this._boundTexturesCache[channel] != null) {
  17371. this._activeChannel = channel;
  17372. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17373. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17374. if (this.webGLVersion > 1) {
  17375. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17376. }
  17377. }
  17378. return false;
  17379. }
  17380. // Video
  17381. if (texture.video) {
  17382. this._activeChannel = channel;
  17383. texture.update();
  17384. }
  17385. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17386. texture.delayLoad();
  17387. return false;
  17388. }
  17389. var internalTexture;
  17390. if (depthStencilTexture) {
  17391. internalTexture = texture.depthStencilTexture;
  17392. }
  17393. else if (texture.isReady()) {
  17394. internalTexture = texture.getInternalTexture();
  17395. }
  17396. else if (texture.isCube) {
  17397. internalTexture = this.emptyCubeTexture;
  17398. }
  17399. else if (texture.is3D) {
  17400. internalTexture = this.emptyTexture3D;
  17401. }
  17402. else {
  17403. internalTexture = this.emptyTexture;
  17404. }
  17405. if (!isPartOfTextureArray) {
  17406. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17407. }
  17408. var needToBind = true;
  17409. if (this._boundTexturesCache[channel] === internalTexture) {
  17410. this._moveBoundTextureOnTop(internalTexture);
  17411. if (!isPartOfTextureArray) {
  17412. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17413. }
  17414. needToBind = false;
  17415. }
  17416. this._activeChannel = channel;
  17417. if (internalTexture && internalTexture.is3D) {
  17418. if (needToBind) {
  17419. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17420. }
  17421. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17422. internalTexture._cachedWrapU = texture.wrapU;
  17423. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17424. }
  17425. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17426. internalTexture._cachedWrapV = texture.wrapV;
  17427. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17428. }
  17429. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17430. internalTexture._cachedWrapR = texture.wrapR;
  17431. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17432. }
  17433. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17434. }
  17435. else if (internalTexture && internalTexture.isCube) {
  17436. if (needToBind) {
  17437. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17438. }
  17439. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17440. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17441. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17442. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17443. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17444. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17445. }
  17446. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17447. }
  17448. else {
  17449. if (needToBind) {
  17450. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17451. }
  17452. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17453. internalTexture._cachedWrapU = texture.wrapU;
  17454. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17455. }
  17456. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17457. internalTexture._cachedWrapV = texture.wrapV;
  17458. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17459. }
  17460. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17461. }
  17462. return true;
  17463. };
  17464. /**
  17465. * Sets an array of texture to the webGL context
  17466. * @param channel defines the channel where the texture array must be set
  17467. * @param uniform defines the associated uniform location
  17468. * @param textures defines the array of textures to bind
  17469. */
  17470. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17471. if (channel < 0 || !uniform) {
  17472. return;
  17473. }
  17474. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17475. this._textureUnits = new Int32Array(textures.length);
  17476. }
  17477. for (var i = 0; i < textures.length; i++) {
  17478. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17479. }
  17480. this._gl.uniform1iv(uniform, this._textureUnits);
  17481. for (var index = 0; index < textures.length; index++) {
  17482. this._setTexture(this._textureUnits[index], textures[index], true);
  17483. }
  17484. };
  17485. /** @hidden */
  17486. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17487. var internalTexture = texture.getInternalTexture();
  17488. if (!internalTexture) {
  17489. return;
  17490. }
  17491. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17492. var value = texture.anisotropicFilteringLevel;
  17493. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17494. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17495. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17496. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17497. }
  17498. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17499. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17500. internalTexture._cachedAnisotropicFilteringLevel = value;
  17501. }
  17502. };
  17503. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17504. this._bindTextureDirectly(target, texture, true, true);
  17505. this._gl.texParameterf(target, parameter, value);
  17506. };
  17507. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17508. if (texture) {
  17509. this._bindTextureDirectly(target, texture, true, true);
  17510. }
  17511. this._gl.texParameteri(target, parameter, value);
  17512. };
  17513. /**
  17514. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17515. * @param x defines the x coordinate of the rectangle where pixels must be read
  17516. * @param y defines the y coordinate of the rectangle where pixels must be read
  17517. * @param width defines the width of the rectangle where pixels must be read
  17518. * @param height defines the height of the rectangle where pixels must be read
  17519. * @returns a Uint8Array containing RGBA colors
  17520. */
  17521. Engine.prototype.readPixels = function (x, y, width, height) {
  17522. var data = new Uint8Array(height * width * 4);
  17523. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17524. return data;
  17525. };
  17526. /**
  17527. * Add an externaly attached data from its key.
  17528. * This method call will fail and return false, if such key already exists.
  17529. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17530. * @param key the unique key that identifies the data
  17531. * @param data the data object to associate to the key for this Engine instance
  17532. * @return true if no such key were already present and the data was added successfully, false otherwise
  17533. */
  17534. Engine.prototype.addExternalData = function (key, data) {
  17535. if (!this._externalData) {
  17536. this._externalData = new BABYLON.StringDictionary();
  17537. }
  17538. return this._externalData.add(key, data);
  17539. };
  17540. /**
  17541. * Get an externaly attached data from its key
  17542. * @param key the unique key that identifies the data
  17543. * @return the associated data, if present (can be null), or undefined if not present
  17544. */
  17545. Engine.prototype.getExternalData = function (key) {
  17546. if (!this._externalData) {
  17547. this._externalData = new BABYLON.StringDictionary();
  17548. }
  17549. return this._externalData.get(key);
  17550. };
  17551. /**
  17552. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17553. * @param key the unique key that identifies the data
  17554. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17555. * @return the associated data, can be null if the factory returned null.
  17556. */
  17557. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17558. if (!this._externalData) {
  17559. this._externalData = new BABYLON.StringDictionary();
  17560. }
  17561. return this._externalData.getOrAddWithFactory(key, factory);
  17562. };
  17563. /**
  17564. * Remove an externaly attached data from the Engine instance
  17565. * @param key the unique key that identifies the data
  17566. * @return true if the data was successfully removed, false if it doesn't exist
  17567. */
  17568. Engine.prototype.removeExternalData = function (key) {
  17569. if (!this._externalData) {
  17570. this._externalData = new BABYLON.StringDictionary();
  17571. }
  17572. return this._externalData.remove(key);
  17573. };
  17574. /**
  17575. * Unbind all vertex attributes from the webGL context
  17576. */
  17577. Engine.prototype.unbindAllAttributes = function () {
  17578. if (this._mustWipeVertexAttributes) {
  17579. this._mustWipeVertexAttributes = false;
  17580. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17581. this._gl.disableVertexAttribArray(i);
  17582. this._vertexAttribArraysEnabled[i] = false;
  17583. this._currentBufferPointers[i].active = false;
  17584. }
  17585. return;
  17586. }
  17587. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17588. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17589. continue;
  17590. }
  17591. this._gl.disableVertexAttribArray(i);
  17592. this._vertexAttribArraysEnabled[i] = false;
  17593. this._currentBufferPointers[i].active = false;
  17594. }
  17595. };
  17596. /**
  17597. * 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
  17598. */
  17599. Engine.prototype.releaseEffects = function () {
  17600. for (var name in this._compiledEffects) {
  17601. this._deleteProgram(this._compiledEffects[name]._program);
  17602. }
  17603. this._compiledEffects = {};
  17604. };
  17605. /**
  17606. * Dispose and release all associated resources
  17607. */
  17608. Engine.prototype.dispose = function () {
  17609. this.hideLoadingUI();
  17610. this.stopRenderLoop();
  17611. // Release postProcesses
  17612. while (this.postProcesses.length) {
  17613. this.postProcesses[0].dispose();
  17614. }
  17615. // Empty texture
  17616. if (this._emptyTexture) {
  17617. this._releaseTexture(this._emptyTexture);
  17618. this._emptyTexture = null;
  17619. }
  17620. if (this._emptyCubeTexture) {
  17621. this._releaseTexture(this._emptyCubeTexture);
  17622. this._emptyCubeTexture = null;
  17623. }
  17624. // Rescale PP
  17625. if (this._rescalePostProcess) {
  17626. this._rescalePostProcess.dispose();
  17627. }
  17628. // Release scenes
  17629. while (this.scenes.length) {
  17630. this.scenes[0].dispose();
  17631. }
  17632. // Release audio engine
  17633. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17634. Engine.audioEngine.dispose();
  17635. }
  17636. // Release effects
  17637. this.releaseEffects();
  17638. // Unbind
  17639. this.unbindAllAttributes();
  17640. this._boundUniforms = [];
  17641. if (this._dummyFramebuffer) {
  17642. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17643. }
  17644. //WebVR
  17645. this.disableVR();
  17646. // Events
  17647. if (BABYLON.Tools.IsWindowObjectExist()) {
  17648. window.removeEventListener("blur", this._onBlur);
  17649. window.removeEventListener("focus", this._onFocus);
  17650. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17651. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17652. if (this._renderingCanvas) {
  17653. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17654. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17655. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17656. if (!this._doNotHandleContextLost) {
  17657. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17658. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17659. }
  17660. }
  17661. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17662. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17663. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17664. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17665. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17666. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17667. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17668. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17669. if (this._onVrDisplayConnect) {
  17670. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17671. if (this._onVrDisplayDisconnect) {
  17672. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17673. }
  17674. if (this._onVrDisplayPresentChange) {
  17675. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17676. }
  17677. this._onVrDisplayConnect = null;
  17678. this._onVrDisplayDisconnect = null;
  17679. }
  17680. }
  17681. // Remove from Instances
  17682. var index = Engine.Instances.indexOf(this);
  17683. if (index >= 0) {
  17684. Engine.Instances.splice(index, 1);
  17685. }
  17686. this._workingCanvas = null;
  17687. this._workingContext = null;
  17688. this._currentBufferPointers = [];
  17689. this._renderingCanvas = null;
  17690. this._currentProgram = null;
  17691. this._bindedRenderFunction = null;
  17692. this.onResizeObservable.clear();
  17693. this.onCanvasBlurObservable.clear();
  17694. this.onCanvasFocusObservable.clear();
  17695. this.onCanvasPointerOutObservable.clear();
  17696. this.onBeginFrameObservable.clear();
  17697. this.onEndFrameObservable.clear();
  17698. BABYLON.Effect.ResetCache();
  17699. // Abort active requests
  17700. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17701. var request = _a[_i];
  17702. request.abort();
  17703. }
  17704. };
  17705. // Loading screen
  17706. /**
  17707. * Display the loading screen
  17708. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17709. */
  17710. Engine.prototype.displayLoadingUI = function () {
  17711. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17712. return;
  17713. }
  17714. var loadingScreen = this.loadingScreen;
  17715. if (loadingScreen) {
  17716. loadingScreen.displayLoadingUI();
  17717. }
  17718. };
  17719. /**
  17720. * Hide the loading screen
  17721. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17722. */
  17723. Engine.prototype.hideLoadingUI = function () {
  17724. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17725. return;
  17726. }
  17727. var loadingScreen = this.loadingScreen;
  17728. if (loadingScreen) {
  17729. loadingScreen.hideLoadingUI();
  17730. }
  17731. };
  17732. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17733. /**
  17734. * Gets the current loading screen object
  17735. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17736. */
  17737. get: function () {
  17738. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17739. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17740. }
  17741. return this._loadingScreen;
  17742. },
  17743. /**
  17744. * Sets the current loading screen object
  17745. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17746. */
  17747. set: function (loadingScreen) {
  17748. this._loadingScreen = loadingScreen;
  17749. },
  17750. enumerable: true,
  17751. configurable: true
  17752. });
  17753. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17754. /**
  17755. * Sets the current loading screen text
  17756. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17757. */
  17758. set: function (text) {
  17759. this.loadingScreen.loadingUIText = text;
  17760. },
  17761. enumerable: true,
  17762. configurable: true
  17763. });
  17764. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17765. /**
  17766. * Sets the current loading screen background color
  17767. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17768. */
  17769. set: function (color) {
  17770. this.loadingScreen.loadingUIBackgroundColor = color;
  17771. },
  17772. enumerable: true,
  17773. configurable: true
  17774. });
  17775. /**
  17776. * Attach a new callback raised when context lost event is fired
  17777. * @param callback defines the callback to call
  17778. */
  17779. Engine.prototype.attachContextLostEvent = function (callback) {
  17780. if (this._renderingCanvas) {
  17781. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17782. }
  17783. };
  17784. /**
  17785. * Attach a new callback raised when context restored event is fired
  17786. * @param callback defines the callback to call
  17787. */
  17788. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17789. if (this._renderingCanvas) {
  17790. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17791. }
  17792. };
  17793. /**
  17794. * Gets the source code of the vertex shader associated with a specific webGL program
  17795. * @param program defines the program to use
  17796. * @returns a string containing the source code of the vertex shader associated with the program
  17797. */
  17798. Engine.prototype.getVertexShaderSource = function (program) {
  17799. var shaders = this._gl.getAttachedShaders(program);
  17800. if (!shaders) {
  17801. return null;
  17802. }
  17803. return this._gl.getShaderSource(shaders[0]);
  17804. };
  17805. /**
  17806. * Gets the source code of the fragment shader associated with a specific webGL program
  17807. * @param program defines the program to use
  17808. * @returns a string containing the source code of the fragment shader associated with the program
  17809. */
  17810. Engine.prototype.getFragmentShaderSource = function (program) {
  17811. var shaders = this._gl.getAttachedShaders(program);
  17812. if (!shaders) {
  17813. return null;
  17814. }
  17815. return this._gl.getShaderSource(shaders[1]);
  17816. };
  17817. /**
  17818. * Get the current error code of the webGL context
  17819. * @returns the error code
  17820. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17821. */
  17822. Engine.prototype.getError = function () {
  17823. return this._gl.getError();
  17824. };
  17825. // FPS
  17826. /**
  17827. * Gets the current framerate
  17828. * @returns a number representing the framerate
  17829. */
  17830. Engine.prototype.getFps = function () {
  17831. return this._fps;
  17832. };
  17833. /**
  17834. * Gets the time spent between current and previous frame
  17835. * @returns a number representing the delta time in ms
  17836. */
  17837. Engine.prototype.getDeltaTime = function () {
  17838. return this._deltaTime;
  17839. };
  17840. Engine.prototype._measureFps = function () {
  17841. this._performanceMonitor.sampleFrame();
  17842. this._fps = this._performanceMonitor.averageFPS;
  17843. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17844. };
  17845. /** @hidden */
  17846. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17847. if (faceIndex === void 0) { faceIndex = -1; }
  17848. if (level === void 0) { level = 0; }
  17849. if (buffer === void 0) { buffer = null; }
  17850. var gl = this._gl;
  17851. if (!this._dummyFramebuffer) {
  17852. var dummy = gl.createFramebuffer();
  17853. if (!dummy) {
  17854. throw new Error("Unable to create dummy framebuffer");
  17855. }
  17856. this._dummyFramebuffer = dummy;
  17857. }
  17858. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17859. if (faceIndex > -1) {
  17860. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17861. }
  17862. else {
  17863. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17864. }
  17865. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17866. switch (readType) {
  17867. case gl.UNSIGNED_BYTE:
  17868. if (!buffer) {
  17869. buffer = new Uint8Array(4 * width * height);
  17870. }
  17871. readType = gl.UNSIGNED_BYTE;
  17872. break;
  17873. default:
  17874. if (!buffer) {
  17875. buffer = new Float32Array(4 * width * height);
  17876. }
  17877. readType = gl.FLOAT;
  17878. break;
  17879. }
  17880. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17881. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17882. return buffer;
  17883. };
  17884. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17885. if (this._webGLVersion > 1) {
  17886. return this._caps.colorBufferFloat;
  17887. }
  17888. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17889. };
  17890. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17891. if (this._webGLVersion > 1) {
  17892. return this._caps.colorBufferFloat;
  17893. }
  17894. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17895. };
  17896. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17897. Engine.prototype._canRenderToFramebuffer = function (type) {
  17898. var gl = this._gl;
  17899. //clear existing errors
  17900. while (gl.getError() !== gl.NO_ERROR) { }
  17901. var successful = true;
  17902. var texture = gl.createTexture();
  17903. gl.bindTexture(gl.TEXTURE_2D, texture);
  17904. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17905. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17906. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17907. var fb = gl.createFramebuffer();
  17908. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17909. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17910. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17911. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17912. successful = successful && (gl.getError() === gl.NO_ERROR);
  17913. //try render by clearing frame buffer's color buffer
  17914. if (successful) {
  17915. gl.clear(gl.COLOR_BUFFER_BIT);
  17916. successful = successful && (gl.getError() === gl.NO_ERROR);
  17917. }
  17918. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17919. if (successful) {
  17920. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17921. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17922. var readFormat = gl.RGBA;
  17923. var readType = gl.UNSIGNED_BYTE;
  17924. var buffer = new Uint8Array(4);
  17925. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17926. successful = successful && (gl.getError() === gl.NO_ERROR);
  17927. }
  17928. //clean up
  17929. gl.deleteTexture(texture);
  17930. gl.deleteFramebuffer(fb);
  17931. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17932. //clear accumulated errors
  17933. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17934. return successful;
  17935. };
  17936. /** @hidden */
  17937. Engine.prototype._getWebGLTextureType = function (type) {
  17938. if (this._webGLVersion === 1) {
  17939. switch (type) {
  17940. case Engine.TEXTURETYPE_FLOAT:
  17941. return this._gl.FLOAT;
  17942. case Engine.TEXTURETYPE_HALF_FLOAT:
  17943. return this._gl.HALF_FLOAT_OES;
  17944. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17945. return this._gl.UNSIGNED_BYTE;
  17946. }
  17947. return this._gl.UNSIGNED_BYTE;
  17948. }
  17949. switch (type) {
  17950. case Engine.TEXTURETYPE_BYTE:
  17951. return this._gl.BYTE;
  17952. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17953. return this._gl.UNSIGNED_BYTE;
  17954. case Engine.TEXTURETYPE_SHORT:
  17955. return this._gl.SHORT;
  17956. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17957. return this._gl.UNSIGNED_SHORT;
  17958. case Engine.TEXTURETYPE_INT:
  17959. return this._gl.INT;
  17960. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17961. return this._gl.UNSIGNED_INT;
  17962. case Engine.TEXTURETYPE_FLOAT:
  17963. return this._gl.FLOAT;
  17964. case Engine.TEXTURETYPE_HALF_FLOAT:
  17965. return this._gl.HALF_FLOAT;
  17966. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17967. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  17968. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17969. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  17970. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17971. return this._gl.UNSIGNED_SHORT_5_6_5;
  17972. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17973. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  17974. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  17975. return this._gl.UNSIGNED_INT_24_8;
  17976. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17977. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  17978. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17979. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  17980. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  17981. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  17982. }
  17983. return this._gl.UNSIGNED_BYTE;
  17984. };
  17985. Engine.prototype._getInternalFormat = function (format) {
  17986. var internalFormat = this._gl.RGBA;
  17987. switch (format) {
  17988. case Engine.TEXTUREFORMAT_ALPHA:
  17989. internalFormat = this._gl.ALPHA;
  17990. break;
  17991. case Engine.TEXTUREFORMAT_LUMINANCE:
  17992. internalFormat = this._gl.LUMINANCE;
  17993. break;
  17994. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17995. internalFormat = this._gl.LUMINANCE_ALPHA;
  17996. break;
  17997. case Engine.TEXTUREFORMAT_RED:
  17998. internalFormat = this._gl.RED;
  17999. break;
  18000. case Engine.TEXTUREFORMAT_RG:
  18001. internalFormat = this._gl.RG;
  18002. break;
  18003. case Engine.TEXTUREFORMAT_RGB:
  18004. internalFormat = this._gl.RGB;
  18005. break;
  18006. case Engine.TEXTUREFORMAT_RGBA:
  18007. internalFormat = this._gl.RGBA;
  18008. break;
  18009. }
  18010. if (this._webGLVersion > 1) {
  18011. switch (format) {
  18012. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18013. internalFormat = this._gl.RED_INTEGER;
  18014. break;
  18015. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18016. internalFormat = this._gl.RG_INTEGER;
  18017. break;
  18018. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18019. internalFormat = this._gl.RGB_INTEGER;
  18020. break;
  18021. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18022. internalFormat = this._gl.RGBA_INTEGER;
  18023. break;
  18024. }
  18025. }
  18026. return internalFormat;
  18027. };
  18028. /** @hidden */
  18029. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18030. if (this._webGLVersion === 1) {
  18031. if (format !== undefined) {
  18032. switch (format) {
  18033. case Engine.TEXTUREFORMAT_ALPHA:
  18034. return this._gl.ALPHA;
  18035. case Engine.TEXTUREFORMAT_LUMINANCE:
  18036. return this._gl.LUMINANCE;
  18037. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18038. return this._gl.LUMINANCE_ALPHA;
  18039. }
  18040. }
  18041. return this._gl.RGBA;
  18042. }
  18043. switch (type) {
  18044. case Engine.TEXTURETYPE_BYTE:
  18045. switch (format) {
  18046. case Engine.TEXTUREFORMAT_RED:
  18047. return this._gl.R8_SNORM;
  18048. case Engine.TEXTUREFORMAT_RG:
  18049. return this._gl.RG8_SNORM;
  18050. case Engine.TEXTUREFORMAT_RGB:
  18051. return this._gl.RGB8_SNORM;
  18052. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18053. return this._gl.R8I;
  18054. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18055. return this._gl.RG8I;
  18056. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18057. return this._gl.RGB8I;
  18058. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18059. return this._gl.RGBA8I;
  18060. default:
  18061. return this._gl.RGBA8_SNORM;
  18062. }
  18063. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18064. switch (format) {
  18065. case Engine.TEXTUREFORMAT_RED:
  18066. return this._gl.R8;
  18067. case Engine.TEXTUREFORMAT_RG:
  18068. return this._gl.RG8;
  18069. case Engine.TEXTUREFORMAT_RGB:
  18070. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18071. case Engine.TEXTUREFORMAT_RGBA:
  18072. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18073. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18074. return this._gl.R8UI;
  18075. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18076. return this._gl.RG8UI;
  18077. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18078. return this._gl.RGB8UI;
  18079. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18080. return this._gl.RGBA8UI;
  18081. default:
  18082. return this._gl.RGBA8;
  18083. }
  18084. case Engine.TEXTURETYPE_SHORT:
  18085. switch (format) {
  18086. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18087. return this._gl.R16I;
  18088. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18089. return this._gl.RG16I;
  18090. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18091. return this._gl.RGB16I;
  18092. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18093. return this._gl.RGBA16I;
  18094. default:
  18095. return this._gl.RGBA16I;
  18096. }
  18097. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18098. switch (format) {
  18099. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18100. return this._gl.R16UI;
  18101. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18102. return this._gl.RG16UI;
  18103. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18104. return this._gl.RGB16UI;
  18105. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18106. return this._gl.RGBA16UI;
  18107. default:
  18108. return this._gl.RGBA16UI;
  18109. }
  18110. case Engine.TEXTURETYPE_INT:
  18111. switch (format) {
  18112. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18113. return this._gl.R32I;
  18114. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18115. return this._gl.RG32I;
  18116. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18117. return this._gl.RGB32I;
  18118. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18119. return this._gl.RGBA32I;
  18120. default:
  18121. return this._gl.RGBA32I;
  18122. }
  18123. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18124. switch (format) {
  18125. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18126. return this._gl.R32UI;
  18127. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18128. return this._gl.RG32UI;
  18129. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18130. return this._gl.RGB32UI;
  18131. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18132. return this._gl.RGBA32UI;
  18133. default:
  18134. return this._gl.RGBA32UI;
  18135. }
  18136. case Engine.TEXTURETYPE_FLOAT:
  18137. switch (format) {
  18138. case Engine.TEXTUREFORMAT_RED:
  18139. return this._gl.R32F; // By default. Other possibility is R16F.
  18140. case Engine.TEXTUREFORMAT_RG:
  18141. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18142. case Engine.TEXTUREFORMAT_RGB:
  18143. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18144. case Engine.TEXTUREFORMAT_RGBA:
  18145. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18146. default:
  18147. return this._gl.RGBA32F;
  18148. }
  18149. case Engine.TEXTURETYPE_HALF_FLOAT:
  18150. switch (format) {
  18151. case Engine.TEXTUREFORMAT_RED:
  18152. return this._gl.R16F;
  18153. case Engine.TEXTUREFORMAT_RG:
  18154. return this._gl.RG16F;
  18155. case Engine.TEXTUREFORMAT_RGB:
  18156. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18157. case Engine.TEXTUREFORMAT_RGBA:
  18158. return this._gl.RGBA16F;
  18159. default:
  18160. return this._gl.RGBA16F;
  18161. }
  18162. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18163. return this._gl.RGB565;
  18164. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18165. return this._gl.R11F_G11F_B10F;
  18166. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18167. return this._gl.RGB9_E5;
  18168. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18169. return this._gl.RGBA4;
  18170. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18171. return this._gl.RGB5_A1;
  18172. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18173. switch (format) {
  18174. case Engine.TEXTUREFORMAT_RGBA:
  18175. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18176. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18177. return this._gl.RGB10_A2UI;
  18178. default:
  18179. return this._gl.RGB10_A2;
  18180. }
  18181. }
  18182. return this._gl.RGBA8;
  18183. };
  18184. /** @hidden */
  18185. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18186. if (type === Engine.TEXTURETYPE_FLOAT) {
  18187. return this._gl.RGBA32F;
  18188. }
  18189. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18190. return this._gl.RGBA16F;
  18191. }
  18192. return this._gl.RGBA8;
  18193. };
  18194. /** @hidden */
  18195. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18196. var _this = this;
  18197. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18198. this._activeRequests.push(request);
  18199. request.onCompleteObservable.add(function (request) {
  18200. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18201. });
  18202. return request;
  18203. };
  18204. /** @hidden */
  18205. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18206. var _this = this;
  18207. return new Promise(function (resolve, reject) {
  18208. _this._loadFile(url, function (data) {
  18209. resolve(data);
  18210. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18211. reject(exception);
  18212. });
  18213. });
  18214. };
  18215. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18216. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18217. var onload = function (data) {
  18218. loadedFiles[index] = data;
  18219. loadedFiles._internalCount++;
  18220. if (loadedFiles._internalCount === 6) {
  18221. onfinish(loadedFiles);
  18222. }
  18223. };
  18224. var onerror = function (request, exception) {
  18225. if (onErrorCallBack && request) {
  18226. onErrorCallBack(request.status + " " + request.statusText, exception);
  18227. }
  18228. };
  18229. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18230. };
  18231. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18232. if (onError === void 0) { onError = null; }
  18233. var loadedFiles = [];
  18234. loadedFiles._internalCount = 0;
  18235. for (var index = 0; index < 6; index++) {
  18236. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18237. }
  18238. };
  18239. // Statics
  18240. /**
  18241. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18242. * @returns true if the engine can be created
  18243. * @ignorenaming
  18244. */
  18245. Engine.isSupported = function () {
  18246. try {
  18247. var tempcanvas = document.createElement("canvas");
  18248. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18249. return gl != null && !!window.WebGLRenderingContext;
  18250. }
  18251. catch (e) {
  18252. return false;
  18253. }
  18254. };
  18255. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18256. Engine.ExceptionList = [
  18257. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18258. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18259. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18260. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18261. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18262. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18263. ];
  18264. /** Gets the list of created engines */
  18265. Engine.Instances = new Array();
  18266. /**
  18267. * Hidden
  18268. */
  18269. Engine._TextureLoaders = [];
  18270. // Const statics
  18271. /** Defines that alpha blending is disabled */
  18272. Engine.ALPHA_DISABLE = 0;
  18273. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18274. Engine.ALPHA_ADD = 1;
  18275. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18276. Engine.ALPHA_COMBINE = 2;
  18277. /** Defines that alpha blending to DEST - SRC * DEST */
  18278. Engine.ALPHA_SUBTRACT = 3;
  18279. /** Defines that alpha blending to SRC * DEST */
  18280. Engine.ALPHA_MULTIPLY = 4;
  18281. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18282. Engine.ALPHA_MAXIMIZED = 5;
  18283. /** Defines that alpha blending to SRC + DEST */
  18284. Engine.ALPHA_ONEONE = 6;
  18285. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18286. Engine.ALPHA_PREMULTIPLIED = 7;
  18287. /**
  18288. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18289. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18290. */
  18291. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18292. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18293. Engine.ALPHA_INTERPOLATE = 9;
  18294. /**
  18295. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18296. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18297. */
  18298. Engine.ALPHA_SCREENMODE = 10;
  18299. /** Defines that the ressource is not delayed*/
  18300. Engine.DELAYLOADSTATE_NONE = 0;
  18301. /** Defines that the ressource was successfully delay loaded */
  18302. Engine.DELAYLOADSTATE_LOADED = 1;
  18303. /** Defines that the ressource is currently delay loading */
  18304. Engine.DELAYLOADSTATE_LOADING = 2;
  18305. /** Defines that the ressource is delayed and has not started loading */
  18306. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18307. // Depht or Stencil test Constants.
  18308. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18309. Engine.NEVER = 0x0200;
  18310. /** 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 */
  18311. Engine.ALWAYS = 0x0207;
  18312. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18313. Engine.LESS = 0x0201;
  18314. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18315. Engine.EQUAL = 0x0202;
  18316. /** 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 */
  18317. Engine.LEQUAL = 0x0203;
  18318. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18319. Engine.GREATER = 0x0204;
  18320. /** 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 */
  18321. Engine.GEQUAL = 0x0206;
  18322. /** 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 */
  18323. Engine.NOTEQUAL = 0x0205;
  18324. // Stencil Actions Constants.
  18325. /** Passed to stencilOperation to specify that stencil value must be kept */
  18326. Engine.KEEP = 0x1E00;
  18327. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18328. Engine.REPLACE = 0x1E01;
  18329. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18330. Engine.INCR = 0x1E02;
  18331. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18332. Engine.DECR = 0x1E03;
  18333. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18334. Engine.INVERT = 0x150A;
  18335. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18336. Engine.INCR_WRAP = 0x8507;
  18337. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18338. Engine.DECR_WRAP = 0x8508;
  18339. /** Texture is not repeating outside of 0..1 UVs */
  18340. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18341. /** Texture is repeating outside of 0..1 UVs */
  18342. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18343. /** Texture is repeating and mirrored */
  18344. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18345. /** ALPHA */
  18346. Engine.TEXTUREFORMAT_ALPHA = 0;
  18347. /** LUMINANCE */
  18348. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18349. /** LUMINANCE_ALPHA */
  18350. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18351. /** RGB */
  18352. Engine.TEXTUREFORMAT_RGB = 4;
  18353. /** RGBA */
  18354. Engine.TEXTUREFORMAT_RGBA = 5;
  18355. /** RED */
  18356. Engine.TEXTUREFORMAT_RED = 6;
  18357. /** RED (2nd reference) */
  18358. Engine.TEXTUREFORMAT_R = 6;
  18359. /** RG */
  18360. Engine.TEXTUREFORMAT_RG = 7;
  18361. /** RED_INTEGER */
  18362. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18363. /** RED_INTEGER (2nd reference) */
  18364. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18365. /** RG_INTEGER */
  18366. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18367. /** RGB_INTEGER */
  18368. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18369. /** RGBA_INTEGER */
  18370. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18371. /** UNSIGNED_BYTE */
  18372. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18373. /** UNSIGNED_BYTE (2nd reference) */
  18374. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18375. /** FLOAT */
  18376. Engine.TEXTURETYPE_FLOAT = 1;
  18377. /** HALF_FLOAT */
  18378. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18379. /** BYTE */
  18380. Engine.TEXTURETYPE_BYTE = 3;
  18381. /** SHORT */
  18382. Engine.TEXTURETYPE_SHORT = 4;
  18383. /** UNSIGNED_SHORT */
  18384. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18385. /** INT */
  18386. Engine.TEXTURETYPE_INT = 6;
  18387. /** UNSIGNED_INT */
  18388. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18389. /** UNSIGNED_SHORT_4_4_4_4 */
  18390. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18391. /** UNSIGNED_SHORT_5_5_5_1 */
  18392. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18393. /** UNSIGNED_SHORT_5_6_5 */
  18394. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18395. /** UNSIGNED_INT_2_10_10_10_REV */
  18396. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18397. /** UNSIGNED_INT_24_8 */
  18398. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18399. /** UNSIGNED_INT_10F_11F_11F_REV */
  18400. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18401. /** UNSIGNED_INT_5_9_9_9_REV */
  18402. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18403. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18404. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18405. /** nearest is mag = nearest and min = nearest and mip = linear */
  18406. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18407. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18408. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18409. /** Trilinear is mag = linear and min = linear and mip = linear */
  18410. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18411. /** nearest is mag = nearest and min = nearest and mip = linear */
  18412. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18413. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18414. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18415. /** Trilinear is mag = linear and min = linear and mip = linear */
  18416. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18417. /** mag = nearest and min = nearest and mip = nearest */
  18418. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18419. /** mag = nearest and min = linear and mip = nearest */
  18420. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18421. /** mag = nearest and min = linear and mip = linear */
  18422. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18423. /** mag = nearest and min = linear and mip = none */
  18424. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18425. /** mag = nearest and min = nearest and mip = none */
  18426. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18427. /** mag = linear and min = nearest and mip = nearest */
  18428. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18429. /** mag = linear and min = nearest and mip = linear */
  18430. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18431. /** mag = linear and min = linear and mip = none */
  18432. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18433. /** mag = linear and min = nearest and mip = none */
  18434. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18435. /** Explicit coordinates mode */
  18436. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18437. /** Spherical coordinates mode */
  18438. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18439. /** Planar coordinates mode */
  18440. Engine.TEXTURE_PLANAR_MODE = 2;
  18441. /** Cubic coordinates mode */
  18442. Engine.TEXTURE_CUBIC_MODE = 3;
  18443. /** Projection coordinates mode */
  18444. Engine.TEXTURE_PROJECTION_MODE = 4;
  18445. /** Skybox coordinates mode */
  18446. Engine.TEXTURE_SKYBOX_MODE = 5;
  18447. /** Inverse Cubic coordinates mode */
  18448. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18449. /** Equirectangular coordinates mode */
  18450. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18451. /** Equirectangular Fixed coordinates mode */
  18452. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18453. /** Equirectangular Fixed Mirrored coordinates mode */
  18454. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18455. // Texture rescaling mode
  18456. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18457. Engine.SCALEMODE_FLOOR = 1;
  18458. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18459. Engine.SCALEMODE_NEAREST = 2;
  18460. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18461. Engine.SCALEMODE_CEILING = 3;
  18462. // Updatable statics so stick with vars here
  18463. /**
  18464. * Gets or sets the epsilon value used by collision engine
  18465. */
  18466. Engine.CollisionsEpsilon = 0.001;
  18467. /**
  18468. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18469. */
  18470. Engine.CodeRepository = "src/";
  18471. /**
  18472. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18473. */
  18474. Engine.ShadersRepository = "src/Shaders/";
  18475. return Engine;
  18476. }());
  18477. BABYLON.Engine = Engine;
  18478. })(BABYLON || (BABYLON = {}));
  18479. //# sourceMappingURL=babylon.engine.js.map
  18480. var BABYLON;
  18481. (function (BABYLON) {
  18482. /**
  18483. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18484. */
  18485. var Node = /** @class */ (function () {
  18486. /**
  18487. * Creates a new Node
  18488. * @param name the name and id to be given to this node
  18489. * @param scene the scene this node will be added to
  18490. */
  18491. function Node(name, scene) {
  18492. if (scene === void 0) { scene = null; }
  18493. /**
  18494. * Gets or sets a string used to store user defined state for the node
  18495. */
  18496. this.state = "";
  18497. /**
  18498. * Gets or sets an object used to store user defined information for the node
  18499. */
  18500. this.metadata = null;
  18501. /**
  18502. * Gets or sets a boolean used to define if the node must be serialized
  18503. */
  18504. this.doNotSerialize = false;
  18505. /** @hidden */
  18506. this._isDisposed = false;
  18507. /**
  18508. * Gets a list of Animations associated with the node
  18509. */
  18510. this.animations = new Array();
  18511. this._ranges = {};
  18512. this._isEnabled = true;
  18513. this._isParentEnabled = true;
  18514. this._isReady = true;
  18515. /** @hidden */
  18516. this._currentRenderId = -1;
  18517. this._parentRenderId = -1;
  18518. this._childRenderId = -1;
  18519. /** @hidden */
  18520. this._worldMatrix = BABYLON.Matrix.Identity();
  18521. /** @hidden */
  18522. this._worldMatrixDeterminant = 0;
  18523. /** @hidden */
  18524. this._sceneRootNodesIndex = -1;
  18525. this._animationPropertiesOverride = null;
  18526. /**
  18527. * An event triggered when the mesh is disposed
  18528. */
  18529. this.onDisposeObservable = new BABYLON.Observable();
  18530. // Behaviors
  18531. this._behaviors = new Array();
  18532. this.name = name;
  18533. this.id = name;
  18534. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18535. this.uniqueId = this._scene.getUniqueId();
  18536. this._initCache();
  18537. this.addToSceneRootNodes();
  18538. }
  18539. /**
  18540. * Add a new node constructor
  18541. * @param type defines the type name of the node to construct
  18542. * @param constructorFunc defines the constructor function
  18543. */
  18544. Node.AddNodeConstructor = function (type, constructorFunc) {
  18545. this._NodeConstructors[type] = constructorFunc;
  18546. };
  18547. /**
  18548. * Returns a node constructor based on type name
  18549. * @param type defines the type name
  18550. * @param name defines the new node name
  18551. * @param scene defines the hosting scene
  18552. * @param options defines optional options to transmit to constructors
  18553. * @returns the new constructor or null
  18554. */
  18555. Node.Construct = function (type, name, scene, options) {
  18556. var constructorFunc = this._NodeConstructors[type];
  18557. if (!constructorFunc) {
  18558. return null;
  18559. }
  18560. return constructorFunc(name, scene, options);
  18561. };
  18562. /**
  18563. * Gets a boolean indicating if the node has been disposed
  18564. * @returns true if the node was disposed
  18565. */
  18566. Node.prototype.isDisposed = function () {
  18567. return this._isDisposed;
  18568. };
  18569. Object.defineProperty(Node.prototype, "parent", {
  18570. get: function () {
  18571. return this._parentNode;
  18572. },
  18573. /**
  18574. * Gets or sets the parent of the node
  18575. */
  18576. set: function (parent) {
  18577. if (this._parentNode === parent) {
  18578. return;
  18579. }
  18580. var previousParentNode = this._parentNode;
  18581. // Remove self from list of children of parent
  18582. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18583. var index = this._parentNode._children.indexOf(this);
  18584. if (index !== -1) {
  18585. this._parentNode._children.splice(index, 1);
  18586. }
  18587. if (!parent) {
  18588. this.addToSceneRootNodes();
  18589. }
  18590. }
  18591. // Store new parent
  18592. this._parentNode = parent;
  18593. // Add as child to new parent
  18594. if (this._parentNode) {
  18595. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18596. this._parentNode._children = new Array();
  18597. }
  18598. this._parentNode._children.push(this);
  18599. if (!previousParentNode) {
  18600. this.removeFromSceneRootNodes();
  18601. }
  18602. }
  18603. // Enabled state
  18604. this._syncParentEnabledState();
  18605. },
  18606. enumerable: true,
  18607. configurable: true
  18608. });
  18609. Node.prototype.addToSceneRootNodes = function () {
  18610. if (this._sceneRootNodesIndex === -1) {
  18611. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18612. this._scene.rootNodes.push(this);
  18613. }
  18614. };
  18615. Node.prototype.removeFromSceneRootNodes = function () {
  18616. if (this._sceneRootNodesIndex !== -1) {
  18617. var rootNodes = this._scene.rootNodes;
  18618. var lastIdx = rootNodes.length - 1;
  18619. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18620. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18621. this._scene.rootNodes.pop();
  18622. this._sceneRootNodesIndex = -1;
  18623. }
  18624. };
  18625. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18626. /**
  18627. * Gets or sets the animation properties override
  18628. */
  18629. get: function () {
  18630. if (!this._animationPropertiesOverride) {
  18631. return this._scene.animationPropertiesOverride;
  18632. }
  18633. return this._animationPropertiesOverride;
  18634. },
  18635. set: function (value) {
  18636. this._animationPropertiesOverride = value;
  18637. },
  18638. enumerable: true,
  18639. configurable: true
  18640. });
  18641. /**
  18642. * Gets a string idenfifying the name of the class
  18643. * @returns "Node" string
  18644. */
  18645. Node.prototype.getClassName = function () {
  18646. return "Node";
  18647. };
  18648. Object.defineProperty(Node.prototype, "onDispose", {
  18649. /**
  18650. * Sets a callback that will be raised when the node will be disposed
  18651. */
  18652. set: function (callback) {
  18653. if (this._onDisposeObserver) {
  18654. this.onDisposeObservable.remove(this._onDisposeObserver);
  18655. }
  18656. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18657. },
  18658. enumerable: true,
  18659. configurable: true
  18660. });
  18661. /**
  18662. * Gets the scene of the node
  18663. * @returns a scene
  18664. */
  18665. Node.prototype.getScene = function () {
  18666. return this._scene;
  18667. };
  18668. /**
  18669. * Gets the engine of the node
  18670. * @returns a Engine
  18671. */
  18672. Node.prototype.getEngine = function () {
  18673. return this._scene.getEngine();
  18674. };
  18675. /**
  18676. * Attach a behavior to the node
  18677. * @see http://doc.babylonjs.com/features/behaviour
  18678. * @param behavior defines the behavior to attach
  18679. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18680. * @returns the current Node
  18681. */
  18682. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18683. var _this = this;
  18684. if (attachImmediately === void 0) { attachImmediately = false; }
  18685. var index = this._behaviors.indexOf(behavior);
  18686. if (index !== -1) {
  18687. return this;
  18688. }
  18689. behavior.init();
  18690. if (this._scene.isLoading && !attachImmediately) {
  18691. // We defer the attach when the scene will be loaded
  18692. this._scene.onDataLoadedObservable.addOnce(function () {
  18693. behavior.attach(_this);
  18694. });
  18695. }
  18696. else {
  18697. behavior.attach(this);
  18698. }
  18699. this._behaviors.push(behavior);
  18700. return this;
  18701. };
  18702. /**
  18703. * Remove an attached behavior
  18704. * @see http://doc.babylonjs.com/features/behaviour
  18705. * @param behavior defines the behavior to attach
  18706. * @returns the current Node
  18707. */
  18708. Node.prototype.removeBehavior = function (behavior) {
  18709. var index = this._behaviors.indexOf(behavior);
  18710. if (index === -1) {
  18711. return this;
  18712. }
  18713. this._behaviors[index].detach();
  18714. this._behaviors.splice(index, 1);
  18715. return this;
  18716. };
  18717. Object.defineProperty(Node.prototype, "behaviors", {
  18718. /**
  18719. * Gets the list of attached behaviors
  18720. * @see http://doc.babylonjs.com/features/behaviour
  18721. */
  18722. get: function () {
  18723. return this._behaviors;
  18724. },
  18725. enumerable: true,
  18726. configurable: true
  18727. });
  18728. /**
  18729. * Gets an attached behavior by name
  18730. * @param name defines the name of the behavior to look for
  18731. * @see http://doc.babylonjs.com/features/behaviour
  18732. * @returns null if behavior was not found else the requested behavior
  18733. */
  18734. Node.prototype.getBehaviorByName = function (name) {
  18735. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18736. var behavior = _a[_i];
  18737. if (behavior.name === name) {
  18738. return behavior;
  18739. }
  18740. }
  18741. return null;
  18742. };
  18743. /**
  18744. * Returns the latest update of the World matrix
  18745. * @returns a Matrix
  18746. */
  18747. Node.prototype.getWorldMatrix = function () {
  18748. if (this._currentRenderId !== this._scene.getRenderId()) {
  18749. this.computeWorldMatrix();
  18750. }
  18751. return this._worldMatrix;
  18752. };
  18753. /** @hidden */
  18754. Node.prototype._getWorldMatrixDeterminant = function () {
  18755. return this._worldMatrixDeterminant;
  18756. };
  18757. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18758. /**
  18759. * Returns directly the latest state of the mesh World matrix.
  18760. * A Matrix is returned.
  18761. */
  18762. get: function () {
  18763. return this._worldMatrix;
  18764. },
  18765. enumerable: true,
  18766. configurable: true
  18767. });
  18768. // override it in derived class if you add new variables to the cache
  18769. // and call the parent class method
  18770. /** @hidden */
  18771. Node.prototype._initCache = function () {
  18772. this._cache = {};
  18773. this._cache.parent = undefined;
  18774. };
  18775. /** @hidden */
  18776. Node.prototype.updateCache = function (force) {
  18777. if (!force && this.isSynchronized()) {
  18778. return;
  18779. }
  18780. this._cache.parent = this.parent;
  18781. this._updateCache();
  18782. };
  18783. // override it in derived class if you add new variables to the cache
  18784. // and call the parent class method if !ignoreParentClass
  18785. /** @hidden */
  18786. Node.prototype._updateCache = function (ignoreParentClass) {
  18787. };
  18788. // override it in derived class if you add new variables to the cache
  18789. /** @hidden */
  18790. Node.prototype._isSynchronized = function () {
  18791. return true;
  18792. };
  18793. /** @hidden */
  18794. Node.prototype._markSyncedWithParent = function () {
  18795. if (this._parentNode) {
  18796. this._parentRenderId = this._parentNode._childRenderId;
  18797. }
  18798. };
  18799. /** @hidden */
  18800. Node.prototype.isSynchronizedWithParent = function () {
  18801. if (!this._parentNode) {
  18802. return true;
  18803. }
  18804. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18805. return false;
  18806. }
  18807. return this._parentNode.isSynchronized();
  18808. };
  18809. /** @hidden */
  18810. Node.prototype.isSynchronized = function () {
  18811. if (this._cache.parent != this._parentNode) {
  18812. this._cache.parent = this._parentNode;
  18813. return false;
  18814. }
  18815. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18816. return false;
  18817. }
  18818. return this._isSynchronized();
  18819. };
  18820. /**
  18821. * Is this node ready to be used/rendered
  18822. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18823. * @return true if the node is ready
  18824. */
  18825. Node.prototype.isReady = function (completeCheck) {
  18826. if (completeCheck === void 0) { completeCheck = false; }
  18827. return this._isReady;
  18828. };
  18829. /**
  18830. * Is this node enabled?
  18831. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  18832. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  18833. * @return whether this node (and its parent) is enabled
  18834. */
  18835. Node.prototype.isEnabled = function (checkAncestors) {
  18836. if (checkAncestors === void 0) { checkAncestors = true; }
  18837. if (checkAncestors === false) {
  18838. return this._isEnabled;
  18839. }
  18840. if (!this._isEnabled) {
  18841. return false;
  18842. }
  18843. return this._isParentEnabled;
  18844. };
  18845. /** @hidden */
  18846. Node.prototype._syncParentEnabledState = function () {
  18847. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18848. if (this._children) {
  18849. this._children.forEach(function (c) {
  18850. c._syncParentEnabledState(); // Force children to update accordingly
  18851. });
  18852. }
  18853. };
  18854. /**
  18855. * Set the enabled state of this node
  18856. * @param value defines the new enabled state
  18857. */
  18858. Node.prototype.setEnabled = function (value) {
  18859. this._isEnabled = value;
  18860. this._syncParentEnabledState();
  18861. };
  18862. /**
  18863. * Is this node a descendant of the given node?
  18864. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18865. * @param ancestor defines the parent node to inspect
  18866. * @returns a boolean indicating if this node is a descendant of the given node
  18867. */
  18868. Node.prototype.isDescendantOf = function (ancestor) {
  18869. if (this.parent) {
  18870. if (this.parent === ancestor) {
  18871. return true;
  18872. }
  18873. return this.parent.isDescendantOf(ancestor);
  18874. }
  18875. return false;
  18876. };
  18877. /** @hidden */
  18878. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18879. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18880. if (!this._children) {
  18881. return;
  18882. }
  18883. for (var index = 0; index < this._children.length; index++) {
  18884. var item = this._children[index];
  18885. if (!predicate || predicate(item)) {
  18886. results.push(item);
  18887. }
  18888. if (!directDescendantsOnly) {
  18889. item._getDescendants(results, false, predicate);
  18890. }
  18891. }
  18892. };
  18893. /**
  18894. * Will return all nodes that have this node as ascendant
  18895. * @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
  18896. * @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
  18897. * @return all children nodes of all types
  18898. */
  18899. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18900. var results = new Array();
  18901. this._getDescendants(results, directDescendantsOnly, predicate);
  18902. return results;
  18903. };
  18904. /**
  18905. * Get all child-meshes of this node
  18906. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  18907. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  18908. * @returns an array of AbstractMesh
  18909. */
  18910. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18911. var results = [];
  18912. this._getDescendants(results, directDescendantsOnly, function (node) {
  18913. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18914. });
  18915. return results;
  18916. };
  18917. /**
  18918. * Get all child-transformNodes of this node
  18919. * @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
  18920. * @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
  18921. * @returns an array of TransformNode
  18922. */
  18923. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18924. var results = [];
  18925. this._getDescendants(results, directDescendantsOnly, function (node) {
  18926. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18927. });
  18928. return results;
  18929. };
  18930. /**
  18931. * Get all direct children of this node
  18932. * @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
  18933. * @returns an array of Node
  18934. */
  18935. Node.prototype.getChildren = function (predicate) {
  18936. return this.getDescendants(true, predicate);
  18937. };
  18938. /** @hidden */
  18939. Node.prototype._setReady = function (state) {
  18940. if (state === this._isReady) {
  18941. return;
  18942. }
  18943. if (!state) {
  18944. this._isReady = false;
  18945. return;
  18946. }
  18947. if (this.onReady) {
  18948. this.onReady(this);
  18949. }
  18950. this._isReady = true;
  18951. };
  18952. /**
  18953. * Get an animation by name
  18954. * @param name defines the name of the animation to look for
  18955. * @returns null if not found else the requested animation
  18956. */
  18957. Node.prototype.getAnimationByName = function (name) {
  18958. for (var i = 0; i < this.animations.length; i++) {
  18959. var animation = this.animations[i];
  18960. if (animation.name === name) {
  18961. return animation;
  18962. }
  18963. }
  18964. return null;
  18965. };
  18966. /**
  18967. * Creates an animation range for this node
  18968. * @param name defines the name of the range
  18969. * @param from defines the starting key
  18970. * @param to defines the end key
  18971. */
  18972. Node.prototype.createAnimationRange = function (name, from, to) {
  18973. // check name not already in use
  18974. if (!this._ranges[name]) {
  18975. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  18976. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18977. if (this.animations[i]) {
  18978. this.animations[i].createRange(name, from, to);
  18979. }
  18980. }
  18981. }
  18982. };
  18983. /**
  18984. * Delete a specific animation range
  18985. * @param name defines the name of the range to delete
  18986. * @param deleteFrames defines if animation frames from the range must be deleted as well
  18987. */
  18988. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  18989. if (deleteFrames === void 0) { deleteFrames = true; }
  18990. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18991. if (this.animations[i]) {
  18992. this.animations[i].deleteRange(name, deleteFrames);
  18993. }
  18994. }
  18995. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  18996. };
  18997. /**
  18998. * Get an animation range by name
  18999. * @param name defines the name of the animation range to look for
  19000. * @returns null if not found else the requested animation range
  19001. */
  19002. Node.prototype.getAnimationRange = function (name) {
  19003. return this._ranges[name];
  19004. };
  19005. /**
  19006. * Will start the animation sequence
  19007. * @param name defines the range frames for animation sequence
  19008. * @param loop defines if the animation should loop (false by default)
  19009. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19010. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19011. * @returns the object created for this animation. If range does not exist, it will return null
  19012. */
  19013. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19014. var range = this.getAnimationRange(name);
  19015. if (!range) {
  19016. return null;
  19017. }
  19018. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19019. };
  19020. /**
  19021. * Serialize animation ranges into a JSON compatible object
  19022. * @returns serialization object
  19023. */
  19024. Node.prototype.serializeAnimationRanges = function () {
  19025. var serializationRanges = [];
  19026. for (var name in this._ranges) {
  19027. var localRange = this._ranges[name];
  19028. if (!localRange) {
  19029. continue;
  19030. }
  19031. var range = {};
  19032. range.name = name;
  19033. range.from = localRange.from;
  19034. range.to = localRange.to;
  19035. serializationRanges.push(range);
  19036. }
  19037. return serializationRanges;
  19038. };
  19039. /**
  19040. * Computes the world matrix of the node
  19041. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19042. * @returns the world matrix
  19043. */
  19044. Node.prototype.computeWorldMatrix = function (force) {
  19045. if (!this._worldMatrix) {
  19046. this._worldMatrix = BABYLON.Matrix.Identity();
  19047. }
  19048. return this._worldMatrix;
  19049. };
  19050. /**
  19051. * Releases resources associated with this node.
  19052. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19053. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19054. */
  19055. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19056. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19057. if (!doNotRecurse) {
  19058. var nodes = this.getDescendants(true);
  19059. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19060. var node = nodes_1[_i];
  19061. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19062. }
  19063. }
  19064. else {
  19065. var transformNodes = this.getChildTransformNodes(true);
  19066. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19067. var transformNode = transformNodes_1[_a];
  19068. transformNode.parent = null;
  19069. transformNode.computeWorldMatrix(true);
  19070. }
  19071. }
  19072. if (!this.parent) {
  19073. this.removeFromSceneRootNodes();
  19074. }
  19075. else {
  19076. this.parent = null;
  19077. }
  19078. // Callback
  19079. this.onDisposeObservable.notifyObservers(this);
  19080. this.onDisposeObservable.clear();
  19081. // Behaviors
  19082. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19083. var behavior = _c[_b];
  19084. behavior.detach();
  19085. }
  19086. this._behaviors = [];
  19087. this._isDisposed = true;
  19088. };
  19089. /**
  19090. * Parse animation range data from a serialization object and store them into a given node
  19091. * @param node defines where to store the animation ranges
  19092. * @param parsedNode defines the serialization object to read data from
  19093. * @param scene defines the hosting scene
  19094. */
  19095. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19096. if (parsedNode.ranges) {
  19097. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19098. var data = parsedNode.ranges[index];
  19099. node.createAnimationRange(data.name, data.from, data.to);
  19100. }
  19101. }
  19102. };
  19103. Node._NodeConstructors = {};
  19104. __decorate([
  19105. BABYLON.serialize()
  19106. ], Node.prototype, "name", void 0);
  19107. __decorate([
  19108. BABYLON.serialize()
  19109. ], Node.prototype, "id", void 0);
  19110. __decorate([
  19111. BABYLON.serialize()
  19112. ], Node.prototype, "uniqueId", void 0);
  19113. __decorate([
  19114. BABYLON.serialize()
  19115. ], Node.prototype, "state", void 0);
  19116. __decorate([
  19117. BABYLON.serialize()
  19118. ], Node.prototype, "metadata", void 0);
  19119. return Node;
  19120. }());
  19121. BABYLON.Node = Node;
  19122. })(BABYLON || (BABYLON = {}));
  19123. //# sourceMappingURL=babylon.node.js.map
  19124. var BABYLON;
  19125. (function (BABYLON) {
  19126. // This matrix is used as a value to reset the bounding box.
  19127. var _identityMatrix = BABYLON.Matrix.Identity();
  19128. /**
  19129. * Class used to store bounding sphere information
  19130. */
  19131. var BoundingSphere = /** @class */ (function () {
  19132. /**
  19133. * Creates a new bounding sphere
  19134. * @param min defines the minimum vector (in local space)
  19135. * @param max defines the maximum vector (in local space)
  19136. * @param worldMatrix defines the new world matrix
  19137. */
  19138. function BoundingSphere(min, max, worldMatrix) {
  19139. /**
  19140. * Gets the center of the bounding sphere in local space
  19141. */
  19142. this.center = BABYLON.Vector3.Zero();
  19143. /**
  19144. * Gets the center of the bounding sphere in world space
  19145. */
  19146. this.centerWorld = BABYLON.Vector3.Zero();
  19147. /**
  19148. * Gets the minimum vector in local space
  19149. */
  19150. this.minimum = BABYLON.Vector3.Zero();
  19151. /**
  19152. * Gets the maximum vector in local space
  19153. */
  19154. this.maximum = BABYLON.Vector3.Zero();
  19155. this.reConstruct(min, max, worldMatrix);
  19156. }
  19157. /**
  19158. * Recreates the entire bounding sphere from scratch
  19159. * @param min defines the new minimum vector (in local space)
  19160. * @param max defines the new maximum vector (in local space)
  19161. * @param worldMatrix defines the new world matrix
  19162. */
  19163. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19164. this.minimum.copyFrom(min);
  19165. this.maximum.copyFrom(max);
  19166. var distance = BABYLON.Vector3.Distance(min, max);
  19167. max.addToRef(min, this.center).scaleInPlace(0.5);
  19168. this.radius = distance * 0.5;
  19169. this._update(worldMatrix || _identityMatrix);
  19170. };
  19171. /**
  19172. * Scale the current bounding sphere by applying a scale factor
  19173. * @param factor defines the scale factor to apply
  19174. * @returns the current bounding box
  19175. */
  19176. BoundingSphere.prototype.scale = function (factor) {
  19177. var newRadius = this.radius * factor;
  19178. var tmpVectors = BoundingSphere.TmpVector3;
  19179. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19180. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19181. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19182. this.reConstruct(min, max);
  19183. return this;
  19184. };
  19185. // Methods
  19186. /** @hidden */
  19187. BoundingSphere.prototype._update = function (world) {
  19188. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  19189. var tempVector = BoundingSphere.TmpVector3[0];
  19190. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, tempVector);
  19191. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19192. };
  19193. /**
  19194. * Tests if the bounding sphere is intersecting the frustum planes
  19195. * @param frustumPlanes defines the frustum planes to test
  19196. * @returns true if there is an intersection
  19197. */
  19198. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19199. for (var i = 0; i < 6; i++) {
  19200. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19201. return false;
  19202. }
  19203. }
  19204. return true;
  19205. };
  19206. /**
  19207. * Tests if a point is inside the bounding sphere
  19208. * @param point defines the point to test
  19209. * @returns true if the point is inside the bounding sphere
  19210. */
  19211. BoundingSphere.prototype.intersectsPoint = function (point) {
  19212. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19213. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19214. return false;
  19215. }
  19216. return true;
  19217. };
  19218. // Statics
  19219. /**
  19220. * Checks if two sphere intersct
  19221. * @param sphere0 sphere 0
  19222. * @param sphere1 sphere 1
  19223. * @returns true if the speres intersect
  19224. */
  19225. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19226. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19227. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19228. if (radiusSum * radiusSum < squareDistance) {
  19229. return false;
  19230. }
  19231. return true;
  19232. };
  19233. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19234. return BoundingSphere;
  19235. }());
  19236. BABYLON.BoundingSphere = BoundingSphere;
  19237. })(BABYLON || (BABYLON = {}));
  19238. //# sourceMappingURL=babylon.boundingSphere.js.map
  19239. var BABYLON;
  19240. (function (BABYLON) {
  19241. /**
  19242. * Class used to store bounding box information
  19243. */
  19244. var BoundingBox = /** @class */ (function () {
  19245. /**
  19246. * Creates a new bounding box
  19247. * @param min defines the minimum vector (in local space)
  19248. * @param max defines the maximum vector (in local space)
  19249. * @param worldMatrix defines the new world matrix
  19250. */
  19251. function BoundingBox(min, max, worldMatrix) {
  19252. /**
  19253. * Gets the 8 vectors representing the bounding box in local space
  19254. */
  19255. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19256. /**
  19257. * Gets the center of the bounding box in local space
  19258. */
  19259. this.center = BABYLON.Vector3.Zero();
  19260. /**
  19261. * Gets the center of the bounding box in world space
  19262. */
  19263. this.centerWorld = BABYLON.Vector3.Zero();
  19264. /**
  19265. * Gets the extend size in local space
  19266. */
  19267. this.extendSize = BABYLON.Vector3.Zero();
  19268. /**
  19269. * Gets the extend size in world space
  19270. */
  19271. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19272. /**
  19273. * Gets the OBB (object bounding box) directions
  19274. */
  19275. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19276. /**
  19277. * Gets the 8 vectors representing the bounding box in world space
  19278. */
  19279. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19280. /**
  19281. * Gets the minimum vector in world space
  19282. */
  19283. this.minimumWorld = BABYLON.Vector3.Zero();
  19284. /**
  19285. * Gets the maximum vector in world space
  19286. */
  19287. this.maximumWorld = BABYLON.Vector3.Zero();
  19288. /**
  19289. * Gets the minimum vector in local space
  19290. */
  19291. this.minimum = BABYLON.Vector3.Zero();
  19292. /**
  19293. * Gets the maximum vector in local space
  19294. */
  19295. this.maximum = BABYLON.Vector3.Zero();
  19296. this.reConstruct(min, max, worldMatrix);
  19297. }
  19298. // Methods
  19299. /**
  19300. * Recreates the entire bounding box from scratch
  19301. * @param min defines the new minimum vector (in local space)
  19302. * @param max defines the new maximum vector (in local space)
  19303. * @param worldMatrix defines the new world matrix
  19304. */
  19305. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19306. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19307. var vectors = this.vectors;
  19308. this.minimum.copyFromFloats(minX, minY, minZ);
  19309. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19310. vectors[0].copyFromFloats(minX, minY, minZ);
  19311. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19312. vectors[2].copyFromFloats(maxX, minY, minZ);
  19313. vectors[3].copyFromFloats(minX, maxY, minZ);
  19314. vectors[4].copyFromFloats(minX, minY, maxZ);
  19315. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19316. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19317. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19318. // OBB
  19319. max.addToRef(min, this.center).scaleInPlace(0.5);
  19320. max.subtractToRef(max, this.extendSize).scaleInPlace(0.5);
  19321. this._update(worldMatrix || this._worldMatrix || BABYLON.Matrix.Identity());
  19322. };
  19323. /**
  19324. * Scale the current bounding box by applying a scale factor
  19325. * @param factor defines the scale factor to apply
  19326. * @returns the current bounding box
  19327. */
  19328. BoundingBox.prototype.scale = function (factor) {
  19329. var tmpVectors = BoundingBox.TmpVector3;
  19330. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19331. var len = diff.length();
  19332. diff.normalizeFromLength(len);
  19333. var distance = len * factor;
  19334. var newRadius = diff.scaleInPlace(distance * 0.5);
  19335. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19336. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19337. this.reConstruct(min, max);
  19338. return this;
  19339. };
  19340. /**
  19341. * Gets the world matrix of the bounding box
  19342. * @returns a matrix
  19343. */
  19344. BoundingBox.prototype.getWorldMatrix = function () {
  19345. return this._worldMatrix;
  19346. };
  19347. /**
  19348. * Sets the world matrix stored in the bounding box
  19349. * @param matrix defines the matrix to store
  19350. * @returns current bounding box
  19351. */
  19352. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  19353. this._worldMatrix.copyFrom(matrix);
  19354. return this;
  19355. };
  19356. /** @hidden */
  19357. BoundingBox.prototype._update = function (world) {
  19358. var minWorld = this.minimumWorld;
  19359. var maxWorld = this.maximumWorld;
  19360. var directions = this.directions;
  19361. minWorld.setAll(Number.MAX_VALUE);
  19362. maxWorld.setAll(-Number.MAX_VALUE);
  19363. var vectorsWorld = this.vectorsWorld;
  19364. var vectors = this.vectors;
  19365. for (var index = 0; index < 8; ++index) {
  19366. var v = vectorsWorld[index];
  19367. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19368. minWorld.minimizeInPlace(v);
  19369. maxWorld.maximizeInPlace(v);
  19370. }
  19371. // Extend
  19372. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19373. // OOBB
  19374. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19375. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19376. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19377. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19378. this._worldMatrix = world;
  19379. };
  19380. /**
  19381. * Tests if the bounding box is intersecting the frustum planes
  19382. * @param frustumPlanes defines the frustum planes to test
  19383. * @returns true if there is an intersection
  19384. */
  19385. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19386. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19387. };
  19388. /**
  19389. * Tests if the bounding box is entirely inside the frustum planes
  19390. * @param frustumPlanes defines the frustum planes to test
  19391. * @returns true if there is an inclusion
  19392. */
  19393. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19394. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19395. };
  19396. /**
  19397. * Tests if a point is inside the bounding box
  19398. * @param point defines the point to test
  19399. * @returns true if the point is inside the bounding box
  19400. */
  19401. BoundingBox.prototype.intersectsPoint = function (point) {
  19402. var min = this.minimumWorld;
  19403. var max = this.maximumWorld;
  19404. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19405. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19406. var delta = -BABYLON.Epsilon;
  19407. if (maxX - pointX < delta || delta > pointX - minX) {
  19408. return false;
  19409. }
  19410. if (maxY - pointY < delta || delta > pointY - minY) {
  19411. return false;
  19412. }
  19413. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19414. return false;
  19415. }
  19416. return true;
  19417. };
  19418. /**
  19419. * Tests if the bounding box intersects with a bounding sphere
  19420. * @param sphere defines the sphere to test
  19421. * @returns true if there is an intersection
  19422. */
  19423. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19424. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19425. };
  19426. /**
  19427. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19428. * @param min defines the min vector to use
  19429. * @param max defines the max vector to use
  19430. * @returns true if there is an intersection
  19431. */
  19432. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19433. var myMin = this.minimumWorld;
  19434. var myMax = this.maximumWorld;
  19435. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19436. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19437. if (myMaxX < minX || myMinX > maxX) {
  19438. return false;
  19439. }
  19440. if (myMaxY < minY || myMinY > maxY) {
  19441. return false;
  19442. }
  19443. if (myMaxZ < minZ || myMinZ > maxZ) {
  19444. return false;
  19445. }
  19446. return true;
  19447. };
  19448. // Statics
  19449. /**
  19450. * Tests if two bounding boxes are intersections
  19451. * @param box0 defines the first box to test
  19452. * @param box1 defines the second box to test
  19453. * @returns true if there is an intersection
  19454. */
  19455. BoundingBox.Intersects = function (box0, box1) {
  19456. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19457. };
  19458. /**
  19459. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19460. * @param minPoint defines the minimum vector of the bounding box
  19461. * @param maxPoint defines the maximum vector of the bounding box
  19462. * @param sphereCenter defines the sphere center
  19463. * @param sphereRadius defines the sphere radius
  19464. * @returns true if there is an intersection
  19465. */
  19466. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19467. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  19468. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19469. return (num <= (sphereRadius * sphereRadius));
  19470. };
  19471. /**
  19472. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19473. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19474. * @param frustumPlanes defines the frustum planes to test
  19475. * @return true if there is an inclusion
  19476. */
  19477. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19478. for (var p = 0; p < 6; ++p) {
  19479. var frustumPlane = frustumPlanes[p];
  19480. for (var i = 0; i < 8; ++i) {
  19481. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19482. return false;
  19483. }
  19484. }
  19485. }
  19486. return true;
  19487. };
  19488. /**
  19489. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19490. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19491. * @param frustumPlanes defines the frustum planes to test
  19492. * @return true if there is an intersection
  19493. */
  19494. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19495. for (var p = 0; p < 6; ++p) {
  19496. var canReturnFalse = true;
  19497. var frustumPlane = frustumPlanes[p];
  19498. for (var i = 0; i < 8; ++i) {
  19499. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19500. canReturnFalse = false;
  19501. break;
  19502. }
  19503. }
  19504. if (canReturnFalse) {
  19505. return false;
  19506. }
  19507. }
  19508. return true;
  19509. };
  19510. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19511. return BoundingBox;
  19512. }());
  19513. BABYLON.BoundingBox = BoundingBox;
  19514. })(BABYLON || (BABYLON = {}));
  19515. //# sourceMappingURL=babylon.boundingBox.js.map
  19516. var BABYLON;
  19517. (function (BABYLON) {
  19518. var computeBoxExtents = function (axis, box) {
  19519. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19520. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19521. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19522. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19523. var r = r0 + r1 + r2;
  19524. return {
  19525. min: p - r,
  19526. max: p + r
  19527. };
  19528. };
  19529. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  19530. var axisOverlap = function (axis, box0, box1) {
  19531. var result0 = computeBoxExtents(axis, box0);
  19532. var result1 = computeBoxExtents(axis, box1);
  19533. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  19534. };
  19535. /**
  19536. * Info for a bounding data of a mesh
  19537. */
  19538. var BoundingInfo = /** @class */ (function () {
  19539. /**
  19540. * Constructs bounding info
  19541. * @param minimum min vector of the bounding box/sphere
  19542. * @param maximum max vector of the bounding box/sphere
  19543. * @param worldMatrix defines the new world matrix
  19544. */
  19545. function BoundingInfo(minimum, maximum, worldMatrix) {
  19546. this._isLocked = false;
  19547. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19548. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19549. }
  19550. /**
  19551. * Recreates the entire bounding info from scratch
  19552. * @param min defines the new minimum vector (in local space)
  19553. * @param max defines the new maximum vector (in local space)
  19554. * @param worldMatrix defines the new world matrix
  19555. */
  19556. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19557. this.boundingBox.reConstruct(min, max, worldMatrix);
  19558. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19559. };
  19560. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19561. /**
  19562. * min vector of the bounding box/sphere
  19563. */
  19564. get: function () {
  19565. return this.boundingBox.minimum;
  19566. },
  19567. enumerable: true,
  19568. configurable: true
  19569. });
  19570. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19571. /**
  19572. * max vector of the bounding box/sphere
  19573. */
  19574. get: function () {
  19575. return this.boundingBox.maximum;
  19576. },
  19577. enumerable: true,
  19578. configurable: true
  19579. });
  19580. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19581. /**
  19582. * If the info is locked and won't be updated to avoid perf overhead
  19583. */
  19584. get: function () {
  19585. return this._isLocked;
  19586. },
  19587. set: function (value) {
  19588. this._isLocked = value;
  19589. },
  19590. enumerable: true,
  19591. configurable: true
  19592. });
  19593. // Methods
  19594. /**
  19595. * Updates the boudning sphere and box
  19596. * @param world world matrix to be used to update
  19597. */
  19598. BoundingInfo.prototype.update = function (world) {
  19599. if (this._isLocked) {
  19600. return;
  19601. }
  19602. this.boundingBox._update(world);
  19603. this.boundingSphere._update(world);
  19604. };
  19605. /**
  19606. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19607. * @param center New center of the bounding info
  19608. * @param extend New extend of the bounding info
  19609. * @returns the current bounding info
  19610. */
  19611. BoundingInfo.prototype.centerOn = function (center, extend) {
  19612. var minimum = BABYLON.Tmp.Vector3[0].copyFrom(center).subtractInPlace(extend);
  19613. var maximum = BABYLON.Tmp.Vector3[1].copyFrom(center).addInPlace(extend);
  19614. this.boundingBox.reConstruct(minimum, maximum);
  19615. this.boundingSphere.reConstruct(minimum, maximum);
  19616. return this;
  19617. };
  19618. /**
  19619. * Scale the current bounding info by applying a scale factor
  19620. * @param factor defines the scale factor to apply
  19621. * @returns the current bounding info
  19622. */
  19623. BoundingInfo.prototype.scale = function (factor) {
  19624. this.boundingBox.scale(factor);
  19625. this.boundingSphere.scale(factor);
  19626. return this;
  19627. };
  19628. /**
  19629. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19630. * @param frustumPlanes defines the frustum to test
  19631. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19632. * @returns true if the bounding info is in the frustum planes
  19633. */
  19634. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19635. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19636. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19637. return false;
  19638. }
  19639. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19640. return true;
  19641. }
  19642. return this.boundingBox.isInFrustum(frustumPlanes);
  19643. };
  19644. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19645. /**
  19646. * Gets the world distance between the min and max points of the bounding box
  19647. */
  19648. get: function () {
  19649. var boundingBox = this.boundingBox;
  19650. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  19651. return size.length();
  19652. },
  19653. enumerable: true,
  19654. configurable: true
  19655. });
  19656. /**
  19657. * Checks if a cullable object (mesh...) is in the camera frustum
  19658. * Unlike isInFrustum this cheks the full bounding box
  19659. * @param frustumPlanes Camera near/planes
  19660. * @returns true if the object is in frustum otherwise false
  19661. */
  19662. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19663. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19664. };
  19665. /** @hidden */
  19666. BoundingInfo.prototype._checkCollision = function (collider) {
  19667. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19668. };
  19669. /**
  19670. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19671. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19672. * @param point the point to check intersection with
  19673. * @returns if the point intersects
  19674. */
  19675. BoundingInfo.prototype.intersectsPoint = function (point) {
  19676. if (!this.boundingSphere.centerWorld) {
  19677. return false;
  19678. }
  19679. if (!this.boundingSphere.intersectsPoint(point)) {
  19680. return false;
  19681. }
  19682. if (!this.boundingBox.intersectsPoint(point)) {
  19683. return false;
  19684. }
  19685. return true;
  19686. };
  19687. /**
  19688. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19689. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19690. * @param boundingInfo the bounding info to check intersection with
  19691. * @param precise if the intersection should be done using OBB
  19692. * @returns if the bounding info intersects
  19693. */
  19694. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19695. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  19696. return false;
  19697. }
  19698. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19699. return false;
  19700. }
  19701. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19702. return false;
  19703. }
  19704. if (!precise) {
  19705. return true;
  19706. }
  19707. var box0 = this.boundingBox;
  19708. var box1 = boundingInfo.boundingBox;
  19709. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19710. return false;
  19711. }
  19712. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19713. return false;
  19714. }
  19715. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19716. return false;
  19717. }
  19718. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19719. return false;
  19720. }
  19721. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19722. return false;
  19723. }
  19724. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19725. return false;
  19726. }
  19727. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19728. return false;
  19729. }
  19730. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19731. return false;
  19732. }
  19733. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19734. return false;
  19735. }
  19736. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19737. return false;
  19738. }
  19739. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19740. return false;
  19741. }
  19742. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19743. return false;
  19744. }
  19745. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19746. return false;
  19747. }
  19748. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19749. return false;
  19750. }
  19751. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19752. return false;
  19753. }
  19754. return true;
  19755. };
  19756. return BoundingInfo;
  19757. }());
  19758. BABYLON.BoundingInfo = BoundingInfo;
  19759. })(BABYLON || (BABYLON = {}));
  19760. //# sourceMappingURL=babylon.boundingInfo.js.map
  19761. var BABYLON;
  19762. (function (BABYLON) {
  19763. /**
  19764. * 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.
  19765. * @see https://doc.babylonjs.com/how_to/transformnode
  19766. */
  19767. var TransformNode = /** @class */ (function (_super) {
  19768. __extends(TransformNode, _super);
  19769. function TransformNode(name, scene, isPure) {
  19770. if (scene === void 0) { scene = null; }
  19771. if (isPure === void 0) { isPure = true; }
  19772. var _this = _super.call(this, name, scene) || this;
  19773. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19774. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19775. _this._up = new BABYLON.Vector3(0, 1, 0);
  19776. _this._right = new BABYLON.Vector3(1, 0, 0);
  19777. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19778. // Properties
  19779. _this._position = BABYLON.Vector3.Zero();
  19780. _this._rotation = BABYLON.Vector3.Zero();
  19781. _this._scaling = BABYLON.Vector3.One();
  19782. _this._isDirty = false;
  19783. /**
  19784. * Set the billboard mode. Default is 0.
  19785. *
  19786. * | Value | Type | Description |
  19787. * | --- | --- | --- |
  19788. * | 0 | BILLBOARDMODE_NONE | |
  19789. * | 1 | BILLBOARDMODE_X | |
  19790. * | 2 | BILLBOARDMODE_Y | |
  19791. * | 4 | BILLBOARDMODE_Z | |
  19792. * | 7 | BILLBOARDMODE_ALL | |
  19793. *
  19794. */
  19795. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19796. /**
  19797. * 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
  19798. */
  19799. _this.scalingDeterminant = 1;
  19800. /**
  19801. * Sets the distance of the object to max, often used by skybox
  19802. */
  19803. _this.infiniteDistance = false;
  19804. /**
  19805. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19806. * By default the system will update normals to compensate
  19807. */
  19808. _this.ignoreNonUniformScaling = false;
  19809. _this._localWorld = BABYLON.Matrix.Zero();
  19810. _this._absolutePosition = BABYLON.Vector3.Zero();
  19811. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19812. _this._postMultiplyPivotMatrix = false;
  19813. _this._isWorldMatrixFrozen = false;
  19814. /** @hidden */
  19815. _this._indexInSceneTransformNodesArray = -1;
  19816. /**
  19817. * An event triggered after the world matrix is updated
  19818. */
  19819. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19820. _this._nonUniformScaling = false;
  19821. if (isPure) {
  19822. _this.getScene().addTransformNode(_this);
  19823. }
  19824. return _this;
  19825. }
  19826. /**
  19827. * Gets a string identifying the name of the class
  19828. * @returns "TransformNode" string
  19829. */
  19830. TransformNode.prototype.getClassName = function () {
  19831. return "TransformNode";
  19832. };
  19833. Object.defineProperty(TransformNode.prototype, "position", {
  19834. /**
  19835. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19836. */
  19837. get: function () {
  19838. return this._position;
  19839. },
  19840. set: function (newPosition) {
  19841. this._position = newPosition;
  19842. this._isDirty = true;
  19843. },
  19844. enumerable: true,
  19845. configurable: true
  19846. });
  19847. Object.defineProperty(TransformNode.prototype, "rotation", {
  19848. /**
  19849. * 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)).
  19850. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19851. */
  19852. get: function () {
  19853. return this._rotation;
  19854. },
  19855. set: function (newRotation) {
  19856. this._rotation = newRotation;
  19857. this._isDirty = true;
  19858. },
  19859. enumerable: true,
  19860. configurable: true
  19861. });
  19862. Object.defineProperty(TransformNode.prototype, "scaling", {
  19863. /**
  19864. * 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)).
  19865. */
  19866. get: function () {
  19867. return this._scaling;
  19868. },
  19869. set: function (newScaling) {
  19870. this._scaling = newScaling;
  19871. this._isDirty = true;
  19872. },
  19873. enumerable: true,
  19874. configurable: true
  19875. });
  19876. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  19877. /**
  19878. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  19879. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  19880. */
  19881. get: function () {
  19882. return this._rotationQuaternion;
  19883. },
  19884. set: function (quaternion) {
  19885. this._rotationQuaternion = quaternion;
  19886. //reset the rotation vector.
  19887. if (quaternion) {
  19888. this.rotation.setAll(0.0);
  19889. }
  19890. },
  19891. enumerable: true,
  19892. configurable: true
  19893. });
  19894. Object.defineProperty(TransformNode.prototype, "forward", {
  19895. /**
  19896. * The forward direction of that transform in world space.
  19897. */
  19898. get: function () {
  19899. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  19900. },
  19901. enumerable: true,
  19902. configurable: true
  19903. });
  19904. Object.defineProperty(TransformNode.prototype, "up", {
  19905. /**
  19906. * The up direction of that transform in world space.
  19907. */
  19908. get: function () {
  19909. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19910. },
  19911. enumerable: true,
  19912. configurable: true
  19913. });
  19914. Object.defineProperty(TransformNode.prototype, "right", {
  19915. /**
  19916. * The right direction of that transform in world space.
  19917. */
  19918. get: function () {
  19919. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19920. },
  19921. enumerable: true,
  19922. configurable: true
  19923. });
  19924. /**
  19925. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19926. * @param matrix the matrix to copy the pose from
  19927. * @returns this TransformNode.
  19928. */
  19929. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19930. this._poseMatrix.copyFrom(matrix);
  19931. return this;
  19932. };
  19933. /**
  19934. * Returns the mesh Pose matrix.
  19935. * @returns the pose matrix
  19936. */
  19937. TransformNode.prototype.getPoseMatrix = function () {
  19938. return this._poseMatrix;
  19939. };
  19940. /** @hidden */
  19941. TransformNode.prototype._isSynchronized = function () {
  19942. if (this._isDirty) {
  19943. return false;
  19944. }
  19945. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19946. return false;
  19947. }
  19948. if (this._cache.pivotMatrixUpdated) {
  19949. return false;
  19950. }
  19951. if (this.infiniteDistance) {
  19952. return false;
  19953. }
  19954. if (!this._cache.position.equals(this._position)) {
  19955. return false;
  19956. }
  19957. if (this._rotationQuaternion) {
  19958. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  19959. return false;
  19960. }
  19961. }
  19962. if (!this._cache.rotation.equals(this._rotation)) {
  19963. return false;
  19964. }
  19965. if (!this._cache.scaling.equals(this._scaling)) {
  19966. return false;
  19967. }
  19968. return true;
  19969. };
  19970. /** @hidden */
  19971. TransformNode.prototype._initCache = function () {
  19972. _super.prototype._initCache.call(this);
  19973. this._cache.localMatrixUpdated = false;
  19974. this._cache.position = BABYLON.Vector3.Zero();
  19975. this._cache.scaling = BABYLON.Vector3.Zero();
  19976. this._cache.rotation = BABYLON.Vector3.Zero();
  19977. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  19978. this._cache.billboardMode = -1;
  19979. };
  19980. /**
  19981. * Flag the transform node as dirty (Forcing it to update everything)
  19982. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  19983. * @returns this transform node
  19984. */
  19985. TransformNode.prototype.markAsDirty = function (property) {
  19986. if (property === "rotation") {
  19987. this.rotationQuaternion = null;
  19988. }
  19989. this._currentRenderId = Number.MAX_VALUE;
  19990. this._isDirty = true;
  19991. return this;
  19992. };
  19993. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  19994. /**
  19995. * Returns the current mesh absolute position.
  19996. * Returns a Vector3.
  19997. */
  19998. get: function () {
  19999. return this._absolutePosition;
  20000. },
  20001. enumerable: true,
  20002. configurable: true
  20003. });
  20004. /**
  20005. * Sets a new matrix to apply before all other transformation
  20006. * @param matrix defines the transform matrix
  20007. * @returns the current TransformNode
  20008. */
  20009. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20010. return this.setPivotMatrix(matrix, false);
  20011. };
  20012. /**
  20013. * Sets a new pivot matrix to the current node
  20014. * @param matrix defines the new pivot matrix to use
  20015. * @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
  20016. * @returns the current TransformNode
  20017. */
  20018. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20019. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20020. this._pivotMatrix.copyFrom(matrix);
  20021. this._cache.pivotMatrixUpdated = true;
  20022. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20023. if (this._postMultiplyPivotMatrix) {
  20024. if (!this._pivotMatrixInverse) {
  20025. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20026. }
  20027. else {
  20028. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20029. }
  20030. }
  20031. return this;
  20032. };
  20033. /**
  20034. * Returns the mesh pivot matrix.
  20035. * Default : Identity.
  20036. * @returns the matrix
  20037. */
  20038. TransformNode.prototype.getPivotMatrix = function () {
  20039. return this._pivotMatrix;
  20040. };
  20041. /**
  20042. * Prevents the World matrix to be computed any longer.
  20043. * @returns the TransformNode.
  20044. */
  20045. TransformNode.prototype.freezeWorldMatrix = function () {
  20046. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20047. this.computeWorldMatrix(true);
  20048. this._isWorldMatrixFrozen = true;
  20049. return this;
  20050. };
  20051. /**
  20052. * Allows back the World matrix computation.
  20053. * @returns the TransformNode.
  20054. */
  20055. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20056. this._isWorldMatrixFrozen = false;
  20057. this.computeWorldMatrix(true);
  20058. return this;
  20059. };
  20060. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20061. /**
  20062. * True if the World matrix has been frozen.
  20063. */
  20064. get: function () {
  20065. return this._isWorldMatrixFrozen;
  20066. },
  20067. enumerable: true,
  20068. configurable: true
  20069. });
  20070. /**
  20071. * Retuns the mesh absolute position in the World.
  20072. * @returns a Vector3.
  20073. */
  20074. TransformNode.prototype.getAbsolutePosition = function () {
  20075. this.computeWorldMatrix();
  20076. return this._absolutePosition;
  20077. };
  20078. /**
  20079. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20080. * @param absolutePosition the absolute position to set
  20081. * @returns the TransformNode.
  20082. */
  20083. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20084. if (!absolutePosition) {
  20085. return this;
  20086. }
  20087. var absolutePositionX;
  20088. var absolutePositionY;
  20089. var absolutePositionZ;
  20090. if (absolutePosition.x === undefined) {
  20091. if (arguments.length < 3) {
  20092. return this;
  20093. }
  20094. absolutePositionX = arguments[0];
  20095. absolutePositionY = arguments[1];
  20096. absolutePositionZ = arguments[2];
  20097. }
  20098. else {
  20099. absolutePositionX = absolutePosition.x;
  20100. absolutePositionY = absolutePosition.y;
  20101. absolutePositionZ = absolutePosition.z;
  20102. }
  20103. if (this.parent) {
  20104. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20105. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20106. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20107. }
  20108. else {
  20109. this.position.x = absolutePositionX;
  20110. this.position.y = absolutePositionY;
  20111. this.position.z = absolutePositionZ;
  20112. }
  20113. return this;
  20114. };
  20115. /**
  20116. * Sets the mesh position in its local space.
  20117. * @param vector3 the position to set in localspace
  20118. * @returns the TransformNode.
  20119. */
  20120. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20121. this.computeWorldMatrix();
  20122. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20123. return this;
  20124. };
  20125. /**
  20126. * Returns the mesh position in the local space from the current World matrix values.
  20127. * @returns a new Vector3.
  20128. */
  20129. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20130. this.computeWorldMatrix();
  20131. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20132. this._localWorld.invertToRef(invLocalWorldMatrix);
  20133. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20134. };
  20135. /**
  20136. * Translates the mesh along the passed Vector3 in its local space.
  20137. * @param vector3 the distance to translate in localspace
  20138. * @returns the TransformNode.
  20139. */
  20140. TransformNode.prototype.locallyTranslate = function (vector3) {
  20141. this.computeWorldMatrix(true);
  20142. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20143. return this;
  20144. };
  20145. /**
  20146. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20147. * @param targetPoint the position (must be in same space as current mesh) to look at
  20148. * @param yawCor optional yaw (y-axis) correction in radians
  20149. * @param pitchCor optional pitch (x-axis) correction in radians
  20150. * @param rollCor optional roll (z-axis) correction in radians
  20151. * @param space the choosen space of the target
  20152. * @returns the TransformNode.
  20153. */
  20154. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20155. if (yawCor === void 0) { yawCor = 0; }
  20156. if (pitchCor === void 0) { pitchCor = 0; }
  20157. if (rollCor === void 0) { rollCor = 0; }
  20158. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20159. var dv = TransformNode._lookAtVectorCache;
  20160. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20161. targetPoint.subtractToRef(pos, dv);
  20162. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20163. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20164. var pitch = Math.atan2(dv.y, len);
  20165. if (this.rotationQuaternion) {
  20166. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20167. }
  20168. else {
  20169. this.rotation.x = pitch + pitchCor;
  20170. this.rotation.y = yaw + yawCor;
  20171. this.rotation.z = rollCor;
  20172. }
  20173. return this;
  20174. };
  20175. /**
  20176. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20177. * This Vector3 is expressed in the World space.
  20178. * @param localAxis axis to rotate
  20179. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20180. */
  20181. TransformNode.prototype.getDirection = function (localAxis) {
  20182. var result = BABYLON.Vector3.Zero();
  20183. this.getDirectionToRef(localAxis, result);
  20184. return result;
  20185. };
  20186. /**
  20187. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20188. * localAxis is expressed in the mesh local space.
  20189. * result is computed in the Wordl space from the mesh World matrix.
  20190. * @param localAxis axis to rotate
  20191. * @param result the resulting transformnode
  20192. * @returns this TransformNode.
  20193. */
  20194. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20195. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20196. return this;
  20197. };
  20198. /**
  20199. * Sets a new pivot point to the current node
  20200. * @param point defines the new pivot point to use
  20201. * @param space defines if the point is in world or local space (local by default)
  20202. * @returns the current TransformNode
  20203. */
  20204. TransformNode.prototype.setPivotPoint = function (point, space) {
  20205. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20206. if (this.getScene().getRenderId() == 0) {
  20207. this.computeWorldMatrix(true);
  20208. }
  20209. var wm = this.getWorldMatrix();
  20210. if (space == BABYLON.Space.WORLD) {
  20211. var tmat = BABYLON.Tmp.Matrix[0];
  20212. wm.invertToRef(tmat);
  20213. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20214. }
  20215. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20216. };
  20217. /**
  20218. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20219. * @returns the pivot point
  20220. */
  20221. TransformNode.prototype.getPivotPoint = function () {
  20222. var point = BABYLON.Vector3.Zero();
  20223. this.getPivotPointToRef(point);
  20224. return point;
  20225. };
  20226. /**
  20227. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20228. * @param result the vector3 to store the result
  20229. * @returns this TransformNode.
  20230. */
  20231. TransformNode.prototype.getPivotPointToRef = function (result) {
  20232. result.x = -this._pivotMatrix.m[12];
  20233. result.y = -this._pivotMatrix.m[13];
  20234. result.z = -this._pivotMatrix.m[14];
  20235. return this;
  20236. };
  20237. /**
  20238. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20239. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20240. */
  20241. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20242. var point = BABYLON.Vector3.Zero();
  20243. this.getAbsolutePivotPointToRef(point);
  20244. return point;
  20245. };
  20246. /**
  20247. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20248. * @param result vector3 to store the result
  20249. * @returns this TransformNode.
  20250. */
  20251. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20252. result.x = this._pivotMatrix.m[12];
  20253. result.y = this._pivotMatrix.m[13];
  20254. result.z = this._pivotMatrix.m[14];
  20255. this.getPivotPointToRef(result);
  20256. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20257. return this;
  20258. };
  20259. /**
  20260. * Defines the passed node as the parent of the current node.
  20261. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20262. * @param node the node ot set as the parent
  20263. * @returns this TransformNode.
  20264. */
  20265. TransformNode.prototype.setParent = function (node) {
  20266. if (!node && !this.parent) {
  20267. return this;
  20268. }
  20269. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20270. var position = BABYLON.Tmp.Vector3[0];
  20271. var scale = BABYLON.Tmp.Vector3[1];
  20272. if (!node) {
  20273. if (this.parent && this.parent.computeWorldMatrix) {
  20274. this.parent.computeWorldMatrix(true);
  20275. }
  20276. this.computeWorldMatrix(true);
  20277. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20278. }
  20279. else {
  20280. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20281. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20282. this.computeWorldMatrix(true);
  20283. node.computeWorldMatrix(true);
  20284. node.getWorldMatrix().invertToRef(invParentMatrix);
  20285. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20286. diffMatrix.decompose(scale, quatRotation, position);
  20287. }
  20288. if (this.rotationQuaternion) {
  20289. this.rotationQuaternion.copyFrom(quatRotation);
  20290. }
  20291. else {
  20292. quatRotation.toEulerAnglesToRef(this.rotation);
  20293. }
  20294. this.scaling.copyFrom(scale);
  20295. this.position.copyFrom(position);
  20296. this.parent = node;
  20297. return this;
  20298. };
  20299. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20300. /**
  20301. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20302. */
  20303. get: function () {
  20304. return this._nonUniformScaling;
  20305. },
  20306. enumerable: true,
  20307. configurable: true
  20308. });
  20309. /** @hidden */
  20310. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20311. if (this._nonUniformScaling === value) {
  20312. return false;
  20313. }
  20314. this._nonUniformScaling = value;
  20315. return true;
  20316. };
  20317. /**
  20318. * Attach the current TransformNode to another TransformNode associated with a bone
  20319. * @param bone Bone affecting the TransformNode
  20320. * @param affectedTransformNode TransformNode associated with the bone
  20321. * @returns this object
  20322. */
  20323. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20324. this._transformToBoneReferal = affectedTransformNode;
  20325. this.parent = bone;
  20326. if (bone.getWorldMatrix().determinant() < 0) {
  20327. this.scalingDeterminant *= -1;
  20328. }
  20329. return this;
  20330. };
  20331. /**
  20332. * Detach the transform node if its associated with a bone
  20333. * @returns this object
  20334. */
  20335. TransformNode.prototype.detachFromBone = function () {
  20336. if (!this.parent) {
  20337. return this;
  20338. }
  20339. if (this.parent.getWorldMatrix().determinant() < 0) {
  20340. this.scalingDeterminant *= -1;
  20341. }
  20342. this._transformToBoneReferal = null;
  20343. this.parent = null;
  20344. return this;
  20345. };
  20346. /**
  20347. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20348. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20349. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20350. * The passed axis is also normalized.
  20351. * @param axis the axis to rotate around
  20352. * @param amount the amount to rotate in radians
  20353. * @param space Space to rotate in (Default: local)
  20354. * @returns the TransformNode.
  20355. */
  20356. TransformNode.prototype.rotate = function (axis, amount, space) {
  20357. axis.normalize();
  20358. if (!this.rotationQuaternion) {
  20359. this.rotationQuaternion = this.rotation.toQuaternion();
  20360. this.rotation.setAll(0);
  20361. }
  20362. var rotationQuaternion;
  20363. if (!space || space === BABYLON.Space.LOCAL) {
  20364. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20365. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20366. }
  20367. else {
  20368. if (this.parent) {
  20369. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20370. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20371. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20372. }
  20373. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20374. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20375. }
  20376. return this;
  20377. };
  20378. /**
  20379. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20380. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20381. * The passed axis is also normalized. .
  20382. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20383. * @param point the point to rotate around
  20384. * @param axis the axis to rotate around
  20385. * @param amount the amount to rotate in radians
  20386. * @returns the TransformNode
  20387. */
  20388. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20389. axis.normalize();
  20390. if (!this.rotationQuaternion) {
  20391. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20392. this.rotation.setAll(0);
  20393. }
  20394. var tmpVector = BABYLON.Tmp.Vector3[0];
  20395. var finalScale = BABYLON.Tmp.Vector3[1];
  20396. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20397. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20398. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20399. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20400. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20401. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20402. point.subtractToRef(this.position, tmpVector);
  20403. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20404. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20405. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20406. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20407. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20408. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20409. this.position.addInPlace(finalTranslation);
  20410. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20411. return this;
  20412. };
  20413. /**
  20414. * Translates the mesh along the axis vector for the passed distance in the given space.
  20415. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20416. * @param axis the axis to translate in
  20417. * @param distance the distance to translate
  20418. * @param space Space to rotate in (Default: local)
  20419. * @returns the TransformNode.
  20420. */
  20421. TransformNode.prototype.translate = function (axis, distance, space) {
  20422. var displacementVector = axis.scale(distance);
  20423. if (!space || space === BABYLON.Space.LOCAL) {
  20424. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20425. this.setPositionWithLocalVector(tempV3);
  20426. }
  20427. else {
  20428. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20429. }
  20430. return this;
  20431. };
  20432. /**
  20433. * Adds a rotation step to the mesh current rotation.
  20434. * x, y, z are Euler angles expressed in radians.
  20435. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20436. * This means this rotation is made in the mesh local space only.
  20437. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20438. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20439. * ```javascript
  20440. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20441. * ```
  20442. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20443. * 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.
  20444. * @param x Rotation to add
  20445. * @param y Rotation to add
  20446. * @param z Rotation to add
  20447. * @returns the TransformNode.
  20448. */
  20449. TransformNode.prototype.addRotation = function (x, y, z) {
  20450. var rotationQuaternion;
  20451. if (this.rotationQuaternion) {
  20452. rotationQuaternion = this.rotationQuaternion;
  20453. }
  20454. else {
  20455. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20456. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20457. }
  20458. var accumulation = BABYLON.Tmp.Quaternion[0];
  20459. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20460. rotationQuaternion.multiplyInPlace(accumulation);
  20461. if (!this.rotationQuaternion) {
  20462. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20463. }
  20464. return this;
  20465. };
  20466. /**
  20467. * Computes the world matrix of the node
  20468. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20469. * @returns the world matrix
  20470. */
  20471. TransformNode.prototype.computeWorldMatrix = function (force) {
  20472. if (this._isWorldMatrixFrozen) {
  20473. return this._worldMatrix;
  20474. }
  20475. if (!force && this.isSynchronized()) {
  20476. this._currentRenderId = this.getScene().getRenderId();
  20477. return this._worldMatrix;
  20478. }
  20479. this._updateCache();
  20480. this._cache.position.copyFrom(this.position);
  20481. this._cache.scaling.copyFrom(this.scaling);
  20482. this._cache.pivotMatrixUpdated = false;
  20483. this._cache.billboardMode = this.billboardMode;
  20484. this._currentRenderId = this.getScene().getRenderId();
  20485. this._childRenderId = this.getScene().getRenderId();
  20486. this._isDirty = false;
  20487. // Scaling
  20488. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20489. // Rotation
  20490. //rotate, if quaternion is set and rotation was used
  20491. if (this.rotationQuaternion) {
  20492. var len = this.rotation.length();
  20493. if (len) {
  20494. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20495. this.rotation.copyFromFloats(0, 0, 0);
  20496. }
  20497. }
  20498. if (this.rotationQuaternion) {
  20499. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20500. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20501. }
  20502. else {
  20503. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20504. this._cache.rotation.copyFrom(this.rotation);
  20505. }
  20506. // Translation
  20507. var camera = this.getScene().activeCamera;
  20508. if (this.infiniteDistance && !this.parent && camera) {
  20509. var cameraWorldMatrix = camera.getWorldMatrix();
  20510. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20511. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20512. }
  20513. else {
  20514. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20515. }
  20516. // Composing transformations
  20517. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20518. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20519. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20520. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20521. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20522. // Need to decompose each rotation here
  20523. var currentPosition = BABYLON.Tmp.Vector3[3];
  20524. if (this.parent && this.parent.getWorldMatrix) {
  20525. if (this._transformToBoneReferal) {
  20526. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20527. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20528. }
  20529. else {
  20530. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20531. }
  20532. }
  20533. else {
  20534. currentPosition.copyFrom(this.position);
  20535. }
  20536. currentPosition.subtractInPlace(camera.globalPosition);
  20537. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20538. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20539. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20540. }
  20541. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20542. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20543. }
  20544. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20545. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20546. }
  20547. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20548. }
  20549. else {
  20550. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20551. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20552. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20553. }
  20554. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20555. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20556. }
  20557. // Post multiply inverse of pivotMatrix
  20558. if (this._postMultiplyPivotMatrix) {
  20559. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20560. }
  20561. // Local world
  20562. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20563. // Parent
  20564. if (this.parent && this.parent.getWorldMatrix) {
  20565. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20566. if (this._transformToBoneReferal) {
  20567. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20568. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20569. }
  20570. else {
  20571. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20572. }
  20573. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20574. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20575. this._worldMatrix.copyFrom(this._localWorld);
  20576. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20577. }
  20578. else {
  20579. if (this._transformToBoneReferal) {
  20580. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20581. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20582. }
  20583. else {
  20584. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20585. }
  20586. }
  20587. this._markSyncedWithParent();
  20588. }
  20589. else {
  20590. this._worldMatrix.copyFrom(this._localWorld);
  20591. }
  20592. // Normal matrix
  20593. if (!this.ignoreNonUniformScaling) {
  20594. if (this.scaling.isNonUniform) {
  20595. this._updateNonUniformScalingState(true);
  20596. }
  20597. else if (this.parent && this.parent._nonUniformScaling) {
  20598. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20599. }
  20600. else {
  20601. this._updateNonUniformScalingState(false);
  20602. }
  20603. }
  20604. else {
  20605. this._updateNonUniformScalingState(false);
  20606. }
  20607. this._afterComputeWorldMatrix();
  20608. // Absolute position
  20609. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20610. // Callbacks
  20611. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20612. if (!this._poseMatrix) {
  20613. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20614. }
  20615. // Cache the determinant
  20616. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20617. return this._worldMatrix;
  20618. };
  20619. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20620. };
  20621. /**
  20622. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20623. * @param func callback function to add
  20624. *
  20625. * @returns the TransformNode.
  20626. */
  20627. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20628. this.onAfterWorldMatrixUpdateObservable.add(func);
  20629. return this;
  20630. };
  20631. /**
  20632. * Removes a registered callback function.
  20633. * @param func callback function to remove
  20634. * @returns the TransformNode.
  20635. */
  20636. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20637. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20638. return this;
  20639. };
  20640. /**
  20641. * Clone the current transform node
  20642. * @param name Name of the new clone
  20643. * @param newParent New parent for the clone
  20644. * @param doNotCloneChildren Do not clone children hierarchy
  20645. * @returns the new transform node
  20646. */
  20647. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20648. var _this = this;
  20649. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20650. result.name = name;
  20651. result.id = name;
  20652. if (newParent) {
  20653. result.parent = newParent;
  20654. }
  20655. if (!doNotCloneChildren) {
  20656. // Children
  20657. var directDescendants = this.getDescendants(true);
  20658. for (var index = 0; index < directDescendants.length; index++) {
  20659. var child = directDescendants[index];
  20660. if (child.clone) {
  20661. child.clone(name + "." + child.name, result);
  20662. }
  20663. }
  20664. }
  20665. return result;
  20666. };
  20667. /**
  20668. * Serializes the objects information.
  20669. * @param currentSerializationObject defines the object to serialize in
  20670. * @returns the serialized object
  20671. */
  20672. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20673. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20674. serializationObject.type = this.getClassName();
  20675. // Parent
  20676. if (this.parent) {
  20677. serializationObject.parentId = this.parent.id;
  20678. }
  20679. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20680. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20681. }
  20682. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20683. serializationObject.isEnabled = this.isEnabled();
  20684. // Parent
  20685. if (this.parent) {
  20686. serializationObject.parentId = this.parent.id;
  20687. }
  20688. return serializationObject;
  20689. };
  20690. // Statics
  20691. /**
  20692. * Returns a new TransformNode object parsed from the source provided.
  20693. * @param parsedTransformNode is the source.
  20694. * @param scene the scne the object belongs to
  20695. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20696. * @returns a new TransformNode object parsed from the source provided.
  20697. */
  20698. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20699. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20700. if (BABYLON.Tags) {
  20701. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20702. }
  20703. if (parsedTransformNode.localMatrix) {
  20704. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20705. }
  20706. else if (parsedTransformNode.pivotMatrix) {
  20707. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20708. }
  20709. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20710. // Parent
  20711. if (parsedTransformNode.parentId) {
  20712. transformNode._waitingParentId = parsedTransformNode.parentId;
  20713. }
  20714. return transformNode;
  20715. };
  20716. /**
  20717. * Releases resources associated with this transform node.
  20718. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20719. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20720. */
  20721. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20722. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20723. // Animations
  20724. this.getScene().stopAnimation(this);
  20725. // Remove from scene
  20726. this.getScene().removeTransformNode(this);
  20727. this.onAfterWorldMatrixUpdateObservable.clear();
  20728. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20729. };
  20730. // Statics
  20731. /**
  20732. * Object will not rotate to face the camera
  20733. */
  20734. TransformNode.BILLBOARDMODE_NONE = 0;
  20735. /**
  20736. * Object will rotate to face the camera but only on the x axis
  20737. */
  20738. TransformNode.BILLBOARDMODE_X = 1;
  20739. /**
  20740. * Object will rotate to face the camera but only on the y axis
  20741. */
  20742. TransformNode.BILLBOARDMODE_Y = 2;
  20743. /**
  20744. * Object will rotate to face the camera but only on the z axis
  20745. */
  20746. TransformNode.BILLBOARDMODE_Z = 4;
  20747. /**
  20748. * Object will rotate to face the camera
  20749. */
  20750. TransformNode.BILLBOARDMODE_ALL = 7;
  20751. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20752. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20753. __decorate([
  20754. BABYLON.serializeAsVector3("position")
  20755. ], TransformNode.prototype, "_position", void 0);
  20756. __decorate([
  20757. BABYLON.serializeAsVector3("rotation")
  20758. ], TransformNode.prototype, "_rotation", void 0);
  20759. __decorate([
  20760. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20761. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20762. __decorate([
  20763. BABYLON.serializeAsVector3("scaling")
  20764. ], TransformNode.prototype, "_scaling", void 0);
  20765. __decorate([
  20766. BABYLON.serialize()
  20767. ], TransformNode.prototype, "billboardMode", void 0);
  20768. __decorate([
  20769. BABYLON.serialize()
  20770. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20771. __decorate([
  20772. BABYLON.serialize()
  20773. ], TransformNode.prototype, "infiniteDistance", void 0);
  20774. __decorate([
  20775. BABYLON.serialize()
  20776. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20777. return TransformNode;
  20778. }(BABYLON.Node));
  20779. BABYLON.TransformNode = TransformNode;
  20780. })(BABYLON || (BABYLON = {}));
  20781. //# sourceMappingURL=babylon.transformNode.js.map
  20782. var BABYLON;
  20783. (function (BABYLON) {
  20784. /** @hidden */
  20785. var _FacetDataStorage = /** @class */ (function () {
  20786. function _FacetDataStorage() {
  20787. this.facetNb = 0; // facet number
  20788. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20789. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20790. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20791. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20792. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20793. this.subDiv = {
  20794. max: 1,
  20795. X: 1,
  20796. Y: 1,
  20797. Z: 1
  20798. };
  20799. this.facetDepthSort = false; // is the facet depth sort to be computed
  20800. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20801. }
  20802. return _FacetDataStorage;
  20803. }());
  20804. /**
  20805. * Class used to store all common mesh properties
  20806. */
  20807. var AbstractMesh = /** @class */ (function (_super) {
  20808. __extends(AbstractMesh, _super);
  20809. // Constructor
  20810. /**
  20811. * Creates a new AbstractMesh
  20812. * @param name defines the name of the mesh
  20813. * @param scene defines the hosting scene
  20814. */
  20815. function AbstractMesh(name, scene) {
  20816. if (scene === void 0) { scene = null; }
  20817. var _this = _super.call(this, name, scene, false) || this;
  20818. _this._facetData = new _FacetDataStorage();
  20819. /** Gets ot sets the culling strategy to use to find visible meshes */
  20820. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20821. // Events
  20822. /**
  20823. * An event triggered when this mesh collides with another one
  20824. */
  20825. _this.onCollideObservable = new BABYLON.Observable();
  20826. /**
  20827. * An event triggered when the collision's position changes
  20828. */
  20829. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20830. /**
  20831. * An event triggered when material is changed
  20832. */
  20833. _this.onMaterialChangedObservable = new BABYLON.Observable();
  20834. // Properties
  20835. /**
  20836. * Gets or sets the orientation for POV movement & rotation
  20837. */
  20838. _this.definedFacingForward = true;
  20839. _this._visibility = 1.0;
  20840. /** Gets or sets the alpha index used to sort transparent meshes
  20841. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  20842. */
  20843. _this.alphaIndex = Number.MAX_VALUE;
  20844. /**
  20845. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  20846. */
  20847. _this.isVisible = true;
  20848. /**
  20849. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  20850. */
  20851. _this.isPickable = true;
  20852. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  20853. _this.showSubMeshesBoundingBox = false;
  20854. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  20855. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  20856. */
  20857. _this.isBlocker = false;
  20858. /**
  20859. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  20860. */
  20861. _this.enablePointerMoveEvents = false;
  20862. /**
  20863. * Specifies the rendering group id for this mesh (0 by default)
  20864. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  20865. */
  20866. _this.renderingGroupId = 0;
  20867. _this._receiveShadows = false;
  20868. /** Defines color to use when rendering outline */
  20869. _this.outlineColor = BABYLON.Color3.Red();
  20870. /** Define width to use when rendering outline */
  20871. _this.outlineWidth = 0.02;
  20872. /** Defines color to use when rendering overlay */
  20873. _this.overlayColor = BABYLON.Color3.Red();
  20874. /** Defines alpha to use when rendering overlay */
  20875. _this.overlayAlpha = 0.5;
  20876. _this._hasVertexAlpha = false;
  20877. _this._useVertexColors = true;
  20878. _this._computeBonesUsingShaders = true;
  20879. _this._numBoneInfluencers = 4;
  20880. _this._applyFog = true;
  20881. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  20882. _this.useOctreeForRenderingSelection = true;
  20883. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  20884. _this.useOctreeForPicking = true;
  20885. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  20886. _this.useOctreeForCollisions = true;
  20887. _this._layerMask = 0x0FFFFFFF;
  20888. /**
  20889. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  20890. */
  20891. _this.alwaysSelectAsActiveMesh = false;
  20892. /**
  20893. * Gets or sets the current action manager
  20894. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  20895. */
  20896. _this.actionManager = null;
  20897. // Collisions
  20898. _this._checkCollisions = false;
  20899. _this._collisionMask = -1;
  20900. _this._collisionGroup = -1;
  20901. /**
  20902. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  20903. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20904. */
  20905. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  20906. /**
  20907. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  20908. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20909. */
  20910. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  20911. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20912. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20913. // Edges
  20914. /**
  20915. * Defines edge width used when edgesRenderer is enabled
  20916. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20917. */
  20918. _this.edgesWidth = 1;
  20919. /**
  20920. * Defines edge color used when edgesRenderer is enabled
  20921. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20922. */
  20923. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  20924. /** @hidden */
  20925. _this._renderId = 0;
  20926. /** @hidden */
  20927. _this._intersectionsInProgress = new Array();
  20928. /** @hidden */
  20929. _this._unIndexed = false;
  20930. /** @hidden */
  20931. _this._lightSources = new Array();
  20932. /**
  20933. * An event triggered when the mesh is rebuilt.
  20934. */
  20935. _this.onRebuildObservable = new BABYLON.Observable();
  20936. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  20937. if (collidedMesh === void 0) { collidedMesh = null; }
  20938. //TODO move this to the collision coordinator!
  20939. if (_this.getScene().workerCollisions) {
  20940. newPosition.multiplyInPlace(_this._collider._radius);
  20941. }
  20942. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  20943. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  20944. _this.position.addInPlace(_this._diffPositionForCollisions);
  20945. }
  20946. if (collidedMesh) {
  20947. _this.onCollideObservable.notifyObservers(collidedMesh);
  20948. }
  20949. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  20950. };
  20951. _this.getScene().addMesh(_this);
  20952. _this._resyncLightSources();
  20953. return _this;
  20954. }
  20955. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  20956. /**
  20957. * No billboard
  20958. */
  20959. get: function () {
  20960. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  20961. },
  20962. enumerable: true,
  20963. configurable: true
  20964. });
  20965. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  20966. /** Billboard on X axis */
  20967. get: function () {
  20968. return BABYLON.TransformNode.BILLBOARDMODE_X;
  20969. },
  20970. enumerable: true,
  20971. configurable: true
  20972. });
  20973. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  20974. /** Billboard on Y axis */
  20975. get: function () {
  20976. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  20977. },
  20978. enumerable: true,
  20979. configurable: true
  20980. });
  20981. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  20982. /** Billboard on Z axis */
  20983. get: function () {
  20984. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  20985. },
  20986. enumerable: true,
  20987. configurable: true
  20988. });
  20989. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  20990. /** Billboard on all axes */
  20991. get: function () {
  20992. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  20993. },
  20994. enumerable: true,
  20995. configurable: true
  20996. });
  20997. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  20998. /**
  20999. * Gets the number of facets in the mesh
  21000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21001. */
  21002. get: function () {
  21003. return this._facetData.facetNb;
  21004. },
  21005. enumerable: true,
  21006. configurable: true
  21007. });
  21008. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21009. /**
  21010. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21011. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21012. */
  21013. get: function () {
  21014. return this._facetData.partitioningSubdivisions;
  21015. },
  21016. set: function (nb) {
  21017. this._facetData.partitioningSubdivisions = nb;
  21018. },
  21019. enumerable: true,
  21020. configurable: true
  21021. });
  21022. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21023. /**
  21024. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21025. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21026. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21027. */
  21028. get: function () {
  21029. return this._facetData.partitioningBBoxRatio;
  21030. },
  21031. set: function (ratio) {
  21032. this._facetData.partitioningBBoxRatio = ratio;
  21033. },
  21034. enumerable: true,
  21035. configurable: true
  21036. });
  21037. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21038. /**
  21039. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21040. * Works only for updatable meshes.
  21041. * Doesn't work with multi-materials
  21042. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21043. */
  21044. get: function () {
  21045. return this._facetData.facetDepthSort;
  21046. },
  21047. set: function (sort) {
  21048. this._facetData.facetDepthSort = sort;
  21049. },
  21050. enumerable: true,
  21051. configurable: true
  21052. });
  21053. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21054. /**
  21055. * The location (Vector3) where the facet depth sort must be computed from.
  21056. * By default, the active camera position.
  21057. * Used only when facet depth sort is enabled
  21058. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21059. */
  21060. get: function () {
  21061. return this._facetData.facetDepthSortFrom;
  21062. },
  21063. set: function (location) {
  21064. this._facetData.facetDepthSortFrom = location;
  21065. },
  21066. enumerable: true,
  21067. configurable: true
  21068. });
  21069. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21070. /**
  21071. * gets a boolean indicating if facetData is enabled
  21072. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21073. */
  21074. get: function () {
  21075. return this._facetData.facetDataEnabled;
  21076. },
  21077. enumerable: true,
  21078. configurable: true
  21079. });
  21080. /** @hidden */
  21081. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21082. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21083. return false;
  21084. }
  21085. this._markSubMeshesAsMiscDirty();
  21086. return true;
  21087. };
  21088. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21089. /** Set a function to call when this mesh collides with another one */
  21090. set: function (callback) {
  21091. if (this._onCollideObserver) {
  21092. this.onCollideObservable.remove(this._onCollideObserver);
  21093. }
  21094. this._onCollideObserver = this.onCollideObservable.add(callback);
  21095. },
  21096. enumerable: true,
  21097. configurable: true
  21098. });
  21099. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21100. /** Set a function to call when the collision's position changes */
  21101. set: function (callback) {
  21102. if (this._onCollisionPositionChangeObserver) {
  21103. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21104. }
  21105. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21106. },
  21107. enumerable: true,
  21108. configurable: true
  21109. });
  21110. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21111. /**
  21112. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21113. */
  21114. get: function () {
  21115. return this._visibility;
  21116. },
  21117. /**
  21118. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21119. */
  21120. set: function (value) {
  21121. if (this._visibility === value) {
  21122. return;
  21123. }
  21124. this._visibility = value;
  21125. this._markSubMeshesAsMiscDirty();
  21126. },
  21127. enumerable: true,
  21128. configurable: true
  21129. });
  21130. Object.defineProperty(AbstractMesh.prototype, "material", {
  21131. /** Gets or sets current material */
  21132. get: function () {
  21133. return this._material;
  21134. },
  21135. set: function (value) {
  21136. if (this._material === value) {
  21137. return;
  21138. }
  21139. this._material = value;
  21140. if (this.onMaterialChangedObservable.hasObservers) {
  21141. this.onMaterialChangedObservable.notifyObservers(this);
  21142. }
  21143. if (!this.subMeshes) {
  21144. return;
  21145. }
  21146. this._unBindEffect();
  21147. },
  21148. enumerable: true,
  21149. configurable: true
  21150. });
  21151. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21152. /**
  21153. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21154. * @see http://doc.babylonjs.com/babylon101/shadows
  21155. */
  21156. get: function () {
  21157. return this._receiveShadows;
  21158. },
  21159. set: function (value) {
  21160. if (this._receiveShadows === value) {
  21161. return;
  21162. }
  21163. this._receiveShadows = value;
  21164. this._markSubMeshesAsLightDirty();
  21165. },
  21166. enumerable: true,
  21167. configurable: true
  21168. });
  21169. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21170. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21171. get: function () {
  21172. return this._hasVertexAlpha;
  21173. },
  21174. set: function (value) {
  21175. if (this._hasVertexAlpha === value) {
  21176. return;
  21177. }
  21178. this._hasVertexAlpha = value;
  21179. this._markSubMeshesAsAttributesDirty();
  21180. this._markSubMeshesAsMiscDirty();
  21181. },
  21182. enumerable: true,
  21183. configurable: true
  21184. });
  21185. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21186. /** 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) */
  21187. get: function () {
  21188. return this._useVertexColors;
  21189. },
  21190. set: function (value) {
  21191. if (this._useVertexColors === value) {
  21192. return;
  21193. }
  21194. this._useVertexColors = value;
  21195. this._markSubMeshesAsAttributesDirty();
  21196. },
  21197. enumerable: true,
  21198. configurable: true
  21199. });
  21200. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21201. /**
  21202. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21203. */
  21204. get: function () {
  21205. return this._computeBonesUsingShaders;
  21206. },
  21207. set: function (value) {
  21208. if (this._computeBonesUsingShaders === value) {
  21209. return;
  21210. }
  21211. this._computeBonesUsingShaders = value;
  21212. this._markSubMeshesAsAttributesDirty();
  21213. },
  21214. enumerable: true,
  21215. configurable: true
  21216. });
  21217. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21218. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21219. get: function () {
  21220. return this._numBoneInfluencers;
  21221. },
  21222. set: function (value) {
  21223. if (this._numBoneInfluencers === value) {
  21224. return;
  21225. }
  21226. this._numBoneInfluencers = value;
  21227. this._markSubMeshesAsAttributesDirty();
  21228. },
  21229. enumerable: true,
  21230. configurable: true
  21231. });
  21232. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21233. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21234. get: function () {
  21235. return this._applyFog;
  21236. },
  21237. set: function (value) {
  21238. if (this._applyFog === value) {
  21239. return;
  21240. }
  21241. this._applyFog = value;
  21242. this._markSubMeshesAsMiscDirty();
  21243. },
  21244. enumerable: true,
  21245. configurable: true
  21246. });
  21247. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21248. /**
  21249. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21250. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21251. */
  21252. get: function () {
  21253. return this._layerMask;
  21254. },
  21255. set: function (value) {
  21256. if (value === this._layerMask) {
  21257. return;
  21258. }
  21259. this._layerMask = value;
  21260. this._resyncLightSources();
  21261. },
  21262. enumerable: true,
  21263. configurable: true
  21264. });
  21265. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21266. /**
  21267. * Gets or sets a collision mask used to mask collisions (default is -1).
  21268. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21269. */
  21270. get: function () {
  21271. return this._collisionMask;
  21272. },
  21273. set: function (mask) {
  21274. this._collisionMask = !isNaN(mask) ? mask : -1;
  21275. },
  21276. enumerable: true,
  21277. configurable: true
  21278. });
  21279. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21280. /**
  21281. * Gets or sets the current collision group mask (-1 by default).
  21282. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21283. */
  21284. get: function () {
  21285. return this._collisionGroup;
  21286. },
  21287. set: function (mask) {
  21288. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21289. },
  21290. enumerable: true,
  21291. configurable: true
  21292. });
  21293. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21294. /** @hidden */
  21295. get: function () {
  21296. return null;
  21297. },
  21298. enumerable: true,
  21299. configurable: true
  21300. });
  21301. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21302. get: function () {
  21303. return this._skeleton;
  21304. },
  21305. /**
  21306. * Gets or sets a skeleton to apply skining transformations
  21307. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21308. */
  21309. set: function (value) {
  21310. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21311. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21312. }
  21313. if (value && value.needInitialSkinMatrix) {
  21314. value._registerMeshWithPoseMatrix(this);
  21315. }
  21316. this._skeleton = value;
  21317. if (!this._skeleton) {
  21318. this._bonesTransformMatrices = null;
  21319. }
  21320. this._markSubMeshesAsAttributesDirty();
  21321. },
  21322. enumerable: true,
  21323. configurable: true
  21324. });
  21325. /**
  21326. * Returns the string "AbstractMesh"
  21327. * @returns "AbstractMesh"
  21328. */
  21329. AbstractMesh.prototype.getClassName = function () {
  21330. return "AbstractMesh";
  21331. };
  21332. /**
  21333. * Gets a string representation of the current mesh
  21334. * @param fullDetails defines a boolean indicating if full details must be included
  21335. * @returns a string representation of the current mesh
  21336. */
  21337. AbstractMesh.prototype.toString = function (fullDetails) {
  21338. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21339. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21340. if (this._skeleton) {
  21341. ret += ", skeleton: " + this._skeleton.name;
  21342. }
  21343. if (fullDetails) {
  21344. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21345. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21346. }
  21347. return ret;
  21348. };
  21349. /** @hidden */
  21350. AbstractMesh.prototype._rebuild = function () {
  21351. this.onRebuildObservable.notifyObservers(this);
  21352. if (this._occlusionQuery) {
  21353. this._occlusionQuery = null;
  21354. }
  21355. if (!this.subMeshes) {
  21356. return;
  21357. }
  21358. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21359. var subMesh = _a[_i];
  21360. subMesh._rebuild();
  21361. }
  21362. };
  21363. /** @hidden */
  21364. AbstractMesh.prototype._resyncLightSources = function () {
  21365. this._lightSources.length = 0;
  21366. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21367. var light = _a[_i];
  21368. if (!light.isEnabled()) {
  21369. continue;
  21370. }
  21371. if (light.canAffectMesh(this)) {
  21372. this._lightSources.push(light);
  21373. }
  21374. }
  21375. this._markSubMeshesAsLightDirty();
  21376. };
  21377. /** @hidden */
  21378. AbstractMesh.prototype._resyncLighSource = function (light) {
  21379. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21380. var index = this._lightSources.indexOf(light);
  21381. if (index === -1) {
  21382. if (!isIn) {
  21383. return;
  21384. }
  21385. this._lightSources.push(light);
  21386. }
  21387. else {
  21388. if (isIn) {
  21389. return;
  21390. }
  21391. this._lightSources.splice(index, 1);
  21392. }
  21393. this._markSubMeshesAsLightDirty();
  21394. };
  21395. /** @hidden */
  21396. AbstractMesh.prototype._unBindEffect = function () {
  21397. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21398. var subMesh = _a[_i];
  21399. subMesh.setEffect(null);
  21400. }
  21401. };
  21402. /** @hidden */
  21403. AbstractMesh.prototype._removeLightSource = function (light) {
  21404. var index = this._lightSources.indexOf(light);
  21405. if (index === -1) {
  21406. return;
  21407. }
  21408. this._lightSources.splice(index, 1);
  21409. this._markSubMeshesAsLightDirty();
  21410. };
  21411. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21412. if (!this.subMeshes) {
  21413. return;
  21414. }
  21415. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21416. var subMesh = _a[_i];
  21417. if (subMesh._materialDefines) {
  21418. func(subMesh._materialDefines);
  21419. }
  21420. }
  21421. };
  21422. /** @hidden */
  21423. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21424. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21425. };
  21426. /** @hidden */
  21427. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21428. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21429. };
  21430. /** @hidden */
  21431. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21432. if (!this.subMeshes) {
  21433. return;
  21434. }
  21435. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21436. var subMesh = _a[_i];
  21437. var material = subMesh.getMaterial();
  21438. if (material) {
  21439. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21440. }
  21441. }
  21442. };
  21443. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21444. /**
  21445. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21446. */
  21447. get: function () {
  21448. return this._scaling;
  21449. },
  21450. set: function (newScaling) {
  21451. this._scaling = newScaling;
  21452. if (this.physicsImpostor) {
  21453. this.physicsImpostor.forceUpdate();
  21454. }
  21455. },
  21456. enumerable: true,
  21457. configurable: true
  21458. });
  21459. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21460. // Methods
  21461. /**
  21462. * Returns true if the mesh is blocked. Implemented by child classes
  21463. */
  21464. get: function () {
  21465. return false;
  21466. },
  21467. enumerable: true,
  21468. configurable: true
  21469. });
  21470. /**
  21471. * Returns the mesh itself by default. Implemented by child classes
  21472. * @param camera defines the camera to use to pick the right LOD level
  21473. * @returns the currentAbstractMesh
  21474. */
  21475. AbstractMesh.prototype.getLOD = function (camera) {
  21476. return this;
  21477. };
  21478. /**
  21479. * Returns 0 by default. Implemented by child classes
  21480. * @returns an integer
  21481. */
  21482. AbstractMesh.prototype.getTotalVertices = function () {
  21483. return 0;
  21484. };
  21485. /**
  21486. * Returns null by default. Implemented by child classes
  21487. * @returns null
  21488. */
  21489. AbstractMesh.prototype.getIndices = function () {
  21490. return null;
  21491. };
  21492. /**
  21493. * Returns the array of the requested vertex data kind. Implemented by child classes
  21494. * @param kind defines the vertex data kind to use
  21495. * @returns null
  21496. */
  21497. AbstractMesh.prototype.getVerticesData = function (kind) {
  21498. return null;
  21499. };
  21500. /**
  21501. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21502. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21503. * Note that a new underlying VertexBuffer object is created each call.
  21504. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21505. * @param kind defines vertex data kind:
  21506. * * BABYLON.VertexBuffer.PositionKind
  21507. * * BABYLON.VertexBuffer.UVKind
  21508. * * BABYLON.VertexBuffer.UV2Kind
  21509. * * BABYLON.VertexBuffer.UV3Kind
  21510. * * BABYLON.VertexBuffer.UV4Kind
  21511. * * BABYLON.VertexBuffer.UV5Kind
  21512. * * BABYLON.VertexBuffer.UV6Kind
  21513. * * BABYLON.VertexBuffer.ColorKind
  21514. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21515. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21516. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21517. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21518. * @param data defines the data source
  21519. * @param updatable defines if the data must be flagged as updatable (or static)
  21520. * @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
  21521. * @returns the current mesh
  21522. */
  21523. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21524. return this;
  21525. };
  21526. /**
  21527. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21528. * If the mesh has no geometry, it is simply returned as it is.
  21529. * @param kind defines vertex data kind:
  21530. * * BABYLON.VertexBuffer.PositionKind
  21531. * * BABYLON.VertexBuffer.UVKind
  21532. * * BABYLON.VertexBuffer.UV2Kind
  21533. * * BABYLON.VertexBuffer.UV3Kind
  21534. * * BABYLON.VertexBuffer.UV4Kind
  21535. * * BABYLON.VertexBuffer.UV5Kind
  21536. * * BABYLON.VertexBuffer.UV6Kind
  21537. * * BABYLON.VertexBuffer.ColorKind
  21538. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21539. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21540. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21541. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21542. * @param data defines the data source
  21543. * @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
  21544. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21545. * @returns the current mesh
  21546. */
  21547. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21548. return this;
  21549. };
  21550. /**
  21551. * Sets the mesh indices,
  21552. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21553. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21554. * @param totalVertices Defines the total number of vertices
  21555. * @returns the current mesh
  21556. */
  21557. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21558. return this;
  21559. };
  21560. /**
  21561. * Gets a boolean indicating if specific vertex data is present
  21562. * @param kind defines the vertex data kind to use
  21563. * @returns true is data kind is present
  21564. */
  21565. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21566. return false;
  21567. };
  21568. /**
  21569. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21570. * @returns a BoundingInfo
  21571. */
  21572. AbstractMesh.prototype.getBoundingInfo = function () {
  21573. if (this._masterMesh) {
  21574. return this._masterMesh.getBoundingInfo();
  21575. }
  21576. if (!this._boundingInfo) {
  21577. // this._boundingInfo is being created here
  21578. this._updateBoundingInfo();
  21579. }
  21580. // cannot be null.
  21581. return this._boundingInfo;
  21582. };
  21583. /**
  21584. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21585. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21586. * @returns the current mesh
  21587. */
  21588. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21589. if (includeDescendants === void 0) { includeDescendants = true; }
  21590. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21591. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21592. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21593. if (maxDimension === 0) {
  21594. return this;
  21595. }
  21596. var scale = 1 / maxDimension;
  21597. this.scaling.scaleInPlace(scale);
  21598. return this;
  21599. };
  21600. /**
  21601. * Overwrite the current bounding info
  21602. * @param boundingInfo defines the new bounding info
  21603. * @returns the current mesh
  21604. */
  21605. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21606. this._boundingInfo = boundingInfo;
  21607. return this;
  21608. };
  21609. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21610. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21611. get: function () {
  21612. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21613. },
  21614. enumerable: true,
  21615. configurable: true
  21616. });
  21617. /** @hidden */
  21618. AbstractMesh.prototype._preActivate = function () {
  21619. };
  21620. /** @hidden */
  21621. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21622. };
  21623. /** @hidden */
  21624. AbstractMesh.prototype._activate = function (renderId) {
  21625. this._renderId = renderId;
  21626. };
  21627. /**
  21628. * Gets the current world matrix
  21629. * @returns a Matrix
  21630. */
  21631. AbstractMesh.prototype.getWorldMatrix = function () {
  21632. if (this._masterMesh) {
  21633. return this._masterMesh.getWorldMatrix();
  21634. }
  21635. return _super.prototype.getWorldMatrix.call(this);
  21636. };
  21637. /** @hidden */
  21638. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21639. if (this._masterMesh) {
  21640. return this._masterMesh._getWorldMatrixDeterminant();
  21641. }
  21642. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21643. };
  21644. // ================================== Point of View Movement =================================
  21645. /**
  21646. * Perform relative position change from the point of view of behind the front of the mesh.
  21647. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21648. * Supports definition of mesh facing forward or backward
  21649. * @param amountRight defines the distance on the right axis
  21650. * @param amountUp defines the distance on the up axis
  21651. * @param amountForward defines the distance on the forward axis
  21652. * @returns the current mesh
  21653. */
  21654. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21655. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21656. return this;
  21657. };
  21658. /**
  21659. * Calculate relative position change from the point of view of behind the front of the mesh.
  21660. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21661. * Supports definition of mesh facing forward or backward
  21662. * @param amountRight defines the distance on the right axis
  21663. * @param amountUp defines the distance on the up axis
  21664. * @param amountForward defines the distance on the forward axis
  21665. * @returns the new displacement vector
  21666. */
  21667. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21668. var rotMatrix = new BABYLON.Matrix();
  21669. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21670. rotQuaternion.toRotationMatrix(rotMatrix);
  21671. var translationDelta = BABYLON.Vector3.Zero();
  21672. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21673. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21674. return translationDelta;
  21675. };
  21676. // ================================== Point of View Rotation =================================
  21677. /**
  21678. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21679. * Supports definition of mesh facing forward or backward
  21680. * @param flipBack defines the flip
  21681. * @param twirlClockwise defines the twirl
  21682. * @param tiltRight defines the tilt
  21683. * @returns the current mesh
  21684. */
  21685. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21686. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21687. return this;
  21688. };
  21689. /**
  21690. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21691. * Supports definition of mesh facing forward or backward.
  21692. * @param flipBack defines the flip
  21693. * @param twirlClockwise defines the twirl
  21694. * @param tiltRight defines the tilt
  21695. * @returns the new rotation vector
  21696. */
  21697. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21698. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21699. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21700. };
  21701. /**
  21702. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21703. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21704. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  21705. * @returns the new bounding vectors
  21706. */
  21707. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21708. if (includeDescendants === void 0) { includeDescendants = true; }
  21709. if (predicate === void 0) { predicate = null; }
  21710. // Ensures that all world matrix will be recomputed.
  21711. this.getScene().incrementRenderId();
  21712. this.computeWorldMatrix(true);
  21713. var min;
  21714. var max;
  21715. var boundingInfo = this.getBoundingInfo();
  21716. if (!this.subMeshes) {
  21717. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21718. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21719. }
  21720. else {
  21721. min = boundingInfo.boundingBox.minimumWorld;
  21722. max = boundingInfo.boundingBox.maximumWorld;
  21723. }
  21724. if (includeDescendants) {
  21725. var descendants = this.getDescendants(false);
  21726. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21727. var descendant = descendants_1[_i];
  21728. var childMesh = descendant;
  21729. childMesh.computeWorldMatrix(true);
  21730. // Filters meshes based on custom predicate function.
  21731. if (predicate && !predicate(childMesh)) {
  21732. continue;
  21733. }
  21734. //make sure we have the needed params to get mix and max
  21735. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21736. continue;
  21737. }
  21738. var childBoundingInfo = childMesh.getBoundingInfo();
  21739. var boundingBox = childBoundingInfo.boundingBox;
  21740. var minBox = boundingBox.minimumWorld;
  21741. var maxBox = boundingBox.maximumWorld;
  21742. BABYLON.Tools.CheckExtends(minBox, min, max);
  21743. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21744. }
  21745. }
  21746. return {
  21747. min: min,
  21748. max: max
  21749. };
  21750. };
  21751. /** @hidden */
  21752. AbstractMesh.prototype._updateBoundingInfo = function () {
  21753. if (this._boundingInfo) {
  21754. this._boundingInfo.update(this.worldMatrixFromCache);
  21755. }
  21756. else {
  21757. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  21758. }
  21759. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  21760. return this;
  21761. };
  21762. /** @hidden */
  21763. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  21764. if (!this.subMeshes) {
  21765. return this;
  21766. }
  21767. var count = this.subMeshes.length;
  21768. for (var subIndex = 0; subIndex < count; subIndex++) {
  21769. var subMesh = this.subMeshes[subIndex];
  21770. if (count > 1 || !subMesh.IsGlobal) {
  21771. subMesh.updateBoundingInfo(matrix);
  21772. }
  21773. }
  21774. return this;
  21775. };
  21776. /** @hidden */
  21777. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  21778. // Bounding info
  21779. this._updateBoundingInfo();
  21780. };
  21781. /**
  21782. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  21783. * A mesh is in the frustum if its bounding box intersects the frustum
  21784. * @param frustumPlanes defines the frustum to test
  21785. * @returns true if the mesh is in the frustum planes
  21786. */
  21787. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  21788. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  21789. };
  21790. /**
  21791. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  21792. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  21793. * @param frustumPlanes defines the frustum to test
  21794. * @returns true if the mesh is completely in the frustum planes
  21795. */
  21796. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  21797. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  21798. };
  21799. /**
  21800. * True if the mesh intersects another mesh or a SolidParticle object
  21801. * @param mesh defines a target mesh or SolidParticle to test
  21802. * @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)
  21803. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  21804. * @returns true if there is an intersection
  21805. */
  21806. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  21807. if (precise === void 0) { precise = false; }
  21808. if (!this._boundingInfo || !mesh._boundingInfo) {
  21809. return false;
  21810. }
  21811. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  21812. return true;
  21813. }
  21814. if (includeDescendants) {
  21815. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  21816. var child = _a[_i];
  21817. if (child.intersectsMesh(mesh, precise, true)) {
  21818. return true;
  21819. }
  21820. }
  21821. }
  21822. return false;
  21823. };
  21824. /**
  21825. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  21826. * @param point defines the point to test
  21827. * @returns true if there is an intersection
  21828. */
  21829. AbstractMesh.prototype.intersectsPoint = function (point) {
  21830. if (!this._boundingInfo) {
  21831. return false;
  21832. }
  21833. return this._boundingInfo.intersectsPoint(point);
  21834. };
  21835. /**
  21836. * Gets the position of the current mesh in camera space
  21837. * @param camera defines the camera to use
  21838. * @returns a position
  21839. */
  21840. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  21841. if (camera === void 0) { camera = null; }
  21842. if (!camera) {
  21843. camera = this.getScene().activeCamera;
  21844. }
  21845. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21846. };
  21847. /**
  21848. * Returns the distance from the mesh to the active camera
  21849. * @param camera defines the camera to use
  21850. * @returns the distance
  21851. */
  21852. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  21853. if (camera === void 0) { camera = null; }
  21854. if (!camera) {
  21855. camera = this.getScene().activeCamera;
  21856. }
  21857. return this.absolutePosition.subtract(camera.position).length();
  21858. };
  21859. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  21860. // Collisions
  21861. /**
  21862. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  21863. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21864. */
  21865. get: function () {
  21866. return this._checkCollisions;
  21867. },
  21868. set: function (collisionEnabled) {
  21869. this._checkCollisions = collisionEnabled;
  21870. if (this.getScene().workerCollisions) {
  21871. this.getScene().collisionCoordinator.onMeshUpdated(this);
  21872. }
  21873. },
  21874. enumerable: true,
  21875. configurable: true
  21876. });
  21877. Object.defineProperty(AbstractMesh.prototype, "collider", {
  21878. /**
  21879. * Gets Collider object used to compute collisions (not physics)
  21880. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21881. */
  21882. get: function () {
  21883. return this._collider;
  21884. },
  21885. enumerable: true,
  21886. configurable: true
  21887. });
  21888. /**
  21889. * Move the mesh using collision engine
  21890. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21891. * @param displacement defines the requested displacement vector
  21892. * @returns the current mesh
  21893. */
  21894. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  21895. var globalPosition = this.getAbsolutePosition();
  21896. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  21897. if (!this._collider) {
  21898. this._collider = new BABYLON.Collider();
  21899. }
  21900. this._collider._radius = this.ellipsoid;
  21901. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  21902. return this;
  21903. };
  21904. // Collisions
  21905. /** @hidden */
  21906. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  21907. this._generatePointsArray();
  21908. if (!this._positions) {
  21909. return this;
  21910. }
  21911. // Transformation
  21912. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  21913. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  21914. subMesh._lastColliderWorldVertices = [];
  21915. subMesh._trianglePlanes = [];
  21916. var start = subMesh.verticesStart;
  21917. var end = (subMesh.verticesStart + subMesh.verticesCount);
  21918. for (var i = start; i < end; i++) {
  21919. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  21920. }
  21921. }
  21922. // Collide
  21923. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  21924. if (collider.collisionFound) {
  21925. collider.collidedMesh = this;
  21926. }
  21927. return this;
  21928. };
  21929. /** @hidden */
  21930. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  21931. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  21932. var len = subMeshes.length;
  21933. for (var index = 0; index < len; index++) {
  21934. var subMesh = subMeshes.data[index];
  21935. // Bounding test
  21936. if (len > 1 && !subMesh._checkCollision(collider)) {
  21937. continue;
  21938. }
  21939. this._collideForSubMesh(subMesh, transformMatrix, collider);
  21940. }
  21941. return this;
  21942. };
  21943. /** @hidden */
  21944. AbstractMesh.prototype._checkCollision = function (collider) {
  21945. // Bounding box test
  21946. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  21947. return this;
  21948. }
  21949. // Transformation matrix
  21950. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  21951. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  21952. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  21953. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  21954. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  21955. return this;
  21956. };
  21957. // Picking
  21958. /** @hidden */
  21959. AbstractMesh.prototype._generatePointsArray = function () {
  21960. return false;
  21961. };
  21962. /**
  21963. * Checks if the passed Ray intersects with the mesh
  21964. * @param ray defines the ray to use
  21965. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  21966. * @returns the picking info
  21967. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  21968. */
  21969. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  21970. var pickingInfo = new BABYLON.PickingInfo();
  21971. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  21972. return pickingInfo;
  21973. }
  21974. if (!this._generatePointsArray()) {
  21975. return pickingInfo;
  21976. }
  21977. var intersectInfo = null;
  21978. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  21979. var len = subMeshes.length;
  21980. for (var index = 0; index < len; index++) {
  21981. var subMesh = subMeshes.data[index];
  21982. // Bounding test
  21983. if (len > 1 && !subMesh.canIntersects(ray)) {
  21984. continue;
  21985. }
  21986. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  21987. if (currentIntersectInfo) {
  21988. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  21989. intersectInfo = currentIntersectInfo;
  21990. intersectInfo.subMeshId = index;
  21991. if (fastCheck) {
  21992. break;
  21993. }
  21994. }
  21995. }
  21996. }
  21997. if (intersectInfo) {
  21998. // Get picked point
  21999. var world = this.getWorldMatrix();
  22000. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  22001. var direction = ray.direction.clone();
  22002. direction = direction.scale(intersectInfo.distance);
  22003. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22004. var pickedPoint = worldOrigin.add(worldDirection);
  22005. // Return result
  22006. pickingInfo.hit = true;
  22007. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22008. pickingInfo.pickedPoint = pickedPoint;
  22009. pickingInfo.pickedMesh = this;
  22010. pickingInfo.bu = intersectInfo.bu || 0;
  22011. pickingInfo.bv = intersectInfo.bv || 0;
  22012. pickingInfo.faceId = intersectInfo.faceId;
  22013. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22014. return pickingInfo;
  22015. }
  22016. return pickingInfo;
  22017. };
  22018. /**
  22019. * Clones the current mesh
  22020. * @param name defines the mesh name
  22021. * @param newParent defines the new mesh parent
  22022. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22023. * @returns the new mesh
  22024. */
  22025. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22026. return null;
  22027. };
  22028. /**
  22029. * Disposes all the submeshes of the current meshnp
  22030. * @returns the current mesh
  22031. */
  22032. AbstractMesh.prototype.releaseSubMeshes = function () {
  22033. if (this.subMeshes) {
  22034. while (this.subMeshes.length) {
  22035. this.subMeshes[0].dispose();
  22036. }
  22037. }
  22038. else {
  22039. this.subMeshes = new Array();
  22040. }
  22041. return this;
  22042. };
  22043. /**
  22044. * Releases resources associated with this abstract mesh.
  22045. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22046. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22047. */
  22048. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22049. var _this = this;
  22050. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22051. var index;
  22052. // Smart Array Retainers.
  22053. this.getScene().freeActiveMeshes();
  22054. this.getScene().freeRenderingGroups();
  22055. // Action manager
  22056. if (this.actionManager !== undefined && this.actionManager !== null) {
  22057. this.actionManager.dispose();
  22058. this.actionManager = null;
  22059. }
  22060. // Skeleton
  22061. this._skeleton = null;
  22062. // Intersections in progress
  22063. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22064. var other = this._intersectionsInProgress[index];
  22065. var pos = other._intersectionsInProgress.indexOf(this);
  22066. other._intersectionsInProgress.splice(pos, 1);
  22067. }
  22068. this._intersectionsInProgress = [];
  22069. // Lights
  22070. var lights = this.getScene().lights;
  22071. lights.forEach(function (light) {
  22072. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22073. if (meshIndex !== -1) {
  22074. light.includedOnlyMeshes.splice(meshIndex, 1);
  22075. }
  22076. meshIndex = light.excludedMeshes.indexOf(_this);
  22077. if (meshIndex !== -1) {
  22078. light.excludedMeshes.splice(meshIndex, 1);
  22079. }
  22080. // Shadow generators
  22081. var generator = light.getShadowGenerator();
  22082. if (generator) {
  22083. var shadowMap = generator.getShadowMap();
  22084. if (shadowMap && shadowMap.renderList) {
  22085. meshIndex = shadowMap.renderList.indexOf(_this);
  22086. if (meshIndex !== -1) {
  22087. shadowMap.renderList.splice(meshIndex, 1);
  22088. }
  22089. }
  22090. }
  22091. });
  22092. // SubMeshes
  22093. if (this.getClassName() !== "InstancedMesh") {
  22094. this.releaseSubMeshes();
  22095. }
  22096. // Query
  22097. var engine = this.getScene().getEngine();
  22098. if (this._occlusionQuery) {
  22099. this.isOcclusionQueryInProgress = false;
  22100. engine.deleteQuery(this._occlusionQuery);
  22101. this._occlusionQuery = null;
  22102. }
  22103. // Engine
  22104. engine.wipeCaches();
  22105. // Remove from scene
  22106. this.getScene().removeMesh(this);
  22107. if (disposeMaterialAndTextures) {
  22108. if (this.material) {
  22109. this.material.dispose(false, true);
  22110. }
  22111. }
  22112. if (!doNotRecurse) {
  22113. // Particles
  22114. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22115. if (this.getScene().particleSystems[index].emitter === this) {
  22116. this.getScene().particleSystems[index].dispose();
  22117. index--;
  22118. }
  22119. }
  22120. }
  22121. // facet data
  22122. if (this._facetData.facetDataEnabled) {
  22123. this.disableFacetData();
  22124. }
  22125. this.onAfterWorldMatrixUpdateObservable.clear();
  22126. this.onCollideObservable.clear();
  22127. this.onCollisionPositionChangeObservable.clear();
  22128. this.onRebuildObservable.clear();
  22129. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22130. };
  22131. /**
  22132. * Adds the passed mesh as a child to the current mesh
  22133. * @param mesh defines the child mesh
  22134. * @returns the current mesh
  22135. */
  22136. AbstractMesh.prototype.addChild = function (mesh) {
  22137. mesh.setParent(this);
  22138. return this;
  22139. };
  22140. /**
  22141. * Removes the passed mesh from the current mesh children list
  22142. * @param mesh defines the child mesh
  22143. * @returns the current mesh
  22144. */
  22145. AbstractMesh.prototype.removeChild = function (mesh) {
  22146. mesh.setParent(null);
  22147. return this;
  22148. };
  22149. // Facet data
  22150. /** @hidden */
  22151. AbstractMesh.prototype._initFacetData = function () {
  22152. var data = this._facetData;
  22153. if (!data.facetNormals) {
  22154. data.facetNormals = new Array();
  22155. }
  22156. if (!data.facetPositions) {
  22157. data.facetPositions = new Array();
  22158. }
  22159. if (!data.facetPartitioning) {
  22160. data.facetPartitioning = new Array();
  22161. }
  22162. data.facetNb = (this.getIndices().length / 3) | 0;
  22163. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22164. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22165. for (var f = 0; f < data.facetNb; f++) {
  22166. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22167. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22168. }
  22169. data.facetDataEnabled = true;
  22170. return this;
  22171. };
  22172. /**
  22173. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22174. * This method can be called within the render loop.
  22175. * 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
  22176. * @returns the current mesh
  22177. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22178. */
  22179. AbstractMesh.prototype.updateFacetData = function () {
  22180. var data = this._facetData;
  22181. if (!data.facetDataEnabled) {
  22182. this._initFacetData();
  22183. }
  22184. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22185. var indices = this.getIndices();
  22186. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22187. var bInfo = this.getBoundingInfo();
  22188. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22189. // init arrays, matrix and sort function on first call
  22190. data.facetDepthSortEnabled = true;
  22191. if (indices instanceof Uint16Array) {
  22192. data.depthSortedIndices = new Uint16Array(indices);
  22193. }
  22194. else if (indices instanceof Uint32Array) {
  22195. data.depthSortedIndices = new Uint32Array(indices);
  22196. }
  22197. else {
  22198. var needs32bits = false;
  22199. for (var i = 0; i < indices.length; i++) {
  22200. if (indices[i] > 65535) {
  22201. needs32bits = true;
  22202. break;
  22203. }
  22204. }
  22205. if (needs32bits) {
  22206. data.depthSortedIndices = new Uint32Array(indices);
  22207. }
  22208. else {
  22209. data.depthSortedIndices = new Uint16Array(indices);
  22210. }
  22211. }
  22212. data.facetDepthSortFunction = function (f1, f2) {
  22213. return (f2.sqDistance - f1.sqDistance);
  22214. };
  22215. if (!data.facetDepthSortFrom) {
  22216. var camera = this.getScene().activeCamera;
  22217. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22218. }
  22219. data.depthSortedFacets = [];
  22220. for (var f = 0; f < data.facetNb; f++) {
  22221. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22222. data.depthSortedFacets.push(depthSortedFacet);
  22223. }
  22224. data.invertedMatrix = BABYLON.Matrix.Identity();
  22225. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22226. }
  22227. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22228. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22229. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22230. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22231. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22232. data.subDiv.max = data.partitioningSubdivisions;
  22233. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22234. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22235. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22236. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22237. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22238. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22239. // set the parameters for ComputeNormals()
  22240. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22241. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22242. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22243. data.facetParameters.bInfo = bInfo;
  22244. data.facetParameters.bbSize = data.bbSize;
  22245. data.facetParameters.subDiv = data.subDiv;
  22246. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22247. data.facetParameters.depthSort = data.facetDepthSort;
  22248. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22249. this.computeWorldMatrix(true);
  22250. this._worldMatrix.invertToRef(data.invertedMatrix);
  22251. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22252. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22253. }
  22254. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22255. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22256. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22257. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22258. var l = (data.depthSortedIndices.length / 3) | 0;
  22259. for (var f = 0; f < l; f++) {
  22260. var sind = data.depthSortedFacets[f].ind;
  22261. data.depthSortedIndices[f * 3] = indices[sind];
  22262. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22263. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22264. }
  22265. this.updateIndices(data.depthSortedIndices);
  22266. }
  22267. return this;
  22268. };
  22269. /**
  22270. * Returns the facetLocalNormals array.
  22271. * The normals are expressed in the mesh local spac
  22272. * @returns an array of Vector3
  22273. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22274. */
  22275. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22276. if (!this._facetData.facetNormals) {
  22277. this.updateFacetData();
  22278. }
  22279. return this._facetData.facetNormals;
  22280. };
  22281. /**
  22282. * Returns the facetLocalPositions array.
  22283. * The facet positions are expressed in the mesh local space
  22284. * @returns an array of Vector3
  22285. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22286. */
  22287. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22288. if (!this._facetData.facetPositions) {
  22289. this.updateFacetData();
  22290. }
  22291. return this._facetData.facetPositions;
  22292. };
  22293. /**
  22294. * Returns the facetLocalPartioning array
  22295. * @returns an array of array of numbers
  22296. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22297. */
  22298. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22299. if (!this._facetData.facetPartitioning) {
  22300. this.updateFacetData();
  22301. }
  22302. return this._facetData.facetPartitioning;
  22303. };
  22304. /**
  22305. * Returns the i-th facet position in the world system.
  22306. * This method allocates a new Vector3 per call
  22307. * @param i defines the facet index
  22308. * @returns a new Vector3
  22309. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22310. */
  22311. AbstractMesh.prototype.getFacetPosition = function (i) {
  22312. var pos = BABYLON.Vector3.Zero();
  22313. this.getFacetPositionToRef(i, pos);
  22314. return pos;
  22315. };
  22316. /**
  22317. * Sets the reference Vector3 with the i-th facet position in the world system
  22318. * @param i defines the facet index
  22319. * @param ref defines the target vector
  22320. * @returns the current mesh
  22321. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22322. */
  22323. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22324. var localPos = (this.getFacetLocalPositions())[i];
  22325. var world = this.getWorldMatrix();
  22326. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22327. return this;
  22328. };
  22329. /**
  22330. * Returns the i-th facet normal in the world system.
  22331. * This method allocates a new Vector3 per call
  22332. * @param i defines the facet index
  22333. * @returns a new Vector3
  22334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22335. */
  22336. AbstractMesh.prototype.getFacetNormal = function (i) {
  22337. var norm = BABYLON.Vector3.Zero();
  22338. this.getFacetNormalToRef(i, norm);
  22339. return norm;
  22340. };
  22341. /**
  22342. * Sets the reference Vector3 with the i-th facet normal in the world system
  22343. * @param i defines the facet index
  22344. * @param ref defines the target vector
  22345. * @returns the current mesh
  22346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22347. */
  22348. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22349. var localNorm = (this.getFacetLocalNormals())[i];
  22350. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22351. return this;
  22352. };
  22353. /**
  22354. * 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)
  22355. * @param x defines x coordinate
  22356. * @param y defines y coordinate
  22357. * @param z defines z coordinate
  22358. * @returns the array of facet indexes
  22359. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22360. */
  22361. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22362. var bInfo = this.getBoundingInfo();
  22363. var data = this._facetData;
  22364. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22365. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22366. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22367. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22368. return null;
  22369. }
  22370. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22371. };
  22372. /**
  22373. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22374. * @param projected sets as the (x,y,z) world projection on the facet
  22375. * @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
  22376. * @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
  22377. * @param x defines x coordinate
  22378. * @param y defines y coordinate
  22379. * @param z defines z coordinate
  22380. * @returns the face index if found (or null instead)
  22381. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22382. */
  22383. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22384. if (checkFace === void 0) { checkFace = false; }
  22385. if (facing === void 0) { facing = true; }
  22386. var world = this.getWorldMatrix();
  22387. var invMat = BABYLON.Tmp.Matrix[5];
  22388. world.invertToRef(invMat);
  22389. var invVect = BABYLON.Tmp.Vector3[8];
  22390. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22391. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22392. if (projected) {
  22393. // tranform the local computed projected vector to world coordinates
  22394. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22395. }
  22396. return closest;
  22397. };
  22398. /**
  22399. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22400. * @param projected sets as the (x,y,z) local projection on the facet
  22401. * @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
  22402. * @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
  22403. * @param x defines x coordinate
  22404. * @param y defines y coordinate
  22405. * @param z defines z coordinate
  22406. * @returns the face index if found (or null instead)
  22407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22408. */
  22409. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22410. if (checkFace === void 0) { checkFace = false; }
  22411. if (facing === void 0) { facing = true; }
  22412. var closest = null;
  22413. var tmpx = 0.0;
  22414. var tmpy = 0.0;
  22415. var tmpz = 0.0;
  22416. var d = 0.0; // tmp dot facet normal * facet position
  22417. var t0 = 0.0;
  22418. var projx = 0.0;
  22419. var projy = 0.0;
  22420. var projz = 0.0;
  22421. // Get all the facets in the same partitioning block than (x, y, z)
  22422. var facetPositions = this.getFacetLocalPositions();
  22423. var facetNormals = this.getFacetLocalNormals();
  22424. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22425. if (!facetsInBlock) {
  22426. return null;
  22427. }
  22428. // Get the closest facet to (x, y, z)
  22429. var shortest = Number.MAX_VALUE; // init distance vars
  22430. var tmpDistance = shortest;
  22431. var fib; // current facet in the block
  22432. var norm; // current facet normal
  22433. var p0; // current facet barycenter position
  22434. // loop on all the facets in the current partitioning block
  22435. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22436. fib = facetsInBlock[idx];
  22437. norm = facetNormals[fib];
  22438. p0 = facetPositions[fib];
  22439. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22440. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22441. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22442. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22443. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22444. projx = x + norm.x * t0;
  22445. projy = y + norm.y * t0;
  22446. projz = z + norm.z * t0;
  22447. tmpx = projx - x;
  22448. tmpy = projy - y;
  22449. tmpz = projz - z;
  22450. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22451. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22452. shortest = tmpDistance;
  22453. closest = fib;
  22454. if (projected) {
  22455. projected.x = projx;
  22456. projected.y = projy;
  22457. projected.z = projz;
  22458. }
  22459. }
  22460. }
  22461. }
  22462. return closest;
  22463. };
  22464. /**
  22465. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22466. * @returns the parameters
  22467. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22468. */
  22469. AbstractMesh.prototype.getFacetDataParameters = function () {
  22470. return this._facetData.facetParameters;
  22471. };
  22472. /**
  22473. * Disables the feature FacetData and frees the related memory
  22474. * @returns the current mesh
  22475. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22476. */
  22477. AbstractMesh.prototype.disableFacetData = function () {
  22478. if (this._facetData.facetDataEnabled) {
  22479. this._facetData.facetDataEnabled = false;
  22480. this._facetData.facetPositions = new Array();
  22481. this._facetData.facetNormals = new Array();
  22482. this._facetData.facetPartitioning = new Array();
  22483. this._facetData.facetParameters = null;
  22484. this._facetData.depthSortedIndices = new Uint32Array(0);
  22485. }
  22486. return this;
  22487. };
  22488. /**
  22489. * Updates the AbstractMesh indices array
  22490. * @param indices defines the data source
  22491. * @returns the current mesh
  22492. */
  22493. AbstractMesh.prototype.updateIndices = function (indices) {
  22494. return this;
  22495. };
  22496. /**
  22497. * Creates new normals data for the mesh
  22498. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22499. * @returns the current mesh
  22500. */
  22501. AbstractMesh.prototype.createNormals = function (updatable) {
  22502. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22503. var indices = this.getIndices();
  22504. var normals;
  22505. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22506. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22507. }
  22508. else {
  22509. normals = [];
  22510. }
  22511. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22512. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22513. return this;
  22514. };
  22515. /**
  22516. * Align the mesh with a normal
  22517. * @param normal defines the normal to use
  22518. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22519. * @returns the current mesh
  22520. */
  22521. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22522. if (!upDirection) {
  22523. upDirection = BABYLON.Axis.Y;
  22524. }
  22525. var axisX = BABYLON.Tmp.Vector3[0];
  22526. var axisZ = BABYLON.Tmp.Vector3[1];
  22527. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22528. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22529. if (this.rotationQuaternion) {
  22530. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22531. }
  22532. else {
  22533. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22534. }
  22535. return this;
  22536. };
  22537. /** @hidden */
  22538. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22539. return false;
  22540. };
  22541. /** No occlusion */
  22542. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22543. /** Occlusion set to optimisitic */
  22544. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22545. /** Occlusion set to strict */
  22546. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22547. /** Use an accurante occlusion algorithm */
  22548. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22549. /** Use a conservative occlusion algorithm */
  22550. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22551. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22552. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22553. /** Culling strategy with bounding sphere only and then frustum culling */
  22554. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22555. return AbstractMesh;
  22556. }(BABYLON.TransformNode));
  22557. BABYLON.AbstractMesh = AbstractMesh;
  22558. })(BABYLON || (BABYLON = {}));
  22559. //# sourceMappingURL=babylon.abstractMesh.js.map
  22560. var BABYLON;
  22561. (function (BABYLON) {
  22562. /**
  22563. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22564. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22565. * 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.
  22566. */
  22567. var Light = /** @class */ (function (_super) {
  22568. __extends(Light, _super);
  22569. /**
  22570. * Creates a Light object in the scene.
  22571. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22572. * @param name The firendly name of the light
  22573. * @param scene The scene the light belongs too
  22574. */
  22575. function Light(name, scene) {
  22576. var _this = _super.call(this, name, scene) || this;
  22577. /**
  22578. * Diffuse gives the basic color to an object.
  22579. */
  22580. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22581. /**
  22582. * Specular produces a highlight color on an object.
  22583. * Note: This is note affecting PBR materials.
  22584. */
  22585. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22586. /**
  22587. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22588. * falling off base on range or angle.
  22589. * This can be set to any values in Light.FALLOFF_x.
  22590. *
  22591. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22592. * other types of materials.
  22593. */
  22594. _this.falloffType = Light.FALLOFF_DEFAULT;
  22595. /**
  22596. * Strength of the light.
  22597. * Note: By default it is define in the framework own unit.
  22598. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22599. */
  22600. _this.intensity = 1.0;
  22601. _this._range = Number.MAX_VALUE;
  22602. _this._inverseSquaredRange = 0;
  22603. /**
  22604. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22605. * of light.
  22606. */
  22607. _this._photometricScale = 1.0;
  22608. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22609. _this._radius = 0.00001;
  22610. /**
  22611. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22612. * exceeding the number allowed of the materials.
  22613. */
  22614. _this.renderPriority = 0;
  22615. _this._shadowEnabled = true;
  22616. _this._excludeWithLayerMask = 0;
  22617. _this._includeOnlyWithLayerMask = 0;
  22618. _this._lightmapMode = 0;
  22619. /**
  22620. * @hidden Internal use only.
  22621. */
  22622. _this._excludedMeshesIds = new Array();
  22623. /**
  22624. * @hidden Internal use only.
  22625. */
  22626. _this._includedOnlyMeshesIds = new Array();
  22627. _this.getScene().addLight(_this);
  22628. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22629. _this._buildUniformLayout();
  22630. _this.includedOnlyMeshes = new Array();
  22631. _this.excludedMeshes = new Array();
  22632. _this._resyncMeshes();
  22633. return _this;
  22634. }
  22635. Object.defineProperty(Light.prototype, "range", {
  22636. /**
  22637. * Defines how far from the source the light is impacting in scene units.
  22638. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22639. */
  22640. get: function () {
  22641. return this._range;
  22642. },
  22643. /**
  22644. * Defines how far from the source the light is impacting in scene units.
  22645. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22646. */
  22647. set: function (value) {
  22648. this._range = value;
  22649. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22650. },
  22651. enumerable: true,
  22652. configurable: true
  22653. });
  22654. Object.defineProperty(Light.prototype, "intensityMode", {
  22655. /**
  22656. * Gets the photometric scale used to interpret the intensity.
  22657. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22658. */
  22659. get: function () {
  22660. return this._intensityMode;
  22661. },
  22662. /**
  22663. * Sets the photometric scale used to interpret the intensity.
  22664. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22665. */
  22666. set: function (value) {
  22667. this._intensityMode = value;
  22668. this._computePhotometricScale();
  22669. },
  22670. enumerable: true,
  22671. configurable: true
  22672. });
  22673. Object.defineProperty(Light.prototype, "radius", {
  22674. /**
  22675. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22676. */
  22677. get: function () {
  22678. return this._radius;
  22679. },
  22680. /**
  22681. * sets the light radius used by PBR Materials to simulate soft area lights.
  22682. */
  22683. set: function (value) {
  22684. this._radius = value;
  22685. this._computePhotometricScale();
  22686. },
  22687. enumerable: true,
  22688. configurable: true
  22689. });
  22690. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22691. /**
  22692. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22693. * the current shadow generator.
  22694. */
  22695. get: function () {
  22696. return this._shadowEnabled;
  22697. },
  22698. /**
  22699. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22700. * the current shadow generator.
  22701. */
  22702. set: function (value) {
  22703. if (this._shadowEnabled === value) {
  22704. return;
  22705. }
  22706. this._shadowEnabled = value;
  22707. this._markMeshesAsLightDirty();
  22708. },
  22709. enumerable: true,
  22710. configurable: true
  22711. });
  22712. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22713. /**
  22714. * Gets the only meshes impacted by this light.
  22715. */
  22716. get: function () {
  22717. return this._includedOnlyMeshes;
  22718. },
  22719. /**
  22720. * Sets the only meshes impacted by this light.
  22721. */
  22722. set: function (value) {
  22723. this._includedOnlyMeshes = value;
  22724. this._hookArrayForIncludedOnly(value);
  22725. },
  22726. enumerable: true,
  22727. configurable: true
  22728. });
  22729. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22730. /**
  22731. * Gets the meshes not impacted by this light.
  22732. */
  22733. get: function () {
  22734. return this._excludedMeshes;
  22735. },
  22736. /**
  22737. * Sets the meshes not impacted by this light.
  22738. */
  22739. set: function (value) {
  22740. this._excludedMeshes = value;
  22741. this._hookArrayForExcluded(value);
  22742. },
  22743. enumerable: true,
  22744. configurable: true
  22745. });
  22746. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22747. /**
  22748. * Gets the layer id use to find what meshes are not impacted by the light.
  22749. * Inactive if 0
  22750. */
  22751. get: function () {
  22752. return this._excludeWithLayerMask;
  22753. },
  22754. /**
  22755. * Sets the layer id use to find what meshes are not impacted by the light.
  22756. * Inactive if 0
  22757. */
  22758. set: function (value) {
  22759. this._excludeWithLayerMask = value;
  22760. this._resyncMeshes();
  22761. },
  22762. enumerable: true,
  22763. configurable: true
  22764. });
  22765. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22766. /**
  22767. * Gets the layer id use to find what meshes are impacted by the light.
  22768. * Inactive if 0
  22769. */
  22770. get: function () {
  22771. return this._includeOnlyWithLayerMask;
  22772. },
  22773. /**
  22774. * Sets the layer id use to find what meshes are impacted by the light.
  22775. * Inactive if 0
  22776. */
  22777. set: function (value) {
  22778. this._includeOnlyWithLayerMask = value;
  22779. this._resyncMeshes();
  22780. },
  22781. enumerable: true,
  22782. configurable: true
  22783. });
  22784. Object.defineProperty(Light.prototype, "lightmapMode", {
  22785. /**
  22786. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22787. */
  22788. get: function () {
  22789. return this._lightmapMode;
  22790. },
  22791. /**
  22792. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22793. */
  22794. set: function (value) {
  22795. if (this._lightmapMode === value) {
  22796. return;
  22797. }
  22798. this._lightmapMode = value;
  22799. this._markMeshesAsLightDirty();
  22800. },
  22801. enumerable: true,
  22802. configurable: true
  22803. });
  22804. /**
  22805. * Returns the string "Light".
  22806. * @returns the class name
  22807. */
  22808. Light.prototype.getClassName = function () {
  22809. return "Light";
  22810. };
  22811. /**
  22812. * Converts the light information to a readable string for debug purpose.
  22813. * @param fullDetails Supports for multiple levels of logging within scene loading
  22814. * @returns the human readable light info
  22815. */
  22816. Light.prototype.toString = function (fullDetails) {
  22817. var ret = "Name: " + this.name;
  22818. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  22819. if (this.animations) {
  22820. for (var i = 0; i < this.animations.length; i++) {
  22821. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22822. }
  22823. }
  22824. if (fullDetails) {
  22825. }
  22826. return ret;
  22827. };
  22828. /** @hidden */
  22829. Light.prototype._syncParentEnabledState = function () {
  22830. _super.prototype._syncParentEnabledState.call(this);
  22831. this._resyncMeshes();
  22832. };
  22833. /**
  22834. * Set the enabled state of this node.
  22835. * @param value - the new enabled state
  22836. */
  22837. Light.prototype.setEnabled = function (value) {
  22838. _super.prototype.setEnabled.call(this, value);
  22839. this._resyncMeshes();
  22840. };
  22841. /**
  22842. * Returns the Light associated shadow generator if any.
  22843. * @return the associated shadow generator.
  22844. */
  22845. Light.prototype.getShadowGenerator = function () {
  22846. return this._shadowGenerator;
  22847. };
  22848. /**
  22849. * Returns a Vector3, the absolute light position in the World.
  22850. * @returns the world space position of the light
  22851. */
  22852. Light.prototype.getAbsolutePosition = function () {
  22853. return BABYLON.Vector3.Zero();
  22854. };
  22855. /**
  22856. * Specifies if the light will affect the passed mesh.
  22857. * @param mesh The mesh to test against the light
  22858. * @return true the mesh is affected otherwise, false.
  22859. */
  22860. Light.prototype.canAffectMesh = function (mesh) {
  22861. if (!mesh) {
  22862. return true;
  22863. }
  22864. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  22865. return false;
  22866. }
  22867. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  22868. return false;
  22869. }
  22870. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  22871. return false;
  22872. }
  22873. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  22874. return false;
  22875. }
  22876. return true;
  22877. };
  22878. /**
  22879. * Sort function to order lights for rendering.
  22880. * @param a First Light object to compare to second.
  22881. * @param b Second Light object to compare first.
  22882. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  22883. */
  22884. Light.CompareLightsPriority = function (a, b) {
  22885. //shadow-casting lights have priority over non-shadow-casting lights
  22886. //the renderPrioirty is a secondary sort criterion
  22887. if (a.shadowEnabled !== b.shadowEnabled) {
  22888. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  22889. }
  22890. return b.renderPriority - a.renderPriority;
  22891. };
  22892. /**
  22893. * Releases resources associated with this node.
  22894. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22895. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22896. */
  22897. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22898. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22899. if (this._shadowGenerator) {
  22900. this._shadowGenerator.dispose();
  22901. this._shadowGenerator = null;
  22902. }
  22903. // Animations
  22904. this.getScene().stopAnimation(this);
  22905. // Remove from meshes
  22906. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22907. var mesh = _a[_i];
  22908. mesh._removeLightSource(this);
  22909. }
  22910. this._uniformBuffer.dispose();
  22911. // Remove from scene
  22912. this.getScene().removeLight(this);
  22913. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22914. };
  22915. /**
  22916. * Returns the light type ID (integer).
  22917. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  22918. */
  22919. Light.prototype.getTypeID = function () {
  22920. return 0;
  22921. };
  22922. /**
  22923. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  22924. * @returns the scaled intensity in intensity mode unit
  22925. */
  22926. Light.prototype.getScaledIntensity = function () {
  22927. return this._photometricScale * this.intensity;
  22928. };
  22929. /**
  22930. * Returns a new Light object, named "name", from the current one.
  22931. * @param name The name of the cloned light
  22932. * @returns the new created light
  22933. */
  22934. Light.prototype.clone = function (name) {
  22935. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  22936. if (!constructor) {
  22937. return null;
  22938. }
  22939. return BABYLON.SerializationHelper.Clone(constructor, this);
  22940. };
  22941. /**
  22942. * Serializes the current light into a Serialization object.
  22943. * @returns the serialized object.
  22944. */
  22945. Light.prototype.serialize = function () {
  22946. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  22947. // Type
  22948. serializationObject.type = this.getTypeID();
  22949. // Parent
  22950. if (this.parent) {
  22951. serializationObject.parentId = this.parent.id;
  22952. }
  22953. // Inclusion / exclusions
  22954. if (this.excludedMeshes.length > 0) {
  22955. serializationObject.excludedMeshesIds = [];
  22956. this.excludedMeshes.forEach(function (mesh) {
  22957. serializationObject.excludedMeshesIds.push(mesh.id);
  22958. });
  22959. }
  22960. if (this.includedOnlyMeshes.length > 0) {
  22961. serializationObject.includedOnlyMeshesIds = [];
  22962. this.includedOnlyMeshes.forEach(function (mesh) {
  22963. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  22964. });
  22965. }
  22966. // Animations
  22967. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22968. serializationObject.ranges = this.serializeAnimationRanges();
  22969. return serializationObject;
  22970. };
  22971. /**
  22972. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  22973. * This new light is named "name" and added to the passed scene.
  22974. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  22975. * @param name The friendly name of the light
  22976. * @param scene The scene the new light will belong to
  22977. * @returns the constructor function
  22978. */
  22979. Light.GetConstructorFromName = function (type, name, scene) {
  22980. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  22981. if (constructorFunc) {
  22982. return constructorFunc;
  22983. }
  22984. // Default to no light for none present once.
  22985. return null;
  22986. };
  22987. /**
  22988. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  22989. * @param parsedLight The JSON representation of the light
  22990. * @param scene The scene to create the parsed light in
  22991. * @returns the created light after parsing
  22992. */
  22993. Light.Parse = function (parsedLight, scene) {
  22994. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  22995. if (!constructor) {
  22996. return null;
  22997. }
  22998. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  22999. // Inclusion / exclusions
  23000. if (parsedLight.excludedMeshesIds) {
  23001. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23002. }
  23003. if (parsedLight.includedOnlyMeshesIds) {
  23004. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23005. }
  23006. // Parent
  23007. if (parsedLight.parentId) {
  23008. light._waitingParentId = parsedLight.parentId;
  23009. }
  23010. // Animations
  23011. if (parsedLight.animations) {
  23012. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23013. var parsedAnimation = parsedLight.animations[animationIndex];
  23014. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23015. }
  23016. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23017. }
  23018. if (parsedLight.autoAnimate) {
  23019. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23020. }
  23021. return light;
  23022. };
  23023. Light.prototype._hookArrayForExcluded = function (array) {
  23024. var _this = this;
  23025. var oldPush = array.push;
  23026. array.push = function () {
  23027. var items = [];
  23028. for (var _i = 0; _i < arguments.length; _i++) {
  23029. items[_i] = arguments[_i];
  23030. }
  23031. var result = oldPush.apply(array, items);
  23032. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23033. var item = items_1[_a];
  23034. item._resyncLighSource(_this);
  23035. }
  23036. return result;
  23037. };
  23038. var oldSplice = array.splice;
  23039. array.splice = function (index, deleteCount) {
  23040. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23041. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23042. var item = deleted_1[_i];
  23043. item._resyncLighSource(_this);
  23044. }
  23045. return deleted;
  23046. };
  23047. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23048. var item = array_1[_i];
  23049. item._resyncLighSource(this);
  23050. }
  23051. };
  23052. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23053. var _this = this;
  23054. var oldPush = array.push;
  23055. array.push = function () {
  23056. var items = [];
  23057. for (var _i = 0; _i < arguments.length; _i++) {
  23058. items[_i] = arguments[_i];
  23059. }
  23060. var result = oldPush.apply(array, items);
  23061. _this._resyncMeshes();
  23062. return result;
  23063. };
  23064. var oldSplice = array.splice;
  23065. array.splice = function (index, deleteCount) {
  23066. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23067. _this._resyncMeshes();
  23068. return deleted;
  23069. };
  23070. this._resyncMeshes();
  23071. };
  23072. Light.prototype._resyncMeshes = function () {
  23073. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23074. var mesh = _a[_i];
  23075. mesh._resyncLighSource(this);
  23076. }
  23077. };
  23078. /**
  23079. * Forces the meshes to update their light related information in their rendering used effects
  23080. * @hidden Internal Use Only
  23081. */
  23082. Light.prototype._markMeshesAsLightDirty = function () {
  23083. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23084. var mesh = _a[_i];
  23085. if (mesh._lightSources.indexOf(this) !== -1) {
  23086. mesh._markSubMeshesAsLightDirty();
  23087. }
  23088. }
  23089. };
  23090. /**
  23091. * Recomputes the cached photometric scale if needed.
  23092. */
  23093. Light.prototype._computePhotometricScale = function () {
  23094. this._photometricScale = this._getPhotometricScale();
  23095. this.getScene().resetCachedMaterial();
  23096. };
  23097. /**
  23098. * Returns the Photometric Scale according to the light type and intensity mode.
  23099. */
  23100. Light.prototype._getPhotometricScale = function () {
  23101. var photometricScale = 0.0;
  23102. var lightTypeID = this.getTypeID();
  23103. //get photometric mode
  23104. var photometricMode = this.intensityMode;
  23105. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23106. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23107. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23108. }
  23109. else {
  23110. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23111. }
  23112. }
  23113. //compute photometric scale
  23114. switch (lightTypeID) {
  23115. case Light.LIGHTTYPEID_POINTLIGHT:
  23116. case Light.LIGHTTYPEID_SPOTLIGHT:
  23117. switch (photometricMode) {
  23118. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23119. photometricScale = 1.0 / (4.0 * Math.PI);
  23120. break;
  23121. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23122. photometricScale = 1.0;
  23123. break;
  23124. case Light.INTENSITYMODE_LUMINANCE:
  23125. photometricScale = this.radius * this.radius;
  23126. break;
  23127. }
  23128. break;
  23129. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23130. switch (photometricMode) {
  23131. case Light.INTENSITYMODE_ILLUMINANCE:
  23132. photometricScale = 1.0;
  23133. break;
  23134. case Light.INTENSITYMODE_LUMINANCE:
  23135. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23136. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23137. var apexAngleRadians = this.radius;
  23138. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23139. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23140. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23141. photometricScale = solidAngle;
  23142. break;
  23143. }
  23144. break;
  23145. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23146. // No fall off in hemisperic light.
  23147. photometricScale = 1.0;
  23148. break;
  23149. }
  23150. return photometricScale;
  23151. };
  23152. /**
  23153. * Reorder the light in the scene according to their defined priority.
  23154. * @hidden Internal Use Only
  23155. */
  23156. Light.prototype._reorderLightsInScene = function () {
  23157. var scene = this.getScene();
  23158. if (this._renderPriority != 0) {
  23159. scene.requireLightSorting = true;
  23160. }
  23161. this.getScene().sortLightsByPriority();
  23162. };
  23163. /**
  23164. * Falloff Default: light is falling off following the material specification:
  23165. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23166. */
  23167. Light.FALLOFF_DEFAULT = 0;
  23168. /**
  23169. * Falloff Physical: light is falling off following the inverse squared distance law.
  23170. */
  23171. Light.FALLOFF_PHYSICAL = 1;
  23172. /**
  23173. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23174. * to enhance interoperability with other engines.
  23175. */
  23176. Light.FALLOFF_GLTF = 2;
  23177. /**
  23178. * Falloff Standard: light is falling off like in the standard material
  23179. * to enhance interoperability with other materials.
  23180. */
  23181. Light.FALLOFF_STANDARD = 3;
  23182. //lightmapMode Consts
  23183. /**
  23184. * If every light affecting the material is in this lightmapMode,
  23185. * material.lightmapTexture adds or multiplies
  23186. * (depends on material.useLightmapAsShadowmap)
  23187. * after every other light calculations.
  23188. */
  23189. Light.LIGHTMAP_DEFAULT = 0;
  23190. /**
  23191. * material.lightmapTexture as only diffuse lighting from this light
  23192. * adds only specular lighting from this light
  23193. * adds dynamic shadows
  23194. */
  23195. Light.LIGHTMAP_SPECULAR = 1;
  23196. /**
  23197. * material.lightmapTexture as only lighting
  23198. * no light calculation from this light
  23199. * only adds dynamic shadows from this light
  23200. */
  23201. Light.LIGHTMAP_SHADOWSONLY = 2;
  23202. // Intensity Mode Consts
  23203. /**
  23204. * Each light type uses the default quantity according to its type:
  23205. * point/spot lights use luminous intensity
  23206. * directional lights use illuminance
  23207. */
  23208. Light.INTENSITYMODE_AUTOMATIC = 0;
  23209. /**
  23210. * lumen (lm)
  23211. */
  23212. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23213. /**
  23214. * candela (lm/sr)
  23215. */
  23216. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23217. /**
  23218. * lux (lm/m^2)
  23219. */
  23220. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23221. /**
  23222. * nit (cd/m^2)
  23223. */
  23224. Light.INTENSITYMODE_LUMINANCE = 4;
  23225. // Light types ids const.
  23226. /**
  23227. * Light type const id of the point light.
  23228. */
  23229. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23230. /**
  23231. * Light type const id of the directional light.
  23232. */
  23233. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23234. /**
  23235. * Light type const id of the spot light.
  23236. */
  23237. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23238. /**
  23239. * Light type const id of the hemispheric light.
  23240. */
  23241. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23242. __decorate([
  23243. BABYLON.serializeAsColor3()
  23244. ], Light.prototype, "diffuse", void 0);
  23245. __decorate([
  23246. BABYLON.serializeAsColor3()
  23247. ], Light.prototype, "specular", void 0);
  23248. __decorate([
  23249. BABYLON.serialize()
  23250. ], Light.prototype, "falloffType", void 0);
  23251. __decorate([
  23252. BABYLON.serialize()
  23253. ], Light.prototype, "intensity", void 0);
  23254. __decorate([
  23255. BABYLON.serialize()
  23256. ], Light.prototype, "range", null);
  23257. __decorate([
  23258. BABYLON.serialize()
  23259. ], Light.prototype, "intensityMode", null);
  23260. __decorate([
  23261. BABYLON.serialize()
  23262. ], Light.prototype, "radius", null);
  23263. __decorate([
  23264. BABYLON.serialize()
  23265. ], Light.prototype, "_renderPriority", void 0);
  23266. __decorate([
  23267. BABYLON.expandToProperty("_reorderLightsInScene")
  23268. ], Light.prototype, "renderPriority", void 0);
  23269. __decorate([
  23270. BABYLON.serialize("shadowEnabled")
  23271. ], Light.prototype, "_shadowEnabled", void 0);
  23272. __decorate([
  23273. BABYLON.serialize("excludeWithLayerMask")
  23274. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23275. __decorate([
  23276. BABYLON.serialize("includeOnlyWithLayerMask")
  23277. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23278. __decorate([
  23279. BABYLON.serialize("lightmapMode")
  23280. ], Light.prototype, "_lightmapMode", void 0);
  23281. return Light;
  23282. }(BABYLON.Node));
  23283. BABYLON.Light = Light;
  23284. })(BABYLON || (BABYLON = {}));
  23285. //# sourceMappingURL=babylon.light.js.map
  23286. var BABYLON;
  23287. (function (BABYLON) {
  23288. /**
  23289. * This is the base class of all the camera used in the application.
  23290. * @see http://doc.babylonjs.com/features/cameras
  23291. */
  23292. var Camera = /** @class */ (function (_super) {
  23293. __extends(Camera, _super);
  23294. /**
  23295. * Instantiates a new camera object.
  23296. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23297. * @see http://doc.babylonjs.com/features/cameras
  23298. * @param name Defines the name of the camera in the scene
  23299. * @param position Defines the position of the camera
  23300. * @param scene Defines the scene the camera belongs too
  23301. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23302. */
  23303. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23304. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23305. var _this = _super.call(this, name, scene) || this;
  23306. /**
  23307. * The vector the camera should consider as up.
  23308. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23309. */
  23310. _this.upVector = BABYLON.Vector3.Up();
  23311. /**
  23312. * Define the current limit on the left side for an orthographic camera
  23313. * In scene unit
  23314. */
  23315. _this.orthoLeft = null;
  23316. /**
  23317. * Define the current limit on the right side for an orthographic camera
  23318. * In scene unit
  23319. */
  23320. _this.orthoRight = null;
  23321. /**
  23322. * Define the current limit on the bottom side for an orthographic camera
  23323. * In scene unit
  23324. */
  23325. _this.orthoBottom = null;
  23326. /**
  23327. * Define the current limit on the top side for an orthographic camera
  23328. * In scene unit
  23329. */
  23330. _this.orthoTop = null;
  23331. /**
  23332. * Field Of View is set in Radians. (default is 0.8)
  23333. */
  23334. _this.fov = 0.8;
  23335. /**
  23336. * Define the minimum distance the camera can see from.
  23337. * This is important to note that the depth buffer are not infinite and the closer it starts
  23338. * the more your scene might encounter depth fighting issue.
  23339. */
  23340. _this.minZ = 1;
  23341. /**
  23342. * Define the maximum distance the camera can see to.
  23343. * This is important to note that the depth buffer are not infinite and the further it end
  23344. * the more your scene might encounter depth fighting issue.
  23345. */
  23346. _this.maxZ = 10000.0;
  23347. /**
  23348. * Define the default inertia of the camera.
  23349. * This helps giving a smooth feeling to the camera movement.
  23350. */
  23351. _this.inertia = 0.9;
  23352. /**
  23353. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23354. */
  23355. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23356. /**
  23357. * Define wether the camera is intermediate.
  23358. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23359. */
  23360. _this.isIntermediate = false;
  23361. /**
  23362. * Define the viewport of the camera.
  23363. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23364. */
  23365. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23366. /**
  23367. * Restricts the camera to viewing objects with the same layerMask.
  23368. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23369. */
  23370. _this.layerMask = 0x0FFFFFFF;
  23371. /**
  23372. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23373. */
  23374. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23375. /**
  23376. * Rig mode of the camera.
  23377. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23378. * This is normally controlled byt the camera themselves as internal use.
  23379. */
  23380. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23381. /**
  23382. * Defines the list of custom render target the camera should render to.
  23383. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23384. * else in the scene.
  23385. */
  23386. _this.customRenderTargets = new Array();
  23387. /**
  23388. * Observable triggered when the camera view matrix has changed.
  23389. */
  23390. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23391. /**
  23392. * Observable triggered when the camera Projection matrix has changed.
  23393. */
  23394. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23395. /**
  23396. * Observable triggered when the inputs have been processed.
  23397. */
  23398. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23399. /**
  23400. * Observable triggered when reset has been called and applied to the camera.
  23401. */
  23402. _this.onRestoreStateObservable = new BABYLON.Observable();
  23403. /** @hidden */
  23404. _this._rigCameras = new Array();
  23405. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23406. /** @hidden */
  23407. _this._skipRendering = false;
  23408. /** @hidden */
  23409. _this._projectionMatrix = new BABYLON.Matrix();
  23410. /** @hidden */
  23411. _this._postProcesses = new Array();
  23412. /** @hidden */
  23413. _this._activeMeshes = new BABYLON.SmartArray(256);
  23414. _this._globalPosition = BABYLON.Vector3.Zero();
  23415. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23416. _this._doNotComputeProjectionMatrix = false;
  23417. _this._transformMatrix = BABYLON.Matrix.Zero();
  23418. _this._refreshFrustumPlanes = true;
  23419. _this.getScene().addCamera(_this);
  23420. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23421. _this.getScene().activeCamera = _this;
  23422. }
  23423. _this.position = position;
  23424. return _this;
  23425. }
  23426. /**
  23427. * Store current camera state (fov, position, etc..)
  23428. * @returns the camera
  23429. */
  23430. Camera.prototype.storeState = function () {
  23431. this._stateStored = true;
  23432. this._storedFov = this.fov;
  23433. return this;
  23434. };
  23435. /**
  23436. * Restores the camera state values if it has been stored. You must call storeState() first
  23437. */
  23438. Camera.prototype._restoreStateValues = function () {
  23439. if (!this._stateStored) {
  23440. return false;
  23441. }
  23442. this.fov = this._storedFov;
  23443. return true;
  23444. };
  23445. /**
  23446. * Restored camera state. You must call storeState() first.
  23447. * @returns true if restored and false otherwise
  23448. */
  23449. Camera.prototype.restoreState = function () {
  23450. if (this._restoreStateValues()) {
  23451. this.onRestoreStateObservable.notifyObservers(this);
  23452. return true;
  23453. }
  23454. return false;
  23455. };
  23456. /**
  23457. * Gets the class name of the camera.
  23458. * @returns the class name
  23459. */
  23460. Camera.prototype.getClassName = function () {
  23461. return "Camera";
  23462. };
  23463. /**
  23464. * Gets a string representation of the camera usefull for debug purpose.
  23465. * @param fullDetails Defines that a more verboe level of logging is required
  23466. * @returns the string representation
  23467. */
  23468. Camera.prototype.toString = function (fullDetails) {
  23469. var ret = "Name: " + this.name;
  23470. ret += ", type: " + this.getClassName();
  23471. if (this.animations) {
  23472. for (var i = 0; i < this.animations.length; i++) {
  23473. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23474. }
  23475. }
  23476. if (fullDetails) {
  23477. }
  23478. return ret;
  23479. };
  23480. Object.defineProperty(Camera.prototype, "globalPosition", {
  23481. /**
  23482. * Gets the current world space position of the camera.
  23483. */
  23484. get: function () {
  23485. return this._globalPosition;
  23486. },
  23487. enumerable: true,
  23488. configurable: true
  23489. });
  23490. /**
  23491. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23492. * @returns the active meshe list
  23493. */
  23494. Camera.prototype.getActiveMeshes = function () {
  23495. return this._activeMeshes;
  23496. };
  23497. /**
  23498. * Check wether a mesh is part of the current active mesh list of the camera
  23499. * @param mesh Defines the mesh to check
  23500. * @returns true if active, false otherwise
  23501. */
  23502. Camera.prototype.isActiveMesh = function (mesh) {
  23503. return (this._activeMeshes.indexOf(mesh) !== -1);
  23504. };
  23505. /**
  23506. * Is this camera ready to be used/rendered
  23507. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23508. * @return true if the camera is ready
  23509. */
  23510. Camera.prototype.isReady = function (completeCheck) {
  23511. if (completeCheck === void 0) { completeCheck = false; }
  23512. if (completeCheck) {
  23513. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23514. var pp = _a[_i];
  23515. if (pp && !pp.isReady()) {
  23516. return false;
  23517. }
  23518. }
  23519. }
  23520. return _super.prototype.isReady.call(this, completeCheck);
  23521. };
  23522. /** @hidden */
  23523. Camera.prototype._initCache = function () {
  23524. _super.prototype._initCache.call(this);
  23525. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23526. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23527. this._cache.mode = undefined;
  23528. this._cache.minZ = undefined;
  23529. this._cache.maxZ = undefined;
  23530. this._cache.fov = undefined;
  23531. this._cache.fovMode = undefined;
  23532. this._cache.aspectRatio = undefined;
  23533. this._cache.orthoLeft = undefined;
  23534. this._cache.orthoRight = undefined;
  23535. this._cache.orthoBottom = undefined;
  23536. this._cache.orthoTop = undefined;
  23537. this._cache.renderWidth = undefined;
  23538. this._cache.renderHeight = undefined;
  23539. };
  23540. /** @hidden */
  23541. Camera.prototype._updateCache = function (ignoreParentClass) {
  23542. if (!ignoreParentClass) {
  23543. _super.prototype._updateCache.call(this);
  23544. }
  23545. this._cache.position.copyFrom(this.position);
  23546. this._cache.upVector.copyFrom(this.upVector);
  23547. };
  23548. /** @hidden */
  23549. Camera.prototype._isSynchronized = function () {
  23550. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23551. };
  23552. /** @hidden */
  23553. Camera.prototype._isSynchronizedViewMatrix = function () {
  23554. if (!_super.prototype._isSynchronized.call(this)) {
  23555. return false;
  23556. }
  23557. return this._cache.position.equals(this.position)
  23558. && this._cache.upVector.equals(this.upVector)
  23559. && this.isSynchronizedWithParent();
  23560. };
  23561. /** @hidden */
  23562. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23563. var check = this._cache.mode === this.mode
  23564. && this._cache.minZ === this.minZ
  23565. && this._cache.maxZ === this.maxZ;
  23566. if (!check) {
  23567. return false;
  23568. }
  23569. var engine = this.getEngine();
  23570. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23571. check = this._cache.fov === this.fov
  23572. && this._cache.fovMode === this.fovMode
  23573. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23574. }
  23575. else {
  23576. check = this._cache.orthoLeft === this.orthoLeft
  23577. && this._cache.orthoRight === this.orthoRight
  23578. && this._cache.orthoBottom === this.orthoBottom
  23579. && this._cache.orthoTop === this.orthoTop
  23580. && this._cache.renderWidth === engine.getRenderWidth()
  23581. && this._cache.renderHeight === engine.getRenderHeight();
  23582. }
  23583. return check;
  23584. };
  23585. /**
  23586. * Attach the input controls to a specific dom element to get the input from.
  23587. * @param element Defines the element the controls should be listened from
  23588. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23589. */
  23590. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23591. };
  23592. /**
  23593. * Detach the current controls from the specified dom element.
  23594. * @param element Defines the element to stop listening the inputs from
  23595. */
  23596. Camera.prototype.detachControl = function (element) {
  23597. };
  23598. /**
  23599. * Update the camera state according to the different inputs gathered during the frame.
  23600. */
  23601. Camera.prototype.update = function () {
  23602. this._checkInputs();
  23603. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23604. this._updateRigCameras();
  23605. }
  23606. };
  23607. /** @hidden */
  23608. Camera.prototype._checkInputs = function () {
  23609. this.onAfterCheckInputsObservable.notifyObservers(this);
  23610. };
  23611. Object.defineProperty(Camera.prototype, "rigCameras", {
  23612. /** @hidden */
  23613. get: function () {
  23614. return this._rigCameras;
  23615. },
  23616. enumerable: true,
  23617. configurable: true
  23618. });
  23619. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23620. /**
  23621. * Gets the post process used by the rig cameras
  23622. */
  23623. get: function () {
  23624. return this._rigPostProcess;
  23625. },
  23626. enumerable: true,
  23627. configurable: true
  23628. });
  23629. /**
  23630. * Internal, gets the first post proces.
  23631. * @returns the first post process to be run on this camera.
  23632. */
  23633. Camera.prototype._getFirstPostProcess = function () {
  23634. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23635. if (this._postProcesses[ppIndex] !== null) {
  23636. return this._postProcesses[ppIndex];
  23637. }
  23638. }
  23639. return null;
  23640. };
  23641. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23642. // invalidate framebuffer
  23643. var firstPostProcess = this._getFirstPostProcess();
  23644. if (firstPostProcess) {
  23645. firstPostProcess.markTextureDirty();
  23646. }
  23647. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23648. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23649. var cam = this._rigCameras[i];
  23650. var rigPostProcess = cam._rigPostProcess;
  23651. // for VR rig, there does not have to be a post process
  23652. if (rigPostProcess) {
  23653. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23654. if (isPass) {
  23655. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23656. cam.isIntermediate = this._postProcesses.length === 0;
  23657. }
  23658. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23659. rigPostProcess.markTextureDirty();
  23660. }
  23661. else {
  23662. cam._postProcesses = this._postProcesses.slice(0);
  23663. }
  23664. }
  23665. };
  23666. /**
  23667. * Attach a post process to the camera.
  23668. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23669. * @param postProcess The post process to attach to the camera
  23670. * @param insertAt The position of the post process in case several of them are in use in the scene
  23671. * @returns the position the post process has been inserted at
  23672. */
  23673. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23674. if (insertAt === void 0) { insertAt = null; }
  23675. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23676. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23677. return 0;
  23678. }
  23679. if (insertAt == null || insertAt < 0) {
  23680. this._postProcesses.push(postProcess);
  23681. }
  23682. else if (this._postProcesses[insertAt] === null) {
  23683. this._postProcesses[insertAt] = postProcess;
  23684. }
  23685. else {
  23686. this._postProcesses.splice(insertAt, 0, postProcess);
  23687. }
  23688. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23689. return this._postProcesses.indexOf(postProcess);
  23690. };
  23691. /**
  23692. * Detach a post process to the camera.
  23693. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23694. * @param postProcess The post process to detach from the camera
  23695. */
  23696. Camera.prototype.detachPostProcess = function (postProcess) {
  23697. var idx = this._postProcesses.indexOf(postProcess);
  23698. if (idx !== -1) {
  23699. this._postProcesses[idx] = null;
  23700. }
  23701. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23702. };
  23703. /**
  23704. * Gets the current world matrix of the camera
  23705. */
  23706. Camera.prototype.getWorldMatrix = function () {
  23707. if (this._isSynchronizedViewMatrix()) {
  23708. return this._worldMatrix;
  23709. }
  23710. // Getting the the view matrix will also compute the world matrix.
  23711. this.getViewMatrix();
  23712. return this._worldMatrix;
  23713. };
  23714. /** @hidden */
  23715. Camera.prototype._getViewMatrix = function () {
  23716. return BABYLON.Matrix.Identity();
  23717. };
  23718. /**
  23719. * Gets the current view matrix of the camera.
  23720. * @param force forces the camera to recompute the matrix without looking at the cached state
  23721. * @returns the view matrix
  23722. */
  23723. Camera.prototype.getViewMatrix = function (force) {
  23724. if (!force && this._isSynchronizedViewMatrix()) {
  23725. return this._computedViewMatrix;
  23726. }
  23727. this.updateCache();
  23728. this._computedViewMatrix = this._getViewMatrix();
  23729. this._currentRenderId = this.getScene().getRenderId();
  23730. this._childRenderId = this._currentRenderId;
  23731. this._refreshFrustumPlanes = true;
  23732. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23733. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23734. }
  23735. this.onViewMatrixChangedObservable.notifyObservers(this);
  23736. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23737. return this._computedViewMatrix;
  23738. };
  23739. /**
  23740. * Freeze the projection matrix.
  23741. * It will prevent the cache check of the camera projection compute and can speed up perf
  23742. * if no parameter of the camera are meant to change
  23743. * @param projection Defines manually a projection if necessary
  23744. */
  23745. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23746. this._doNotComputeProjectionMatrix = true;
  23747. if (projection !== undefined) {
  23748. this._projectionMatrix = projection;
  23749. }
  23750. };
  23751. /**
  23752. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23753. */
  23754. Camera.prototype.unfreezeProjectionMatrix = function () {
  23755. this._doNotComputeProjectionMatrix = false;
  23756. };
  23757. /**
  23758. * Gets the current projection matrix of the camera.
  23759. * @param force forces the camera to recompute the matrix without looking at the cached state
  23760. * @returns the projection matrix
  23761. */
  23762. Camera.prototype.getProjectionMatrix = function (force) {
  23763. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23764. return this._projectionMatrix;
  23765. }
  23766. // Cache
  23767. this._cache.mode = this.mode;
  23768. this._cache.minZ = this.minZ;
  23769. this._cache.maxZ = this.maxZ;
  23770. // Matrix
  23771. this._refreshFrustumPlanes = true;
  23772. var engine = this.getEngine();
  23773. var scene = this.getScene();
  23774. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23775. this._cache.fov = this.fov;
  23776. this._cache.fovMode = this.fovMode;
  23777. this._cache.aspectRatio = engine.getAspectRatio(this);
  23778. if (this.minZ <= 0) {
  23779. this.minZ = 0.1;
  23780. }
  23781. if (scene.useRightHandedSystem) {
  23782. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23783. }
  23784. else {
  23785. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23786. }
  23787. }
  23788. else {
  23789. var halfWidth = engine.getRenderWidth() / 2.0;
  23790. var halfHeight = engine.getRenderHeight() / 2.0;
  23791. if (scene.useRightHandedSystem) {
  23792. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23793. }
  23794. else {
  23795. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23796. }
  23797. this._cache.orthoLeft = this.orthoLeft;
  23798. this._cache.orthoRight = this.orthoRight;
  23799. this._cache.orthoBottom = this.orthoBottom;
  23800. this._cache.orthoTop = this.orthoTop;
  23801. this._cache.renderWidth = engine.getRenderWidth();
  23802. this._cache.renderHeight = engine.getRenderHeight();
  23803. }
  23804. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  23805. return this._projectionMatrix;
  23806. };
  23807. /**
  23808. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  23809. * @returns a Matrix
  23810. */
  23811. Camera.prototype.getTransformationMatrix = function () {
  23812. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  23813. return this._transformMatrix;
  23814. };
  23815. Camera.prototype._updateFrustumPlanes = function () {
  23816. if (!this._refreshFrustumPlanes) {
  23817. return;
  23818. }
  23819. this.getTransformationMatrix();
  23820. if (!this._frustumPlanes) {
  23821. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  23822. }
  23823. else {
  23824. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  23825. }
  23826. this._refreshFrustumPlanes = false;
  23827. };
  23828. /**
  23829. * Checks if a cullable object (mesh...) is in the camera frustum
  23830. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  23831. * @param target The object to check
  23832. * @returns true if the object is in frustum otherwise false
  23833. */
  23834. Camera.prototype.isInFrustum = function (target) {
  23835. this._updateFrustumPlanes();
  23836. return target.isInFrustum(this._frustumPlanes);
  23837. };
  23838. /**
  23839. * Checks if a cullable object (mesh...) is in the camera frustum
  23840. * Unlike isInFrustum this cheks the full bounding box
  23841. * @param target The object to check
  23842. * @returns true if the object is in frustum otherwise false
  23843. */
  23844. Camera.prototype.isCompletelyInFrustum = function (target) {
  23845. this._updateFrustumPlanes();
  23846. return target.isCompletelyInFrustum(this._frustumPlanes);
  23847. };
  23848. /**
  23849. * Gets a ray in the forward direction from the camera.
  23850. * @param length Defines the length of the ray to create
  23851. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  23852. * @param origin Defines the start point of the ray which defaults to the camera position
  23853. * @returns the forward ray
  23854. */
  23855. Camera.prototype.getForwardRay = function (length, transform, origin) {
  23856. if (length === void 0) { length = 100; }
  23857. if (!transform) {
  23858. transform = this.getWorldMatrix();
  23859. }
  23860. if (!origin) {
  23861. origin = this.position;
  23862. }
  23863. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  23864. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  23865. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  23866. return new BABYLON.Ray(origin, direction, length);
  23867. };
  23868. /**
  23869. * Releases resources associated with this node.
  23870. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23871. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23872. */
  23873. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23874. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23875. // Observables
  23876. this.onViewMatrixChangedObservable.clear();
  23877. this.onProjectionMatrixChangedObservable.clear();
  23878. this.onAfterCheckInputsObservable.clear();
  23879. this.onRestoreStateObservable.clear();
  23880. // Inputs
  23881. if (this.inputs) {
  23882. this.inputs.clear();
  23883. }
  23884. // Animations
  23885. this.getScene().stopAnimation(this);
  23886. // Remove from scene
  23887. this.getScene().removeCamera(this);
  23888. while (this._rigCameras.length > 0) {
  23889. var camera = this._rigCameras.pop();
  23890. if (camera) {
  23891. camera.dispose();
  23892. }
  23893. }
  23894. // Postprocesses
  23895. if (this._rigPostProcess) {
  23896. this._rigPostProcess.dispose(this);
  23897. this._rigPostProcess = null;
  23898. this._postProcesses = [];
  23899. }
  23900. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23901. this._rigPostProcess = null;
  23902. this._postProcesses = [];
  23903. }
  23904. else {
  23905. var i = this._postProcesses.length;
  23906. while (--i >= 0) {
  23907. var postProcess = this._postProcesses[i];
  23908. if (postProcess) {
  23909. postProcess.dispose(this);
  23910. }
  23911. }
  23912. }
  23913. // Render targets
  23914. var i = this.customRenderTargets.length;
  23915. while (--i >= 0) {
  23916. this.customRenderTargets[i].dispose();
  23917. }
  23918. this.customRenderTargets = [];
  23919. // Active Meshes
  23920. this._activeMeshes.dispose();
  23921. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23922. };
  23923. Object.defineProperty(Camera.prototype, "leftCamera", {
  23924. /**
  23925. * Gets the left camera of a rig setup in case of Rigged Camera
  23926. */
  23927. get: function () {
  23928. if (this._rigCameras.length < 1) {
  23929. return null;
  23930. }
  23931. return this._rigCameras[0];
  23932. },
  23933. enumerable: true,
  23934. configurable: true
  23935. });
  23936. Object.defineProperty(Camera.prototype, "rightCamera", {
  23937. /**
  23938. * Gets the right camera of a rig setup in case of Rigged Camera
  23939. */
  23940. get: function () {
  23941. if (this._rigCameras.length < 2) {
  23942. return null;
  23943. }
  23944. return this._rigCameras[1];
  23945. },
  23946. enumerable: true,
  23947. configurable: true
  23948. });
  23949. /**
  23950. * Gets the left camera target of a rig setup in case of Rigged Camera
  23951. * @returns the target position
  23952. */
  23953. Camera.prototype.getLeftTarget = function () {
  23954. if (this._rigCameras.length < 1) {
  23955. return null;
  23956. }
  23957. return this._rigCameras[0].getTarget();
  23958. };
  23959. /**
  23960. * Gets the right camera target of a rig setup in case of Rigged Camera
  23961. * @returns the target position
  23962. */
  23963. Camera.prototype.getRightTarget = function () {
  23964. if (this._rigCameras.length < 2) {
  23965. return null;
  23966. }
  23967. return this._rigCameras[1].getTarget();
  23968. };
  23969. /**
  23970. * @hidden
  23971. */
  23972. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  23973. if (this.cameraRigMode === mode) {
  23974. return;
  23975. }
  23976. while (this._rigCameras.length > 0) {
  23977. var camera = this._rigCameras.pop();
  23978. if (camera) {
  23979. camera.dispose();
  23980. }
  23981. }
  23982. this.cameraRigMode = mode;
  23983. this._cameraRigParams = {};
  23984. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  23985. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  23986. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  23987. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  23988. // create the rig cameras, unless none
  23989. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23990. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  23991. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  23992. if (leftCamera && rightCamera) {
  23993. this._rigCameras.push(leftCamera);
  23994. this._rigCameras.push(rightCamera);
  23995. }
  23996. }
  23997. switch (this.cameraRigMode) {
  23998. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  23999. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24000. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24001. break;
  24002. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24003. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24004. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24005. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24006. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24007. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24008. break;
  24009. case Camera.RIG_MODE_VR:
  24010. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24011. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24012. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24013. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24014. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24015. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24016. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24017. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24018. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24019. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24020. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24021. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24022. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24023. if (metrics.compensateDistortion) {
  24024. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24025. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24026. }
  24027. break;
  24028. case Camera.RIG_MODE_WEBVR:
  24029. if (rigParams.vrDisplay) {
  24030. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24031. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24032. //Left eye
  24033. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24034. this._rigCameras[0].setCameraRigParameter("left", true);
  24035. //leaving this for future reference
  24036. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24037. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24038. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24039. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24040. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24041. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24042. this._rigCameras[0].parent = this;
  24043. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24044. //Right eye
  24045. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24046. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24047. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24048. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24049. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24050. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24051. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24052. this._rigCameras[1].parent = this;
  24053. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24054. if (Camera.UseAlternateWebVRRendering) {
  24055. this._rigCameras[1]._skipRendering = true;
  24056. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24057. }
  24058. }
  24059. break;
  24060. }
  24061. this._cascadePostProcessesToRigCams();
  24062. this.update();
  24063. };
  24064. Camera.prototype._getVRProjectionMatrix = function () {
  24065. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24066. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24067. return this._projectionMatrix;
  24068. };
  24069. Camera.prototype._updateCameraRotationMatrix = function () {
  24070. //Here for WebVR
  24071. };
  24072. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24073. //Here for WebVR
  24074. };
  24075. /**
  24076. * This function MUST be overwritten by the different WebVR cameras available.
  24077. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24078. */
  24079. Camera.prototype._getWebVRProjectionMatrix = function () {
  24080. return BABYLON.Matrix.Identity();
  24081. };
  24082. /**
  24083. * This function MUST be overwritten by the different WebVR cameras available.
  24084. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24085. */
  24086. Camera.prototype._getWebVRViewMatrix = function () {
  24087. return BABYLON.Matrix.Identity();
  24088. };
  24089. /** @hidden */
  24090. Camera.prototype.setCameraRigParameter = function (name, value) {
  24091. if (!this._cameraRigParams) {
  24092. this._cameraRigParams = {};
  24093. }
  24094. this._cameraRigParams[name] = value;
  24095. //provisionnally:
  24096. if (name === "interaxialDistance") {
  24097. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24098. }
  24099. };
  24100. /**
  24101. * needs to be overridden by children so sub has required properties to be copied
  24102. * @hidden
  24103. */
  24104. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24105. return null;
  24106. };
  24107. /**
  24108. * May need to be overridden by children
  24109. * @hidden
  24110. */
  24111. Camera.prototype._updateRigCameras = function () {
  24112. for (var i = 0; i < this._rigCameras.length; i++) {
  24113. this._rigCameras[i].minZ = this.minZ;
  24114. this._rigCameras[i].maxZ = this.maxZ;
  24115. this._rigCameras[i].fov = this.fov;
  24116. }
  24117. // only update viewport when ANAGLYPH
  24118. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24119. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24120. }
  24121. };
  24122. /** @hidden */
  24123. Camera.prototype._setupInputs = function () {
  24124. };
  24125. /**
  24126. * Serialiaze the camera setup to a json represention
  24127. * @returns the JSON representation
  24128. */
  24129. Camera.prototype.serialize = function () {
  24130. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24131. // Type
  24132. serializationObject.type = this.getClassName();
  24133. // Parent
  24134. if (this.parent) {
  24135. serializationObject.parentId = this.parent.id;
  24136. }
  24137. if (this.inputs) {
  24138. this.inputs.serialize(serializationObject);
  24139. }
  24140. // Animations
  24141. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24142. serializationObject.ranges = this.serializeAnimationRanges();
  24143. return serializationObject;
  24144. };
  24145. /**
  24146. * Clones the current camera.
  24147. * @param name The cloned camera name
  24148. * @returns the cloned camera
  24149. */
  24150. Camera.prototype.clone = function (name) {
  24151. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24152. };
  24153. /**
  24154. * Gets the direction of the camera relative to a given local axis.
  24155. * @param localAxis Defines the reference axis to provide a relative direction.
  24156. * @return the direction
  24157. */
  24158. Camera.prototype.getDirection = function (localAxis) {
  24159. var result = BABYLON.Vector3.Zero();
  24160. this.getDirectionToRef(localAxis, result);
  24161. return result;
  24162. };
  24163. /**
  24164. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24165. * @param localAxis Defines the reference axis to provide a relative direction.
  24166. * @param result Defines the vector to store the result in
  24167. */
  24168. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24169. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24170. };
  24171. /**
  24172. * Gets a camera constructor for a given camera type
  24173. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24174. * @param name The name of the camera the result will be able to instantiate
  24175. * @param scene The scene the result will construct the camera in
  24176. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24177. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24178. * @returns a factory method to construc the camera
  24179. */
  24180. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24181. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24182. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24183. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24184. interaxial_distance: interaxial_distance,
  24185. isStereoscopicSideBySide: isStereoscopicSideBySide
  24186. });
  24187. if (constructorFunc) {
  24188. return constructorFunc;
  24189. }
  24190. // Default to universal camera
  24191. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24192. };
  24193. /**
  24194. * Compute the world matrix of the camera.
  24195. * @returns the camera workd matrix
  24196. */
  24197. Camera.prototype.computeWorldMatrix = function () {
  24198. return this.getWorldMatrix();
  24199. };
  24200. /**
  24201. * Parse a JSON and creates the camera from the parsed information
  24202. * @param parsedCamera The JSON to parse
  24203. * @param scene The scene to instantiate the camera in
  24204. * @returns the newly constructed camera
  24205. */
  24206. Camera.Parse = function (parsedCamera, scene) {
  24207. var type = parsedCamera.type;
  24208. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24209. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24210. // Parent
  24211. if (parsedCamera.parentId) {
  24212. camera._waitingParentId = parsedCamera.parentId;
  24213. }
  24214. //If camera has an input manager, let it parse inputs settings
  24215. if (camera.inputs) {
  24216. camera.inputs.parse(parsedCamera);
  24217. camera._setupInputs();
  24218. }
  24219. if (camera.setPosition) { // need to force position
  24220. camera.position.copyFromFloats(0, 0, 0);
  24221. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24222. }
  24223. // Target
  24224. if (parsedCamera.target) {
  24225. if (camera.setTarget) {
  24226. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24227. }
  24228. }
  24229. // Apply 3d rig, when found
  24230. if (parsedCamera.cameraRigMode) {
  24231. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24232. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24233. }
  24234. // Animations
  24235. if (parsedCamera.animations) {
  24236. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24237. var parsedAnimation = parsedCamera.animations[animationIndex];
  24238. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24239. }
  24240. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24241. }
  24242. if (parsedCamera.autoAnimate) {
  24243. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24244. }
  24245. return camera;
  24246. };
  24247. /**
  24248. * This is the default projection mode used by the cameras.
  24249. * It helps recreating a feeling of perspective and better appreciate depth.
  24250. * This is the best way to simulate real life cameras.
  24251. */
  24252. Camera.PERSPECTIVE_CAMERA = 0;
  24253. /**
  24254. * This helps creating camera with an orthographic mode.
  24255. * 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.
  24256. */
  24257. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24258. /**
  24259. * This is the default FOV mode for perspective cameras.
  24260. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24261. */
  24262. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24263. /**
  24264. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24265. */
  24266. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24267. /**
  24268. * This specifies ther is no need for a camera rig.
  24269. * Basically only one eye is rendered corresponding to the camera.
  24270. */
  24271. Camera.RIG_MODE_NONE = 0;
  24272. /**
  24273. * Simulates a camera Rig with one blue eye and one red eye.
  24274. * This can be use with 3d blue and red glasses.
  24275. */
  24276. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24277. /**
  24278. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24279. */
  24280. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24281. /**
  24282. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24283. */
  24284. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24285. /**
  24286. * Defines that both eyes of the camera will be rendered over under each other.
  24287. */
  24288. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24289. /**
  24290. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24291. */
  24292. Camera.RIG_MODE_VR = 20;
  24293. /**
  24294. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24295. */
  24296. Camera.RIG_MODE_WEBVR = 21;
  24297. /**
  24298. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24299. */
  24300. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24301. /**
  24302. * @hidden
  24303. * Might be removed once multiview will be a thing
  24304. */
  24305. Camera.UseAlternateWebVRRendering = false;
  24306. __decorate([
  24307. BABYLON.serializeAsVector3()
  24308. ], Camera.prototype, "position", void 0);
  24309. __decorate([
  24310. BABYLON.serializeAsVector3()
  24311. ], Camera.prototype, "upVector", void 0);
  24312. __decorate([
  24313. BABYLON.serialize()
  24314. ], Camera.prototype, "orthoLeft", void 0);
  24315. __decorate([
  24316. BABYLON.serialize()
  24317. ], Camera.prototype, "orthoRight", void 0);
  24318. __decorate([
  24319. BABYLON.serialize()
  24320. ], Camera.prototype, "orthoBottom", void 0);
  24321. __decorate([
  24322. BABYLON.serialize()
  24323. ], Camera.prototype, "orthoTop", void 0);
  24324. __decorate([
  24325. BABYLON.serialize()
  24326. ], Camera.prototype, "fov", void 0);
  24327. __decorate([
  24328. BABYLON.serialize()
  24329. ], Camera.prototype, "minZ", void 0);
  24330. __decorate([
  24331. BABYLON.serialize()
  24332. ], Camera.prototype, "maxZ", void 0);
  24333. __decorate([
  24334. BABYLON.serialize()
  24335. ], Camera.prototype, "inertia", void 0);
  24336. __decorate([
  24337. BABYLON.serialize()
  24338. ], Camera.prototype, "mode", void 0);
  24339. __decorate([
  24340. BABYLON.serialize()
  24341. ], Camera.prototype, "layerMask", void 0);
  24342. __decorate([
  24343. BABYLON.serialize()
  24344. ], Camera.prototype, "fovMode", void 0);
  24345. __decorate([
  24346. BABYLON.serialize()
  24347. ], Camera.prototype, "cameraRigMode", void 0);
  24348. __decorate([
  24349. BABYLON.serialize()
  24350. ], Camera.prototype, "interaxialDistance", void 0);
  24351. __decorate([
  24352. BABYLON.serialize()
  24353. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24354. return Camera;
  24355. }(BABYLON.Node));
  24356. BABYLON.Camera = Camera;
  24357. })(BABYLON || (BABYLON = {}));
  24358. //# sourceMappingURL=babylon.camera.js.map
  24359. var BABYLON;
  24360. (function (BABYLON) {
  24361. /**
  24362. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24363. * It is enable to manage the different groups as well as the different necessary sort functions.
  24364. * This should not be used directly aside of the few static configurations
  24365. */
  24366. var RenderingManager = /** @class */ (function () {
  24367. /**
  24368. * Instantiates a new rendering group for a particular scene
  24369. * @param scene Defines the scene the groups belongs to
  24370. */
  24371. function RenderingManager(scene) {
  24372. /**
  24373. * @hidden
  24374. */
  24375. this._useSceneAutoClearSetup = false;
  24376. this._renderingGroups = new Array();
  24377. this._autoClearDepthStencil = {};
  24378. this._customOpaqueSortCompareFn = {};
  24379. this._customAlphaTestSortCompareFn = {};
  24380. this._customTransparentSortCompareFn = {};
  24381. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24382. this._scene = scene;
  24383. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24384. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24385. }
  24386. }
  24387. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24388. if (depth === void 0) { depth = true; }
  24389. if (stencil === void 0) { stencil = true; }
  24390. if (this._depthStencilBufferAlreadyCleaned) {
  24391. return;
  24392. }
  24393. this._scene.getEngine().clear(null, false, depth, stencil);
  24394. this._depthStencilBufferAlreadyCleaned = true;
  24395. };
  24396. /**
  24397. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24398. * @hidden
  24399. */
  24400. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24401. // Update the observable context (not null as it only goes away on dispose)
  24402. var info = this._renderingGroupInfo;
  24403. info.scene = this._scene;
  24404. info.camera = this._scene.activeCamera;
  24405. // Dispatch sprites
  24406. if (this._scene.spriteManagers && renderSprites) {
  24407. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24408. var manager = this._scene.spriteManagers[index];
  24409. this.dispatchSprites(manager);
  24410. }
  24411. }
  24412. // Render
  24413. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24414. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24415. var renderingGroup = this._renderingGroups[index];
  24416. if (!renderingGroup) {
  24417. continue;
  24418. }
  24419. var renderingGroupMask = Math.pow(2, index);
  24420. info.renderingGroupId = index;
  24421. // Before Observable
  24422. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24423. // Clear depth/stencil if needed
  24424. if (RenderingManager.AUTOCLEAR) {
  24425. var autoClear = this._useSceneAutoClearSetup ?
  24426. this._scene.getAutoClearDepthStencilSetup(index) :
  24427. this._autoClearDepthStencil[index];
  24428. if (autoClear && autoClear.autoClear) {
  24429. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24430. }
  24431. }
  24432. // Render
  24433. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24434. var step = _a[_i];
  24435. step.action(index);
  24436. }
  24437. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24438. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24439. var step = _c[_b];
  24440. step.action(index);
  24441. }
  24442. // After Observable
  24443. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24444. }
  24445. };
  24446. /**
  24447. * Resets the different information of the group to prepare a new frame
  24448. * @hidden
  24449. */
  24450. RenderingManager.prototype.reset = function () {
  24451. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24452. var renderingGroup = this._renderingGroups[index];
  24453. if (renderingGroup) {
  24454. renderingGroup.prepare();
  24455. }
  24456. }
  24457. };
  24458. /**
  24459. * Dispose and release the group and its associated resources.
  24460. * @hidden
  24461. */
  24462. RenderingManager.prototype.dispose = function () {
  24463. this.freeRenderingGroups();
  24464. this._renderingGroups.length = 0;
  24465. this._renderingGroupInfo = null;
  24466. };
  24467. /**
  24468. * Clear the info related to rendering groups preventing retention points during dispose.
  24469. */
  24470. RenderingManager.prototype.freeRenderingGroups = function () {
  24471. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24472. var renderingGroup = this._renderingGroups[index];
  24473. if (renderingGroup) {
  24474. renderingGroup.dispose();
  24475. }
  24476. }
  24477. };
  24478. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24479. if (this._renderingGroups[renderingGroupId] === undefined) {
  24480. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24481. }
  24482. };
  24483. /**
  24484. * Add a sprite manager to the rendering manager in order to render it this frame.
  24485. * @param spriteManager Define the sprite manager to render
  24486. */
  24487. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24488. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24489. this._prepareRenderingGroup(renderingGroupId);
  24490. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24491. };
  24492. /**
  24493. * Add a particle system to the rendering manager in order to render it this frame.
  24494. * @param particleSystem Define the particle system to render
  24495. */
  24496. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24497. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24498. this._prepareRenderingGroup(renderingGroupId);
  24499. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24500. };
  24501. /**
  24502. * Add a submesh to the manager in order to render it this frame
  24503. * @param subMesh The submesh to dispatch
  24504. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24505. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24506. */
  24507. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24508. if (mesh === undefined) {
  24509. mesh = subMesh.getMesh();
  24510. }
  24511. var renderingGroupId = mesh.renderingGroupId || 0;
  24512. this._prepareRenderingGroup(renderingGroupId);
  24513. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24514. };
  24515. /**
  24516. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24517. * This allowed control for front to back rendering or reversly depending of the special needs.
  24518. *
  24519. * @param renderingGroupId The rendering group id corresponding to its index
  24520. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24521. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24522. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24523. */
  24524. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24525. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24526. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24527. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24528. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24529. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24530. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24531. if (this._renderingGroups[renderingGroupId]) {
  24532. var group = this._renderingGroups[renderingGroupId];
  24533. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24534. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24535. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24536. }
  24537. };
  24538. /**
  24539. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24540. *
  24541. * @param renderingGroupId The rendering group id corresponding to its index
  24542. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24543. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24544. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24545. */
  24546. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24547. if (depth === void 0) { depth = true; }
  24548. if (stencil === void 0) { stencil = true; }
  24549. this._autoClearDepthStencil[renderingGroupId] = {
  24550. autoClear: autoClearDepthStencil,
  24551. depth: depth,
  24552. stencil: stencil
  24553. };
  24554. };
  24555. /**
  24556. * Gets the current auto clear configuration for one rendering group of the rendering
  24557. * manager.
  24558. * @param index the rendering group index to get the information for
  24559. * @returns The auto clear setup for the requested rendering group
  24560. */
  24561. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24562. return this._autoClearDepthStencil[index];
  24563. };
  24564. /**
  24565. * The max id used for rendering groups (not included)
  24566. */
  24567. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24568. /**
  24569. * The min id used for rendering groups (included)
  24570. */
  24571. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24572. /**
  24573. * Used to globally prevent autoclearing scenes.
  24574. */
  24575. RenderingManager.AUTOCLEAR = true;
  24576. return RenderingManager;
  24577. }());
  24578. BABYLON.RenderingManager = RenderingManager;
  24579. })(BABYLON || (BABYLON = {}));
  24580. //# sourceMappingURL=babylon.renderingManager.js.map
  24581. var BABYLON;
  24582. (function (BABYLON) {
  24583. /**
  24584. * This represents the object necessary to create a rendering group.
  24585. * This is exclusively used and created by the rendering manager.
  24586. * To modify the behavior, you use the available helpers in your scene or meshes.
  24587. * @hidden
  24588. */
  24589. var RenderingGroup = /** @class */ (function () {
  24590. /**
  24591. * Creates a new rendering group.
  24592. * @param index The rendering group index
  24593. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24594. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24595. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24596. */
  24597. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24598. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24599. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24600. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24601. this.index = index;
  24602. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24603. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24604. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24605. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24606. this._particleSystems = new BABYLON.SmartArray(256);
  24607. this._spriteManagers = new BABYLON.SmartArray(256);
  24608. this._edgesRenderers = new BABYLON.SmartArray(16);
  24609. this._scene = scene;
  24610. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24611. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24612. this.transparentSortCompareFn = transparentSortCompareFn;
  24613. }
  24614. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24615. /**
  24616. * Set the opaque sort comparison function.
  24617. * If null the sub meshes will be render in the order they were created
  24618. */
  24619. set: function (value) {
  24620. this._opaqueSortCompareFn = value;
  24621. if (value) {
  24622. this._renderOpaque = this.renderOpaqueSorted;
  24623. }
  24624. else {
  24625. this._renderOpaque = RenderingGroup.renderUnsorted;
  24626. }
  24627. },
  24628. enumerable: true,
  24629. configurable: true
  24630. });
  24631. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24632. /**
  24633. * Set the alpha test sort comparison function.
  24634. * If null the sub meshes will be render in the order they were created
  24635. */
  24636. set: function (value) {
  24637. this._alphaTestSortCompareFn = value;
  24638. if (value) {
  24639. this._renderAlphaTest = this.renderAlphaTestSorted;
  24640. }
  24641. else {
  24642. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24643. }
  24644. },
  24645. enumerable: true,
  24646. configurable: true
  24647. });
  24648. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24649. /**
  24650. * Set the transparent sort comparison function.
  24651. * If null the sub meshes will be render in the order they were created
  24652. */
  24653. set: function (value) {
  24654. if (value) {
  24655. this._transparentSortCompareFn = value;
  24656. }
  24657. else {
  24658. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24659. }
  24660. this._renderTransparent = this.renderTransparentSorted;
  24661. },
  24662. enumerable: true,
  24663. configurable: true
  24664. });
  24665. /**
  24666. * Render all the sub meshes contained in the group.
  24667. * @param customRenderFunction Used to override the default render behaviour of the group.
  24668. * @returns true if rendered some submeshes.
  24669. */
  24670. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24671. if (customRenderFunction) {
  24672. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24673. return;
  24674. }
  24675. var engine = this._scene.getEngine();
  24676. // Depth only
  24677. if (this._depthOnlySubMeshes.length !== 0) {
  24678. engine.setColorWrite(false);
  24679. this._renderAlphaTest(this._depthOnlySubMeshes);
  24680. engine.setColorWrite(true);
  24681. }
  24682. // Opaque
  24683. if (this._opaqueSubMeshes.length !== 0) {
  24684. this._renderOpaque(this._opaqueSubMeshes);
  24685. }
  24686. // Alpha test
  24687. if (this._alphaTestSubMeshes.length !== 0) {
  24688. this._renderAlphaTest(this._alphaTestSubMeshes);
  24689. }
  24690. var stencilState = engine.getStencilBuffer();
  24691. engine.setStencilBuffer(false);
  24692. // Sprites
  24693. if (renderSprites) {
  24694. this._renderSprites();
  24695. }
  24696. // Particles
  24697. if (renderParticles) {
  24698. this._renderParticles(activeMeshes);
  24699. }
  24700. if (this.onBeforeTransparentRendering) {
  24701. this.onBeforeTransparentRendering();
  24702. }
  24703. // Transparent
  24704. if (this._transparentSubMeshes.length !== 0) {
  24705. this._renderTransparent(this._transparentSubMeshes);
  24706. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24707. }
  24708. // Set back stencil to false in case it changes before the edge renderer.
  24709. engine.setStencilBuffer(false);
  24710. // Edges
  24711. if (this._edgesRenderers.length) {
  24712. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24713. this._edgesRenderers.data[edgesRendererIndex].render();
  24714. }
  24715. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24716. }
  24717. // Restore Stencil state.
  24718. engine.setStencilBuffer(stencilState);
  24719. };
  24720. /**
  24721. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24722. * @param subMeshes The submeshes to render
  24723. */
  24724. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24725. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24726. };
  24727. /**
  24728. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24729. * @param subMeshes The submeshes to render
  24730. */
  24731. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24732. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24733. };
  24734. /**
  24735. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24736. * @param subMeshes The submeshes to render
  24737. */
  24738. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24739. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24740. };
  24741. /**
  24742. * Renders the submeshes in a specified order.
  24743. * @param subMeshes The submeshes to sort before render
  24744. * @param sortCompareFn The comparison function use to sort
  24745. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24746. * @param transparent Specifies to activate blending if true
  24747. */
  24748. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24749. var subIndex = 0;
  24750. var subMesh;
  24751. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24752. for (; subIndex < subMeshes.length; subIndex++) {
  24753. subMesh = subMeshes.data[subIndex];
  24754. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24755. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24756. }
  24757. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24758. if (sortCompareFn) {
  24759. sortedArray.sort(sortCompareFn);
  24760. }
  24761. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24762. subMesh = sortedArray[subIndex];
  24763. if (transparent) {
  24764. var material = subMesh.getMaterial();
  24765. if (material && material.needDepthPrePass) {
  24766. var engine = material.getScene().getEngine();
  24767. engine.setColorWrite(false);
  24768. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24769. subMesh.render(false);
  24770. engine.setColorWrite(true);
  24771. }
  24772. }
  24773. subMesh.render(transparent);
  24774. }
  24775. };
  24776. /**
  24777. * Renders the submeshes in the order they were dispatched (no sort applied).
  24778. * @param subMeshes The submeshes to render
  24779. */
  24780. RenderingGroup.renderUnsorted = function (subMeshes) {
  24781. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  24782. var submesh = subMeshes.data[subIndex];
  24783. submesh.render(false);
  24784. }
  24785. };
  24786. /**
  24787. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24788. * are rendered back to front if in the same alpha index.
  24789. *
  24790. * @param a The first submesh
  24791. * @param b The second submesh
  24792. * @returns The result of the comparison
  24793. */
  24794. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  24795. // Alpha index first
  24796. if (a._alphaIndex > b._alphaIndex) {
  24797. return 1;
  24798. }
  24799. if (a._alphaIndex < b._alphaIndex) {
  24800. return -1;
  24801. }
  24802. // Then distance to camera
  24803. return RenderingGroup.backToFrontSortCompare(a, b);
  24804. };
  24805. /**
  24806. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24807. * are rendered back to front.
  24808. *
  24809. * @param a The first submesh
  24810. * @param b The second submesh
  24811. * @returns The result of the comparison
  24812. */
  24813. RenderingGroup.backToFrontSortCompare = function (a, b) {
  24814. // Then distance to camera
  24815. if (a._distanceToCamera < b._distanceToCamera) {
  24816. return 1;
  24817. }
  24818. if (a._distanceToCamera > b._distanceToCamera) {
  24819. return -1;
  24820. }
  24821. return 0;
  24822. };
  24823. /**
  24824. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24825. * are rendered front to back (prevent overdraw).
  24826. *
  24827. * @param a The first submesh
  24828. * @param b The second submesh
  24829. * @returns The result of the comparison
  24830. */
  24831. RenderingGroup.frontToBackSortCompare = function (a, b) {
  24832. // Then distance to camera
  24833. if (a._distanceToCamera < b._distanceToCamera) {
  24834. return -1;
  24835. }
  24836. if (a._distanceToCamera > b._distanceToCamera) {
  24837. return 1;
  24838. }
  24839. return 0;
  24840. };
  24841. /**
  24842. * Resets the different lists of submeshes to prepare a new frame.
  24843. */
  24844. RenderingGroup.prototype.prepare = function () {
  24845. this._opaqueSubMeshes.reset();
  24846. this._transparentSubMeshes.reset();
  24847. this._alphaTestSubMeshes.reset();
  24848. this._depthOnlySubMeshes.reset();
  24849. this._particleSystems.reset();
  24850. this._spriteManagers.reset();
  24851. this._edgesRenderers.reset();
  24852. };
  24853. RenderingGroup.prototype.dispose = function () {
  24854. this._opaqueSubMeshes.dispose();
  24855. this._transparentSubMeshes.dispose();
  24856. this._alphaTestSubMeshes.dispose();
  24857. this._depthOnlySubMeshes.dispose();
  24858. this._particleSystems.dispose();
  24859. this._spriteManagers.dispose();
  24860. this._edgesRenderers.dispose();
  24861. };
  24862. /**
  24863. * Inserts the submesh in its correct queue depending on its material.
  24864. * @param subMesh The submesh to dispatch
  24865. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24866. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24867. */
  24868. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  24869. // Get mesh and materials if not provided
  24870. if (mesh === undefined) {
  24871. mesh = subMesh.getMesh();
  24872. }
  24873. if (material === undefined) {
  24874. material = subMesh.getMaterial();
  24875. }
  24876. if (material === null || material === undefined) {
  24877. return;
  24878. }
  24879. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  24880. this._transparentSubMeshes.push(subMesh);
  24881. }
  24882. else if (material.needAlphaTesting()) { // Alpha test
  24883. if (material.needDepthPrePass) {
  24884. this._depthOnlySubMeshes.push(subMesh);
  24885. }
  24886. this._alphaTestSubMeshes.push(subMesh);
  24887. }
  24888. else {
  24889. if (material.needDepthPrePass) {
  24890. this._depthOnlySubMeshes.push(subMesh);
  24891. }
  24892. this._opaqueSubMeshes.push(subMesh); // Opaque
  24893. }
  24894. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  24895. this._edgesRenderers.push(mesh._edgesRenderer);
  24896. }
  24897. };
  24898. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  24899. this._spriteManagers.push(spriteManager);
  24900. };
  24901. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  24902. this._particleSystems.push(particleSystem);
  24903. };
  24904. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  24905. if (this._particleSystems.length === 0) {
  24906. return;
  24907. }
  24908. // Particles
  24909. var activeCamera = this._scene.activeCamera;
  24910. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  24911. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  24912. var particleSystem = this._particleSystems.data[particleIndex];
  24913. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  24914. continue;
  24915. }
  24916. var emitter = particleSystem.emitter;
  24917. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  24918. this._scene._activeParticles.addCount(particleSystem.render(), false);
  24919. }
  24920. }
  24921. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  24922. };
  24923. RenderingGroup.prototype._renderSprites = function () {
  24924. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  24925. return;
  24926. }
  24927. // Sprites
  24928. var activeCamera = this._scene.activeCamera;
  24929. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  24930. for (var id = 0; id < this._spriteManagers.length; id++) {
  24931. var spriteManager = this._spriteManagers.data[id];
  24932. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  24933. spriteManager.render();
  24934. }
  24935. }
  24936. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  24937. };
  24938. return RenderingGroup;
  24939. }());
  24940. BABYLON.RenderingGroup = RenderingGroup;
  24941. })(BABYLON || (BABYLON = {}));
  24942. //# sourceMappingURL=babylon.renderingGroup.js.map
  24943. var BABYLON;
  24944. (function (BABYLON) {
  24945. /**
  24946. * Groups all the scene component constants in one place to ease maintenance.
  24947. * @hidden
  24948. */
  24949. var SceneComponentConstants = /** @class */ (function () {
  24950. function SceneComponentConstants() {
  24951. }
  24952. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  24953. SceneComponentConstants.NAME_LAYER = "Layer";
  24954. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  24955. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  24956. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  24957. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  24958. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  24959. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  24960. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  24961. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  24962. SceneComponentConstants.NAME_SPRITE = "Sprite";
  24963. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  24964. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  24965. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  24966. SceneComponentConstants.NAME_OCTREE = "Octree";
  24967. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  24968. SceneComponentConstants.NAME_AUDIO = "Audio";
  24969. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  24970. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24971. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  24972. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24973. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  24974. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  24975. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  24976. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  24977. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  24978. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  24979. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  24980. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  24981. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  24982. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  24983. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  24984. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  24985. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  24986. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  24987. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  24988. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  24989. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  24990. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  24991. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  24992. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  24993. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  24994. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  24995. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  24996. return SceneComponentConstants;
  24997. }());
  24998. BABYLON.SceneComponentConstants = SceneComponentConstants;
  24999. /**
  25000. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25001. * @hidden
  25002. */
  25003. var Stage = /** @class */ (function (_super) {
  25004. __extends(Stage, _super);
  25005. /**
  25006. * Hide ctor from the rest of the world.
  25007. * @param items The items to add.
  25008. */
  25009. function Stage(items) {
  25010. return _super.apply(this, items) || this;
  25011. }
  25012. /**
  25013. * Creates a new Stage.
  25014. * @returns A new instance of a Stage
  25015. */
  25016. Stage.Create = function () {
  25017. return Object.create(Stage.prototype);
  25018. };
  25019. /**
  25020. * Registers a step in an ordered way in the targeted stage.
  25021. * @param index Defines the position to register the step in
  25022. * @param component Defines the component attached to the step
  25023. * @param action Defines the action to launch during the step
  25024. */
  25025. Stage.prototype.registerStep = function (index, component, action) {
  25026. var i = 0;
  25027. var maxIndex = Number.MAX_VALUE;
  25028. for (; i < this.length; i++) {
  25029. var step = this[i];
  25030. maxIndex = step.index;
  25031. if (index < maxIndex) {
  25032. break;
  25033. }
  25034. }
  25035. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25036. };
  25037. /**
  25038. * Clears all the steps from the stage.
  25039. */
  25040. Stage.prototype.clear = function () {
  25041. this.length = 0;
  25042. };
  25043. return Stage;
  25044. }(Array));
  25045. BABYLON.Stage = Stage;
  25046. })(BABYLON || (BABYLON = {}));
  25047. //# sourceMappingURL=babylon.sceneComponent.js.map
  25048. var BABYLON;
  25049. (function (BABYLON) {
  25050. /**
  25051. * Base class of the scene acting as a container for the different elements composing a scene.
  25052. * This class is dynamically extended by the different components of the scene increasing
  25053. * flexibility and reducing coupling
  25054. */
  25055. var AbstractScene = /** @class */ (function () {
  25056. function AbstractScene() {
  25057. /**
  25058. * Gets the list of root nodes (ie. nodes with no parent)
  25059. */
  25060. this.rootNodes = new Array();
  25061. /** All of the cameras added to this scene
  25062. * @see http://doc.babylonjs.com/babylon101/cameras
  25063. */
  25064. this.cameras = new Array();
  25065. /**
  25066. * All of the lights added to this scene
  25067. * @see http://doc.babylonjs.com/babylon101/lights
  25068. */
  25069. this.lights = new Array();
  25070. /**
  25071. * All of the (abstract) meshes added to this scene
  25072. */
  25073. this.meshes = new Array();
  25074. /**
  25075. * The list of skeletons added to the scene
  25076. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25077. */
  25078. this.skeletons = new Array();
  25079. /**
  25080. * All of the particle systems added to this scene
  25081. * @see http://doc.babylonjs.com/babylon101/particles
  25082. */
  25083. this.particleSystems = new Array();
  25084. /**
  25085. * Gets a list of Animations associated with the scene
  25086. */
  25087. this.animations = [];
  25088. /**
  25089. * All of the animation groups added to this scene
  25090. * @see http://doc.babylonjs.com/how_to/group
  25091. */
  25092. this.animationGroups = new Array();
  25093. /**
  25094. * All of the multi-materials added to this scene
  25095. * @see http://doc.babylonjs.com/how_to/multi_materials
  25096. */
  25097. this.multiMaterials = new Array();
  25098. /**
  25099. * All of the materials added to this scene
  25100. * @see http://doc.babylonjs.com/babylon101/materials
  25101. */
  25102. this.materials = new Array();
  25103. /**
  25104. * The list of morph target managers added to the scene
  25105. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25106. */
  25107. this.morphTargetManagers = new Array();
  25108. /**
  25109. * The list of geometries used in the scene.
  25110. */
  25111. this.geometries = new Array();
  25112. /**
  25113. * All of the tranform nodes added to this scene
  25114. * In the context a the Scene, it is not supposed to be modified manually.
  25115. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25116. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25117. * @see http://doc.babylonjs.com/how_to/transformnode
  25118. */
  25119. this.transformNodes = new Array();
  25120. /**
  25121. * ActionManagers available on the scene.
  25122. */
  25123. this.actionManagers = new Array();
  25124. /**
  25125. * Textures to keep.
  25126. */
  25127. this.textures = new Array();
  25128. }
  25129. /**
  25130. * Adds a parser in the list of available ones
  25131. * @param name Defines the name of the parser
  25132. * @param parser Defines the parser to add
  25133. */
  25134. AbstractScene.AddParser = function (name, parser) {
  25135. this._BabylonFileParsers[name] = parser;
  25136. };
  25137. /**
  25138. * Gets a general parser from the list of avaialble ones
  25139. * @param name Defines the name of the parser
  25140. * @returns the requested parser or null
  25141. */
  25142. AbstractScene.GetParser = function (name) {
  25143. if (this._BabylonFileParsers[name]) {
  25144. return this._BabylonFileParsers[name];
  25145. }
  25146. return null;
  25147. };
  25148. /**
  25149. * Adds n individual parser in the list of available ones
  25150. * @param name Defines the name of the parser
  25151. * @param parser Defines the parser to add
  25152. */
  25153. AbstractScene.AddIndividualParser = function (name, parser) {
  25154. this._IndividualBabylonFileParsers[name] = parser;
  25155. };
  25156. /**
  25157. * Gets an individual parser from the list of avaialble ones
  25158. * @param name Defines the name of the parser
  25159. * @returns the requested parser or null
  25160. */
  25161. AbstractScene.GetIndividualParser = function (name) {
  25162. if (this._IndividualBabylonFileParsers[name]) {
  25163. return this._IndividualBabylonFileParsers[name];
  25164. }
  25165. return null;
  25166. };
  25167. /**
  25168. * Parser json data and populate both a scene and its associated container object
  25169. * @param jsonData Defines the data to parse
  25170. * @param scene Defines the scene to parse the data for
  25171. * @param container Defines the container attached to the parsing sequence
  25172. * @param rootUrl Defines the root url of the data
  25173. */
  25174. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25175. for (var parserName in this._BabylonFileParsers) {
  25176. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25177. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25178. }
  25179. }
  25180. };
  25181. /**
  25182. * Stores the list of available parsers in the application.
  25183. */
  25184. AbstractScene._BabylonFileParsers = {};
  25185. /**
  25186. * Stores the list of available individual parsers in the application.
  25187. */
  25188. AbstractScene._IndividualBabylonFileParsers = {};
  25189. return AbstractScene;
  25190. }());
  25191. BABYLON.AbstractScene = AbstractScene;
  25192. })(BABYLON || (BABYLON = {}));
  25193. //# sourceMappingURL=babylon.abstractScene.js.map
  25194. var BABYLON;
  25195. (function (BABYLON) {
  25196. /** @hidden */
  25197. var ClickInfo = /** @class */ (function () {
  25198. function ClickInfo() {
  25199. this._singleClick = false;
  25200. this._doubleClick = false;
  25201. this._hasSwiped = false;
  25202. this._ignore = false;
  25203. }
  25204. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25205. get: function () {
  25206. return this._singleClick;
  25207. },
  25208. set: function (b) {
  25209. this._singleClick = b;
  25210. },
  25211. enumerable: true,
  25212. configurable: true
  25213. });
  25214. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25215. get: function () {
  25216. return this._doubleClick;
  25217. },
  25218. set: function (b) {
  25219. this._doubleClick = b;
  25220. },
  25221. enumerable: true,
  25222. configurable: true
  25223. });
  25224. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25225. get: function () {
  25226. return this._hasSwiped;
  25227. },
  25228. set: function (b) {
  25229. this._hasSwiped = b;
  25230. },
  25231. enumerable: true,
  25232. configurable: true
  25233. });
  25234. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25235. get: function () {
  25236. return this._ignore;
  25237. },
  25238. set: function (b) {
  25239. this._ignore = b;
  25240. },
  25241. enumerable: true,
  25242. configurable: true
  25243. });
  25244. return ClickInfo;
  25245. }());
  25246. /**
  25247. * This class is used by the onRenderingGroupObservable
  25248. */
  25249. var RenderingGroupInfo = /** @class */ (function () {
  25250. function RenderingGroupInfo() {
  25251. }
  25252. return RenderingGroupInfo;
  25253. }());
  25254. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25255. /**
  25256. * Represents a scene to be rendered by the engine.
  25257. * @see http://doc.babylonjs.com/features/scene
  25258. */
  25259. var Scene = /** @class */ (function (_super) {
  25260. __extends(Scene, _super);
  25261. /**
  25262. * Creates a new Scene
  25263. * @param engine defines the engine to use to render this scene
  25264. */
  25265. function Scene(engine, options) {
  25266. var _this = _super.call(this) || this;
  25267. // Members
  25268. /**
  25269. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25270. */
  25271. _this.autoClear = true;
  25272. /**
  25273. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25274. */
  25275. _this.autoClearDepthAndStencil = true;
  25276. /**
  25277. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25278. */
  25279. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25280. /**
  25281. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25282. */
  25283. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25284. _this._forceWireframe = false;
  25285. _this._forcePointsCloud = false;
  25286. /**
  25287. * Gets or sets a boolean indicating if animations are enabled
  25288. */
  25289. _this.animationsEnabled = true;
  25290. _this._animationPropertiesOverride = null;
  25291. /**
  25292. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25293. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25294. */
  25295. _this.useConstantAnimationDeltaTime = false;
  25296. /**
  25297. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25298. * Please note that it requires to run a ray cast through the scene on every frame
  25299. */
  25300. _this.constantlyUpdateMeshUnderPointer = false;
  25301. /**
  25302. * Defines the HTML cursor to use when hovering over interactive elements
  25303. */
  25304. _this.hoverCursor = "pointer";
  25305. /**
  25306. * Defines the HTML default cursor to use (empty by default)
  25307. */
  25308. _this.defaultCursor = "";
  25309. /**
  25310. * This is used to call preventDefault() on pointer down
  25311. * in order to block unwanted artifacts like system double clicks
  25312. */
  25313. _this.preventDefaultOnPointerDown = true;
  25314. /**
  25315. * This is used to call preventDefault() on pointer up
  25316. * in order to block unwanted artifacts like system double clicks
  25317. */
  25318. _this.preventDefaultOnPointerUp = true;
  25319. // Metadata
  25320. /**
  25321. * Gets or sets user defined metadata
  25322. */
  25323. _this.metadata = null;
  25324. /**
  25325. * Use this array to add regular expressions used to disable offline support for specific urls
  25326. */
  25327. _this.disableOfflineSupportExceptionRules = new Array();
  25328. /**
  25329. * An event triggered when the scene is disposed.
  25330. */
  25331. _this.onDisposeObservable = new BABYLON.Observable();
  25332. _this._onDisposeObserver = null;
  25333. /**
  25334. * An event triggered before rendering the scene (right after animations and physics)
  25335. */
  25336. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25337. _this._onBeforeRenderObserver = null;
  25338. /**
  25339. * An event triggered after rendering the scene
  25340. */
  25341. _this.onAfterRenderObservable = new BABYLON.Observable();
  25342. _this._onAfterRenderObserver = null;
  25343. /**
  25344. * An event triggered before animating the scene
  25345. */
  25346. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25347. /**
  25348. * An event triggered after animations processing
  25349. */
  25350. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25351. /**
  25352. * An event triggered before draw calls are ready to be sent
  25353. */
  25354. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25355. /**
  25356. * An event triggered after draw calls have been sent
  25357. */
  25358. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25359. /**
  25360. * An event triggered when the scene is ready
  25361. */
  25362. _this.onReadyObservable = new BABYLON.Observable();
  25363. /**
  25364. * An event triggered before rendering a camera
  25365. */
  25366. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25367. _this._onBeforeCameraRenderObserver = null;
  25368. /**
  25369. * An event triggered after rendering a camera
  25370. */
  25371. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25372. _this._onAfterCameraRenderObserver = null;
  25373. /**
  25374. * An event triggered when active meshes evaluation is about to start
  25375. */
  25376. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25377. /**
  25378. * An event triggered when active meshes evaluation is done
  25379. */
  25380. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25381. /**
  25382. * An event triggered when particles rendering is about to start
  25383. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25384. */
  25385. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25386. /**
  25387. * An event triggered when particles rendering is done
  25388. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25389. */
  25390. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25391. /**
  25392. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25393. */
  25394. _this.onDataLoadedObservable = new BABYLON.Observable();
  25395. /**
  25396. * An event triggered when a camera is created
  25397. */
  25398. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25399. /**
  25400. * An event triggered when a camera is removed
  25401. */
  25402. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25403. /**
  25404. * An event triggered when a light is created
  25405. */
  25406. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25407. /**
  25408. * An event triggered when a light is removed
  25409. */
  25410. _this.onLightRemovedObservable = new BABYLON.Observable();
  25411. /**
  25412. * An event triggered when a geometry is created
  25413. */
  25414. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25415. /**
  25416. * An event triggered when a geometry is removed
  25417. */
  25418. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25419. /**
  25420. * An event triggered when a transform node is created
  25421. */
  25422. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25423. /**
  25424. * An event triggered when a transform node is removed
  25425. */
  25426. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25427. /**
  25428. * An event triggered when a mesh is created
  25429. */
  25430. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25431. /**
  25432. * An event triggered when a mesh is removed
  25433. */
  25434. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25435. /**
  25436. * An event triggered when a material is created
  25437. */
  25438. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25439. /**
  25440. * An event triggered when a material is removed
  25441. */
  25442. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25443. /**
  25444. * An event triggered when a texture is created
  25445. */
  25446. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25447. /**
  25448. * An event triggered when a texture is removed
  25449. */
  25450. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25451. /**
  25452. * An event triggered when render targets are about to be rendered
  25453. * Can happen multiple times per frame.
  25454. */
  25455. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25456. /**
  25457. * An event triggered when render targets were rendered.
  25458. * Can happen multiple times per frame.
  25459. */
  25460. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25461. /**
  25462. * An event triggered before calculating deterministic simulation step
  25463. */
  25464. _this.onBeforeStepObservable = new BABYLON.Observable();
  25465. /**
  25466. * An event triggered after calculating deterministic simulation step
  25467. */
  25468. _this.onAfterStepObservable = new BABYLON.Observable();
  25469. /**
  25470. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25471. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25472. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25473. */
  25474. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25475. /**
  25476. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25477. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25478. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25479. */
  25480. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25481. /**
  25482. * This Observable will when a mesh has been imported into the scene.
  25483. */
  25484. _this.onMeshImportedObservable = new BABYLON.Observable();
  25485. // Animations
  25486. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25487. /**
  25488. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  25489. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25490. */
  25491. _this.onPrePointerObservable = new BABYLON.Observable();
  25492. /**
  25493. * Observable event triggered each time an input event is received from the rendering canvas
  25494. */
  25495. _this.onPointerObservable = new BABYLON.Observable();
  25496. _this._meshPickProceed = false;
  25497. _this._currentPickResult = null;
  25498. _this._previousPickResult = null;
  25499. _this._totalPointersPressed = 0;
  25500. _this._doubleClickOccured = false;
  25501. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25502. _this.cameraToUseForPointers = null;
  25503. _this._pointerX = 0;
  25504. _this._pointerY = 0;
  25505. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25506. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25507. _this._startingPointerTime = 0;
  25508. _this._previousStartingPointerTime = 0;
  25509. _this._pointerCaptures = {};
  25510. // Deterministic lockstep
  25511. _this._timeAccumulator = 0;
  25512. _this._currentStepId = 0;
  25513. _this._currentInternalStep = 0;
  25514. // Keyboard
  25515. /**
  25516. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25517. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25518. */
  25519. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25520. /**
  25521. * Observable event triggered each time an keyboard event is received from the hosting window
  25522. */
  25523. _this.onKeyboardObservable = new BABYLON.Observable();
  25524. // Coordinates system
  25525. _this._useRightHandedSystem = false;
  25526. // Fog
  25527. _this._fogEnabled = true;
  25528. _this._fogMode = Scene.FOGMODE_NONE;
  25529. /**
  25530. * Gets or sets the fog color to use
  25531. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25532. * (Default is Color3(0.2, 0.2, 0.3))
  25533. */
  25534. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25535. /**
  25536. * Gets or sets the fog density to use
  25537. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25538. * (Default is 0.1)
  25539. */
  25540. _this.fogDensity = 0.1;
  25541. /**
  25542. * Gets or sets the fog start distance to use
  25543. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25544. * (Default is 0)
  25545. */
  25546. _this.fogStart = 0;
  25547. /**
  25548. * Gets or sets the fog end distance to use
  25549. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25550. * (Default is 1000)
  25551. */
  25552. _this.fogEnd = 1000.0;
  25553. // Lights
  25554. _this._shadowsEnabled = true;
  25555. _this._lightsEnabled = true;
  25556. /** All of the active cameras added to this scene. */
  25557. _this.activeCameras = new Array();
  25558. // Textures
  25559. _this._texturesEnabled = true;
  25560. // Particles
  25561. /**
  25562. * Gets or sets a boolean indicating if particles are enabled on this scene
  25563. */
  25564. _this.particlesEnabled = true;
  25565. // Sprites
  25566. /**
  25567. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25568. */
  25569. _this.spritesEnabled = true;
  25570. // Skeletons
  25571. _this._skeletonsEnabled = true;
  25572. // Lens flares
  25573. /**
  25574. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25575. */
  25576. _this.lensFlaresEnabled = true;
  25577. // Collisions
  25578. /**
  25579. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25580. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25581. */
  25582. _this.collisionsEnabled = true;
  25583. /**
  25584. * Defines the gravity applied to this scene (used only for collisions)
  25585. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25586. */
  25587. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25588. // Postprocesses
  25589. /**
  25590. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25591. */
  25592. _this.postProcessesEnabled = true;
  25593. /**
  25594. * The list of postprocesses added to the scene
  25595. */
  25596. _this.postProcesses = new Array();
  25597. // Customs render targets
  25598. /**
  25599. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25600. */
  25601. _this.renderTargetsEnabled = true;
  25602. /**
  25603. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25604. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25605. */
  25606. _this.dumpNextRenderTargets = false;
  25607. /**
  25608. * The list of user defined render targets added to the scene
  25609. */
  25610. _this.customRenderTargets = new Array();
  25611. /**
  25612. * Gets the list of meshes imported to the scene through SceneLoader
  25613. */
  25614. _this.importedMeshesFiles = new Array();
  25615. // Probes
  25616. /**
  25617. * Gets or sets a boolean indicating if probes are enabled on this scene
  25618. */
  25619. _this.probesEnabled = true;
  25620. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25621. // Procedural textures
  25622. /**
  25623. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25624. */
  25625. _this.proceduralTexturesEnabled = true;
  25626. // Performance counters
  25627. _this._totalVertices = new BABYLON.PerfCounter();
  25628. /** @hidden */
  25629. _this._activeIndices = new BABYLON.PerfCounter();
  25630. /** @hidden */
  25631. _this._activeParticles = new BABYLON.PerfCounter();
  25632. /** @hidden */
  25633. _this._activeBones = new BABYLON.PerfCounter();
  25634. _this._animationTime = 0;
  25635. /**
  25636. * Gets or sets a general scale for animation speed
  25637. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25638. */
  25639. _this.animationTimeScale = 1;
  25640. _this._renderId = 0;
  25641. _this._frameId = 0;
  25642. _this._executeWhenReadyTimeoutId = -1;
  25643. _this._intermediateRendering = false;
  25644. _this._viewUpdateFlag = -1;
  25645. _this._projectionUpdateFlag = -1;
  25646. _this._alternateViewUpdateFlag = -1;
  25647. _this._alternateProjectionUpdateFlag = -1;
  25648. /** @hidden */
  25649. _this._toBeDisposed = new Array(256);
  25650. _this._activeRequests = new Array();
  25651. _this._pendingData = new Array();
  25652. _this._isDisposed = false;
  25653. /**
  25654. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25655. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25656. */
  25657. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25658. _this._activeMeshes = new BABYLON.SmartArray(256);
  25659. _this._processedMaterials = new BABYLON.SmartArray(256);
  25660. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25661. /** @hidden */
  25662. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25663. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25664. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25665. /** @hidden */
  25666. _this._activeAnimatables = new Array();
  25667. _this._transformMatrix = BABYLON.Matrix.Zero();
  25668. _this._useAlternateCameraConfiguration = false;
  25669. _this._alternateRendering = false;
  25670. /**
  25671. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25672. * This is useful if there are more lights that the maximum simulteanous authorized
  25673. */
  25674. _this.requireLightSorting = false;
  25675. /**
  25676. * @hidden
  25677. * Backing store of defined scene components.
  25678. */
  25679. _this._components = [];
  25680. /**
  25681. * @hidden
  25682. * Backing store of defined scene components.
  25683. */
  25684. _this._serializableComponents = [];
  25685. /**
  25686. * List of components to register on the next registration step.
  25687. */
  25688. _this._transientComponents = [];
  25689. /**
  25690. * @hidden
  25691. * Defines the actions happening before camera updates.
  25692. */
  25693. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25694. /**
  25695. * @hidden
  25696. * Defines the actions happening before clear the canvas.
  25697. */
  25698. _this._beforeClearStage = BABYLON.Stage.Create();
  25699. /**
  25700. * @hidden
  25701. * Defines the actions when collecting render targets for the frame.
  25702. */
  25703. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25704. /**
  25705. * @hidden
  25706. * Defines the actions happening for one camera in the frame.
  25707. */
  25708. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25709. /**
  25710. * @hidden
  25711. * Defines the actions happening during the per mesh ready checks.
  25712. */
  25713. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25714. /**
  25715. * @hidden
  25716. * Defines the actions happening before evaluate active mesh checks.
  25717. */
  25718. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25719. /**
  25720. * @hidden
  25721. * Defines the actions happening during the evaluate sub mesh checks.
  25722. */
  25723. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25724. /**
  25725. * @hidden
  25726. * Defines the actions happening during the active mesh stage.
  25727. */
  25728. _this._activeMeshStage = BABYLON.Stage.Create();
  25729. /**
  25730. * @hidden
  25731. * Defines the actions happening during the per camera render target step.
  25732. */
  25733. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25734. /**
  25735. * @hidden
  25736. * Defines the actions happening just before the active camera is drawing.
  25737. */
  25738. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25739. /**
  25740. * @hidden
  25741. * Defines the actions happening just before a rendering group is drawing.
  25742. */
  25743. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25744. /**
  25745. * @hidden
  25746. * Defines the actions happening just before a mesh is drawing.
  25747. */
  25748. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25749. /**
  25750. * @hidden
  25751. * Defines the actions happening just after a mesh has been drawn.
  25752. */
  25753. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25754. /**
  25755. * @hidden
  25756. * Defines the actions happening just after a rendering group has been drawn.
  25757. */
  25758. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  25759. /**
  25760. * @hidden
  25761. * Defines the actions happening just after the active camera has been drawn.
  25762. */
  25763. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  25764. /**
  25765. * @hidden
  25766. * Defines the actions happening just after rendering all cameras and computing intersections.
  25767. */
  25768. _this._afterRenderStage = BABYLON.Stage.Create();
  25769. /**
  25770. * @hidden
  25771. * Defines the actions happening when a pointer move event happens.
  25772. */
  25773. _this._pointerMoveStage = BABYLON.Stage.Create();
  25774. /**
  25775. * @hidden
  25776. * Defines the actions happening when a pointer down event happens.
  25777. */
  25778. _this._pointerDownStage = BABYLON.Stage.Create();
  25779. /**
  25780. * @hidden
  25781. * Defines the actions happening when a pointer up event happens.
  25782. */
  25783. _this._pointerUpStage = BABYLON.Stage.Create();
  25784. /**
  25785. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  25786. */
  25787. _this.geometriesById = null;
  25788. _this._defaultMeshCandidates = {
  25789. data: [],
  25790. length: 0
  25791. };
  25792. _this._defaultSubMeshCandidates = {
  25793. data: [],
  25794. length: 0
  25795. };
  25796. _this._activeMeshesFrozen = false;
  25797. /** @hidden */
  25798. _this._allowPostProcessClearColor = true;
  25799. /**
  25800. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  25801. */
  25802. _this.getDeterministicFrameTime = function () {
  25803. return 1000.0 / 60.0; // frame time in ms
  25804. };
  25805. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  25806. _this._blockMaterialDirtyMechanism = false;
  25807. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  25808. _this._engine.scenes.push(_this);
  25809. _this._uid = null;
  25810. _this._renderingManager = new BABYLON.RenderingManager(_this);
  25811. if (BABYLON.PostProcessManager) {
  25812. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  25813. }
  25814. if (BABYLON.Tools.IsWindowObjectExist()) {
  25815. _this.attachControl();
  25816. }
  25817. //collision coordinator initialization. For now legacy per default.
  25818. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  25819. // Uniform Buffer
  25820. _this._createUbo();
  25821. // Default Image processing definition
  25822. if (BABYLON.ImageProcessingConfiguration) {
  25823. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  25824. }
  25825. _this.setDefaultCandidateProviders();
  25826. if (options && options.useGeometryIdsMap === true) {
  25827. _this.geometriesById = {};
  25828. }
  25829. return _this;
  25830. }
  25831. Object.defineProperty(Scene.prototype, "environmentTexture", {
  25832. /**
  25833. * Texture used in all pbr material as the reflection texture.
  25834. * As in the majority of the scene they are the same (exception for multi room and so on),
  25835. * this is easier to reference from here than from all the materials.
  25836. */
  25837. get: function () {
  25838. return this._environmentTexture;
  25839. },
  25840. /**
  25841. * Texture used in all pbr material as the reflection texture.
  25842. * As in the majority of the scene they are the same (exception for multi room and so on),
  25843. * this is easier to set here than in all the materials.
  25844. */
  25845. set: function (value) {
  25846. if (this._environmentTexture === value) {
  25847. return;
  25848. }
  25849. this._environmentTexture = value;
  25850. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25851. },
  25852. enumerable: true,
  25853. configurable: true
  25854. });
  25855. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  25856. /**
  25857. * Default image processing configuration used either in the rendering
  25858. * Forward main pass or through the imageProcessingPostProcess if present.
  25859. * As in the majority of the scene they are the same (exception for multi camera),
  25860. * this is easier to reference from here than from all the materials and post process.
  25861. *
  25862. * No setter as we it is a shared configuration, you can set the values instead.
  25863. */
  25864. get: function () {
  25865. return this._imageProcessingConfiguration;
  25866. },
  25867. enumerable: true,
  25868. configurable: true
  25869. });
  25870. Object.defineProperty(Scene.prototype, "forceWireframe", {
  25871. get: function () {
  25872. return this._forceWireframe;
  25873. },
  25874. /**
  25875. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  25876. */
  25877. set: function (value) {
  25878. if (this._forceWireframe === value) {
  25879. return;
  25880. }
  25881. this._forceWireframe = value;
  25882. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25883. },
  25884. enumerable: true,
  25885. configurable: true
  25886. });
  25887. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  25888. get: function () {
  25889. return this._forcePointsCloud;
  25890. },
  25891. /**
  25892. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  25893. */
  25894. set: function (value) {
  25895. if (this._forcePointsCloud === value) {
  25896. return;
  25897. }
  25898. this._forcePointsCloud = value;
  25899. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25900. },
  25901. enumerable: true,
  25902. configurable: true
  25903. });
  25904. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  25905. /**
  25906. * Gets or sets the animation properties override
  25907. */
  25908. get: function () {
  25909. return this._animationPropertiesOverride;
  25910. },
  25911. set: function (value) {
  25912. this._animationPropertiesOverride = value;
  25913. },
  25914. enumerable: true,
  25915. configurable: true
  25916. });
  25917. Object.defineProperty(Scene.prototype, "onDispose", {
  25918. /** Sets a function to be executed when this scene is disposed. */
  25919. set: function (callback) {
  25920. if (this._onDisposeObserver) {
  25921. this.onDisposeObservable.remove(this._onDisposeObserver);
  25922. }
  25923. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  25924. },
  25925. enumerable: true,
  25926. configurable: true
  25927. });
  25928. Object.defineProperty(Scene.prototype, "beforeRender", {
  25929. /** Sets a function to be executed before rendering this scene */
  25930. set: function (callback) {
  25931. if (this._onBeforeRenderObserver) {
  25932. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  25933. }
  25934. if (callback) {
  25935. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  25936. }
  25937. },
  25938. enumerable: true,
  25939. configurable: true
  25940. });
  25941. Object.defineProperty(Scene.prototype, "afterRender", {
  25942. /** Sets a function to be executed after rendering this scene */
  25943. set: function (callback) {
  25944. if (this._onAfterRenderObserver) {
  25945. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  25946. }
  25947. if (callback) {
  25948. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  25949. }
  25950. },
  25951. enumerable: true,
  25952. configurable: true
  25953. });
  25954. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  25955. /** Sets a function to be executed before rendering a camera*/
  25956. set: function (callback) {
  25957. if (this._onBeforeCameraRenderObserver) {
  25958. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  25959. }
  25960. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  25961. },
  25962. enumerable: true,
  25963. configurable: true
  25964. });
  25965. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  25966. /** Sets a function to be executed after rendering a camera*/
  25967. set: function (callback) {
  25968. if (this._onAfterCameraRenderObserver) {
  25969. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  25970. }
  25971. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  25972. },
  25973. enumerable: true,
  25974. configurable: true
  25975. });
  25976. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  25977. /**
  25978. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  25979. */
  25980. get: function () {
  25981. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  25982. },
  25983. enumerable: true,
  25984. configurable: true
  25985. });
  25986. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  25987. get: function () {
  25988. return this._useRightHandedSystem;
  25989. },
  25990. /**
  25991. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  25992. */
  25993. set: function (value) {
  25994. if (this._useRightHandedSystem === value) {
  25995. return;
  25996. }
  25997. this._useRightHandedSystem = value;
  25998. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25999. },
  26000. enumerable: true,
  26001. configurable: true
  26002. });
  26003. /**
  26004. * Sets the step Id used by deterministic lock step
  26005. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26006. * @param newStepId defines the step Id
  26007. */
  26008. Scene.prototype.setStepId = function (newStepId) {
  26009. this._currentStepId = newStepId;
  26010. };
  26011. /**
  26012. * Gets the step Id used by deterministic lock step
  26013. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26014. * @returns the step Id
  26015. */
  26016. Scene.prototype.getStepId = function () {
  26017. return this._currentStepId;
  26018. };
  26019. /**
  26020. * Gets the internal step used by deterministic lock step
  26021. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26022. * @returns the internal step
  26023. */
  26024. Scene.prototype.getInternalStep = function () {
  26025. return this._currentInternalStep;
  26026. };
  26027. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26028. get: function () {
  26029. return this._fogEnabled;
  26030. },
  26031. /**
  26032. * Gets or sets a boolean indicating if fog is enabled on this scene
  26033. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26034. * (Default is true)
  26035. */
  26036. set: function (value) {
  26037. if (this._fogEnabled === value) {
  26038. return;
  26039. }
  26040. this._fogEnabled = value;
  26041. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26042. },
  26043. enumerable: true,
  26044. configurable: true
  26045. });
  26046. Object.defineProperty(Scene.prototype, "fogMode", {
  26047. get: function () {
  26048. return this._fogMode;
  26049. },
  26050. /**
  26051. * Gets or sets the fog mode to use
  26052. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26053. * | mode | value |
  26054. * | --- | --- |
  26055. * | FOGMODE_NONE | 0 |
  26056. * | FOGMODE_EXP | 1 |
  26057. * | FOGMODE_EXP2 | 2 |
  26058. * | FOGMODE_LINEAR | 3 |
  26059. */
  26060. set: function (value) {
  26061. if (this._fogMode === value) {
  26062. return;
  26063. }
  26064. this._fogMode = value;
  26065. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26066. },
  26067. enumerable: true,
  26068. configurable: true
  26069. });
  26070. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26071. get: function () {
  26072. return this._shadowsEnabled;
  26073. },
  26074. /**
  26075. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26076. */
  26077. set: function (value) {
  26078. if (this._shadowsEnabled === value) {
  26079. return;
  26080. }
  26081. this._shadowsEnabled = value;
  26082. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26083. },
  26084. enumerable: true,
  26085. configurable: true
  26086. });
  26087. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26088. get: function () {
  26089. return this._lightsEnabled;
  26090. },
  26091. /**
  26092. * Gets or sets a boolean indicating if lights are enabled on this scene
  26093. */
  26094. set: function (value) {
  26095. if (this._lightsEnabled === value) {
  26096. return;
  26097. }
  26098. this._lightsEnabled = value;
  26099. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26100. },
  26101. enumerable: true,
  26102. configurable: true
  26103. });
  26104. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26105. /** The default material used on meshes when no material is affected */
  26106. get: function () {
  26107. if (!this._defaultMaterial) {
  26108. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26109. }
  26110. return this._defaultMaterial;
  26111. },
  26112. /** The default material used on meshes when no material is affected */
  26113. set: function (value) {
  26114. this._defaultMaterial = value;
  26115. },
  26116. enumerable: true,
  26117. configurable: true
  26118. });
  26119. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26120. get: function () {
  26121. return this._texturesEnabled;
  26122. },
  26123. /**
  26124. * Gets or sets a boolean indicating if textures are enabled on this scene
  26125. */
  26126. set: function (value) {
  26127. if (this._texturesEnabled === value) {
  26128. return;
  26129. }
  26130. this._texturesEnabled = value;
  26131. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26132. },
  26133. enumerable: true,
  26134. configurable: true
  26135. });
  26136. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26137. get: function () {
  26138. return this._skeletonsEnabled;
  26139. },
  26140. /**
  26141. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26142. */
  26143. set: function (value) {
  26144. if (this._skeletonsEnabled === value) {
  26145. return;
  26146. }
  26147. this._skeletonsEnabled = value;
  26148. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26149. },
  26150. enumerable: true,
  26151. configurable: true
  26152. });
  26153. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26154. /** @hidden */
  26155. get: function () {
  26156. return this._alternateRendering;
  26157. },
  26158. enumerable: true,
  26159. configurable: true
  26160. });
  26161. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26162. /**
  26163. * Gets the list of frustum planes (built from the active camera)
  26164. */
  26165. get: function () {
  26166. return this._frustumPlanes;
  26167. },
  26168. enumerable: true,
  26169. configurable: true
  26170. });
  26171. /**
  26172. * Registers the transient components if needed.
  26173. */
  26174. Scene.prototype._registerTransientComponents = function () {
  26175. // Register components that have been associated lately to the scene.
  26176. if (this._transientComponents.length > 0) {
  26177. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26178. var component = _a[_i];
  26179. component.register();
  26180. }
  26181. this._transientComponents = [];
  26182. }
  26183. };
  26184. /**
  26185. * @hidden
  26186. * Add a component to the scene.
  26187. * Note that the ccomponent could be registered on th next frame if this is called after
  26188. * the register component stage.
  26189. * @param component Defines the component to add to the scene
  26190. */
  26191. Scene.prototype._addComponent = function (component) {
  26192. this._components.push(component);
  26193. this._transientComponents.push(component);
  26194. var serializableComponent = component;
  26195. if (serializableComponent.addFromContainer) {
  26196. this._serializableComponents.push(serializableComponent);
  26197. }
  26198. };
  26199. /**
  26200. * @hidden
  26201. * Gets a component from the scene.
  26202. * @param name defines the name of the component to retrieve
  26203. * @returns the component or null if not present
  26204. */
  26205. Scene.prototype._getComponent = function (name) {
  26206. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26207. var component = _a[_i];
  26208. if (component.name === name) {
  26209. return component;
  26210. }
  26211. }
  26212. return null;
  26213. };
  26214. /**
  26215. * @hidden
  26216. */
  26217. Scene.prototype._getDefaultMeshCandidates = function () {
  26218. this._defaultMeshCandidates.data = this.meshes;
  26219. this._defaultMeshCandidates.length = this.meshes.length;
  26220. return this._defaultMeshCandidates;
  26221. };
  26222. /**
  26223. * @hidden
  26224. */
  26225. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26226. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26227. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26228. return this._defaultSubMeshCandidates;
  26229. };
  26230. /**
  26231. * Sets the default candidate providers for the scene.
  26232. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26233. * and getCollidingSubMeshCandidates to their default function
  26234. */
  26235. Scene.prototype.setDefaultCandidateProviders = function () {
  26236. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26237. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26238. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26239. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26240. };
  26241. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26242. /**
  26243. * Gets a boolean indicating if collisions are processed on a web worker
  26244. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26245. */
  26246. get: function () {
  26247. return this._workerCollisions;
  26248. },
  26249. set: function (enabled) {
  26250. if (!BABYLON.CollisionCoordinatorLegacy) {
  26251. return;
  26252. }
  26253. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26254. this._workerCollisions = enabled;
  26255. if (this.collisionCoordinator) {
  26256. this.collisionCoordinator.destroy();
  26257. }
  26258. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26259. this.collisionCoordinator.init(this);
  26260. },
  26261. enumerable: true,
  26262. configurable: true
  26263. });
  26264. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26265. /**
  26266. * Gets the mesh that is currently under the pointer
  26267. */
  26268. get: function () {
  26269. return this._pointerOverMesh;
  26270. },
  26271. enumerable: true,
  26272. configurable: true
  26273. });
  26274. Object.defineProperty(Scene.prototype, "pointerX", {
  26275. /**
  26276. * Gets the current on-screen X position of the pointer
  26277. */
  26278. get: function () {
  26279. return this._pointerX;
  26280. },
  26281. enumerable: true,
  26282. configurable: true
  26283. });
  26284. Object.defineProperty(Scene.prototype, "pointerY", {
  26285. /**
  26286. * Gets the current on-screen Y position of the pointer
  26287. */
  26288. get: function () {
  26289. return this._pointerY;
  26290. },
  26291. enumerable: true,
  26292. configurable: true
  26293. });
  26294. /**
  26295. * Gets the cached material (ie. the latest rendered one)
  26296. * @returns the cached material
  26297. */
  26298. Scene.prototype.getCachedMaterial = function () {
  26299. return this._cachedMaterial;
  26300. };
  26301. /**
  26302. * Gets the cached effect (ie. the latest rendered one)
  26303. * @returns the cached effect
  26304. */
  26305. Scene.prototype.getCachedEffect = function () {
  26306. return this._cachedEffect;
  26307. };
  26308. /**
  26309. * Gets the cached visibility state (ie. the latest rendered one)
  26310. * @returns the cached visibility state
  26311. */
  26312. Scene.prototype.getCachedVisibility = function () {
  26313. return this._cachedVisibility;
  26314. };
  26315. /**
  26316. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26317. * @param material defines the current material
  26318. * @param effect defines the current effect
  26319. * @param visibility defines the current visibility state
  26320. * @returns true if one parameter is not cached
  26321. */
  26322. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26323. if (visibility === void 0) { visibility = 1; }
  26324. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26325. };
  26326. /**
  26327. * Gets the engine associated with the scene
  26328. * @returns an Engine
  26329. */
  26330. Scene.prototype.getEngine = function () {
  26331. return this._engine;
  26332. };
  26333. /**
  26334. * Gets the total number of vertices rendered per frame
  26335. * @returns the total number of vertices rendered per frame
  26336. */
  26337. Scene.prototype.getTotalVertices = function () {
  26338. return this._totalVertices.current;
  26339. };
  26340. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26341. /**
  26342. * Gets the performance counter for total vertices
  26343. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26344. */
  26345. get: function () {
  26346. return this._totalVertices;
  26347. },
  26348. enumerable: true,
  26349. configurable: true
  26350. });
  26351. /**
  26352. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26353. * @returns the total number of active indices rendered per frame
  26354. */
  26355. Scene.prototype.getActiveIndices = function () {
  26356. return this._activeIndices.current;
  26357. };
  26358. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26359. /**
  26360. * Gets the performance counter for active indices
  26361. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26362. */
  26363. get: function () {
  26364. return this._activeIndices;
  26365. },
  26366. enumerable: true,
  26367. configurable: true
  26368. });
  26369. /**
  26370. * Gets the total number of active particles rendered per frame
  26371. * @returns the total number of active particles rendered per frame
  26372. */
  26373. Scene.prototype.getActiveParticles = function () {
  26374. return this._activeParticles.current;
  26375. };
  26376. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26377. /**
  26378. * Gets the performance counter for active particles
  26379. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26380. */
  26381. get: function () {
  26382. return this._activeParticles;
  26383. },
  26384. enumerable: true,
  26385. configurable: true
  26386. });
  26387. /**
  26388. * Gets the total number of active bones rendered per frame
  26389. * @returns the total number of active bones rendered per frame
  26390. */
  26391. Scene.prototype.getActiveBones = function () {
  26392. return this._activeBones.current;
  26393. };
  26394. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26395. /**
  26396. * Gets the performance counter for active bones
  26397. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26398. */
  26399. get: function () {
  26400. return this._activeBones;
  26401. },
  26402. enumerable: true,
  26403. configurable: true
  26404. });
  26405. /** @hidden */
  26406. Scene.prototype.getInterFramePerfCounter = function () {
  26407. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26408. return 0;
  26409. };
  26410. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  26411. /** @hidden */
  26412. get: function () {
  26413. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26414. return null;
  26415. },
  26416. enumerable: true,
  26417. configurable: true
  26418. });
  26419. /** @hidden */
  26420. Scene.prototype.getLastFrameDuration = function () {
  26421. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  26422. return 0;
  26423. };
  26424. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  26425. /** @hidden */
  26426. get: function () {
  26427. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26428. return null;
  26429. },
  26430. enumerable: true,
  26431. configurable: true
  26432. });
  26433. /** @hidden */
  26434. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  26435. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  26436. return 0;
  26437. };
  26438. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  26439. /** @hidden */
  26440. get: function () {
  26441. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26442. return null;
  26443. },
  26444. enumerable: true,
  26445. configurable: true
  26446. });
  26447. /**
  26448. * Gets the array of active meshes
  26449. * @returns an array of AbstractMesh
  26450. */
  26451. Scene.prototype.getActiveMeshes = function () {
  26452. return this._activeMeshes;
  26453. };
  26454. /** @hidden */
  26455. Scene.prototype.getRenderTargetsDuration = function () {
  26456. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  26457. return 0;
  26458. };
  26459. /** @hidden */
  26460. Scene.prototype.getRenderDuration = function () {
  26461. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  26462. return 0;
  26463. };
  26464. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  26465. /** @hidden */
  26466. get: function () {
  26467. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26468. return null;
  26469. },
  26470. enumerable: true,
  26471. configurable: true
  26472. });
  26473. /** @hidden */
  26474. Scene.prototype.getParticlesDuration = function () {
  26475. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  26476. return 0;
  26477. };
  26478. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  26479. /** @hidden */
  26480. get: function () {
  26481. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26482. return null;
  26483. },
  26484. enumerable: true,
  26485. configurable: true
  26486. });
  26487. /** @hidden */
  26488. Scene.prototype.getSpritesDuration = function () {
  26489. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  26490. return 0;
  26491. };
  26492. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  26493. /** @hidden */
  26494. get: function () {
  26495. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  26496. return null;
  26497. },
  26498. enumerable: true,
  26499. configurable: true
  26500. });
  26501. /**
  26502. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26503. * @returns a number
  26504. */
  26505. Scene.prototype.getAnimationRatio = function () {
  26506. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26507. };
  26508. /**
  26509. * Gets an unique Id for the current render phase
  26510. * @returns a number
  26511. */
  26512. Scene.prototype.getRenderId = function () {
  26513. return this._renderId;
  26514. };
  26515. /**
  26516. * Gets an unique Id for the current frame
  26517. * @returns a number
  26518. */
  26519. Scene.prototype.getFrameId = function () {
  26520. return this._frameId;
  26521. };
  26522. /** Call this function if you want to manually increment the render Id*/
  26523. Scene.prototype.incrementRenderId = function () {
  26524. this._renderId++;
  26525. };
  26526. Scene.prototype._updatePointerPosition = function (evt) {
  26527. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26528. if (!canvasRect) {
  26529. return;
  26530. }
  26531. this._pointerX = evt.clientX - canvasRect.left;
  26532. this._pointerY = evt.clientY - canvasRect.top;
  26533. this._unTranslatedPointerX = this._pointerX;
  26534. this._unTranslatedPointerY = this._pointerY;
  26535. };
  26536. Scene.prototype._createUbo = function () {
  26537. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26538. this._sceneUbo.addUniform("viewProjection", 16);
  26539. this._sceneUbo.addUniform("view", 16);
  26540. };
  26541. Scene.prototype._createAlternateUbo = function () {
  26542. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26543. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26544. this._alternateSceneUbo.addUniform("view", 16);
  26545. };
  26546. // Pointers handling
  26547. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26548. if (pointerInfo.pickInfo) {
  26549. if (!pointerInfo.pickInfo.ray) {
  26550. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26551. }
  26552. }
  26553. };
  26554. /**
  26555. * Use this method to simulate a pointer move on a mesh
  26556. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26557. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26558. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26559. * @returns the current scene
  26560. */
  26561. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26562. var evt = new PointerEvent("pointermove", pointerEventInit);
  26563. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26564. return this;
  26565. }
  26566. return this._processPointerMove(pickResult, evt);
  26567. };
  26568. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26569. var canvas = this._engine.getRenderingCanvas();
  26570. if (!canvas) {
  26571. return this;
  26572. }
  26573. // Restore pointer
  26574. canvas.style.cursor = this.defaultCursor;
  26575. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26576. if (isMeshPicked) {
  26577. this.setPointerOverMesh(pickResult.pickedMesh);
  26578. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26579. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26580. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26581. }
  26582. else {
  26583. canvas.style.cursor = this.hoverCursor;
  26584. }
  26585. }
  26586. }
  26587. else {
  26588. this.setPointerOverMesh(null);
  26589. }
  26590. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26591. var step = _a[_i];
  26592. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26593. }
  26594. if (pickResult) {
  26595. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26596. if (this.onPointerMove) {
  26597. this.onPointerMove(evt, pickResult, type);
  26598. }
  26599. if (this.onPointerObservable.hasObservers()) {
  26600. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26601. this._setRayOnPointerInfo(pi);
  26602. this.onPointerObservable.notifyObservers(pi, type);
  26603. }
  26604. }
  26605. return this;
  26606. };
  26607. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26608. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26609. if (pickResult) {
  26610. pi.ray = pickResult.ray;
  26611. }
  26612. this.onPrePointerObservable.notifyObservers(pi, type);
  26613. if (pi.skipOnPointerObservable) {
  26614. return true;
  26615. }
  26616. else {
  26617. return false;
  26618. }
  26619. };
  26620. /**
  26621. * Use this method to simulate a pointer down on a mesh
  26622. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26623. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26624. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26625. * @returns the current scene
  26626. */
  26627. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26628. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26629. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26630. return this;
  26631. }
  26632. return this._processPointerDown(pickResult, evt);
  26633. };
  26634. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26635. var _this = this;
  26636. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26637. this._pickedDownMesh = pickResult.pickedMesh;
  26638. var actionManager = pickResult.pickedMesh.actionManager;
  26639. if (actionManager) {
  26640. if (actionManager.hasPickTriggers) {
  26641. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26642. switch (evt.button) {
  26643. case 0:
  26644. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26645. break;
  26646. case 1:
  26647. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26648. break;
  26649. case 2:
  26650. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26651. break;
  26652. }
  26653. }
  26654. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26655. window.setTimeout(function () {
  26656. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger) && mesh == _this._pickedDownMesh); }, false, _this.cameraToUseForPointers);
  26657. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26658. if (_this._totalPointersPressed !== 0 &&
  26659. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26660. !_this._isPointerSwiping()) {
  26661. _this._startingPointerTime = 0;
  26662. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26663. }
  26664. }
  26665. }, Scene.LongPressDelay);
  26666. }
  26667. }
  26668. }
  26669. else {
  26670. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26671. var step = _a[_i];
  26672. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26673. }
  26674. }
  26675. if (pickResult) {
  26676. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26677. if (this.onPointerDown) {
  26678. this.onPointerDown(evt, pickResult, type);
  26679. }
  26680. if (this.onPointerObservable.hasObservers()) {
  26681. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26682. this._setRayOnPointerInfo(pi);
  26683. this.onPointerObservable.notifyObservers(pi, type);
  26684. }
  26685. }
  26686. return this;
  26687. };
  26688. /**
  26689. * Use this method to simulate a pointer up on a mesh
  26690. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26691. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26692. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26693. * @returns the current scene
  26694. */
  26695. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  26696. var evt = new PointerEvent("pointerup", pointerEventInit);
  26697. var clickInfo = new ClickInfo();
  26698. clickInfo.singleClick = true;
  26699. clickInfo.ignore = true;
  26700. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26701. return this;
  26702. }
  26703. return this._processPointerUp(pickResult, evt, clickInfo);
  26704. };
  26705. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26706. if (pickResult && pickResult && pickResult.pickedMesh) {
  26707. this._pickedUpMesh = pickResult.pickedMesh;
  26708. if (this._pickedDownMesh === this._pickedUpMesh) {
  26709. if (this.onPointerPick) {
  26710. this.onPointerPick(evt, pickResult);
  26711. }
  26712. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26713. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26714. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26715. this._setRayOnPointerInfo(pi);
  26716. this.onPointerObservable.notifyObservers(pi, type_1);
  26717. }
  26718. }
  26719. if (pickResult.pickedMesh.actionManager) {
  26720. if (clickInfo.ignore) {
  26721. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26722. }
  26723. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26724. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26725. }
  26726. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26727. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26728. }
  26729. }
  26730. }
  26731. else {
  26732. if (!clickInfo.ignore) {
  26733. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26734. var step = _a[_i];
  26735. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26736. }
  26737. }
  26738. }
  26739. if (this._pickedDownMesh &&
  26740. this._pickedDownMesh.actionManager &&
  26741. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26742. this._pickedDownMesh !== this._pickedUpMesh) {
  26743. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26744. }
  26745. var type = BABYLON.PointerEventTypes.POINTERUP;
  26746. if (this.onPointerObservable.hasObservers()) {
  26747. if (!clickInfo.ignore) {
  26748. if (!clickInfo.hasSwiped) {
  26749. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26750. var type_2 = BABYLON.PointerEventTypes.POINTERTAP;
  26751. var pi = new BABYLON.PointerInfo(type_2, evt, pickResult);
  26752. this._setRayOnPointerInfo(pi);
  26753. this.onPointerObservable.notifyObservers(pi, type_2);
  26754. }
  26755. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26756. var type_3 = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26757. var pi = new BABYLON.PointerInfo(type_3, evt, pickResult);
  26758. this._setRayOnPointerInfo(pi);
  26759. this.onPointerObservable.notifyObservers(pi, type_3);
  26760. }
  26761. }
  26762. }
  26763. else {
  26764. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26765. this._setRayOnPointerInfo(pi);
  26766. this.onPointerObservable.notifyObservers(pi, type);
  26767. }
  26768. }
  26769. if (this.onPointerUp) {
  26770. this.onPointerUp(evt, pickResult, type);
  26771. }
  26772. return this;
  26773. };
  26774. /**
  26775. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26776. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26777. * @returns true if the pointer was captured
  26778. */
  26779. Scene.prototype.isPointerCaptured = function (pointerId) {
  26780. if (pointerId === void 0) { pointerId = 0; }
  26781. return this._pointerCaptures[pointerId];
  26782. };
  26783. /** @hidden */
  26784. Scene.prototype._isPointerSwiping = function () {
  26785. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26786. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26787. };
  26788. /**
  26789. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26790. * @param attachUp defines if you want to attach events to pointerup
  26791. * @param attachDown defines if you want to attach events to pointerdown
  26792. * @param attachMove defines if you want to attach events to pointermove
  26793. */
  26794. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26795. var _this = this;
  26796. if (attachUp === void 0) { attachUp = true; }
  26797. if (attachDown === void 0) { attachDown = true; }
  26798. if (attachMove === void 0) { attachMove = true; }
  26799. this._initActionManager = function (act, clickInfo) {
  26800. if (!_this._meshPickProceed) {
  26801. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26802. _this._currentPickResult = pickResult;
  26803. if (pickResult) {
  26804. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26805. }
  26806. _this._meshPickProceed = true;
  26807. }
  26808. return act;
  26809. };
  26810. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26811. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26812. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26813. btn !== _this._previousButtonPressed) {
  26814. _this._doubleClickOccured = false;
  26815. clickInfo.singleClick = true;
  26816. clickInfo.ignore = false;
  26817. cb(clickInfo, _this._currentPickResult);
  26818. }
  26819. };
  26820. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26821. var clickInfo = new ClickInfo();
  26822. _this._currentPickResult = null;
  26823. var act = null;
  26824. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  26825. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  26826. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26827. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  26828. act = _this._initActionManager(act, clickInfo);
  26829. if (act) {
  26830. checkPicking = act.hasPickTriggers;
  26831. }
  26832. }
  26833. if (checkPicking) {
  26834. var btn = evt.button;
  26835. clickInfo.hasSwiped = _this._isPointerSwiping();
  26836. if (!clickInfo.hasSwiped) {
  26837. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  26838. if (!checkSingleClickImmediately) {
  26839. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  26840. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26841. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26842. act = _this._initActionManager(act, clickInfo);
  26843. if (act) {
  26844. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26845. }
  26846. }
  26847. }
  26848. if (checkSingleClickImmediately) {
  26849. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  26850. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  26851. btn !== _this._previousButtonPressed) {
  26852. clickInfo.singleClick = true;
  26853. cb(clickInfo, _this._currentPickResult);
  26854. }
  26855. }
  26856. // at least one double click is required to be check and exclusive double click is enabled
  26857. else {
  26858. // wait that no double click has been raised during the double click delay
  26859. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26860. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  26861. }
  26862. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  26863. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26864. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26865. act = _this._initActionManager(act, clickInfo);
  26866. if (act) {
  26867. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26868. }
  26869. }
  26870. if (checkDoubleClick) {
  26871. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  26872. if (btn === _this._previousButtonPressed &&
  26873. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  26874. !_this._doubleClickOccured) {
  26875. // pointer has not moved for 2 clicks, it's a double click
  26876. if (!clickInfo.hasSwiped &&
  26877. !_this._isPointerSwiping()) {
  26878. _this._previousStartingPointerTime = 0;
  26879. _this._doubleClickOccured = true;
  26880. clickInfo.doubleClick = true;
  26881. clickInfo.ignore = false;
  26882. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  26883. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26884. }
  26885. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26886. cb(clickInfo, _this._currentPickResult);
  26887. }
  26888. // if the two successive clicks are too far, it's just two simple clicks
  26889. else {
  26890. _this._doubleClickOccured = false;
  26891. _this._previousStartingPointerTime = _this._startingPointerTime;
  26892. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26893. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26894. _this._previousButtonPressed = btn;
  26895. if (Scene.ExclusiveDoubleClickMode) {
  26896. if (_this._previousDelayedSimpleClickTimeout) {
  26897. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26898. }
  26899. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26900. cb(clickInfo, _this._previousPickResult);
  26901. }
  26902. else {
  26903. cb(clickInfo, _this._currentPickResult);
  26904. }
  26905. }
  26906. }
  26907. // just the first click of the double has been raised
  26908. else {
  26909. _this._doubleClickOccured = false;
  26910. _this._previousStartingPointerTime = _this._startingPointerTime;
  26911. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26912. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26913. _this._previousButtonPressed = btn;
  26914. }
  26915. }
  26916. }
  26917. }
  26918. else {
  26919. clickInfo.ignore = true;
  26920. cb(clickInfo, _this._currentPickResult);
  26921. }
  26922. };
  26923. this._onPointerMove = function (evt) {
  26924. _this._updatePointerPosition(evt);
  26925. // PreObservable support
  26926. if (_this._checkPrePointerObservable(null, evt, evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  26927. return;
  26928. }
  26929. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26930. return;
  26931. }
  26932. if (!_this.pointerMovePredicate) {
  26933. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  26934. }
  26935. // Meshes
  26936. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  26937. _this._processPointerMove(pickResult, evt);
  26938. };
  26939. this._onPointerDown = function (evt) {
  26940. _this._totalPointersPressed++;
  26941. _this._pickedDownMesh = null;
  26942. _this._meshPickProceed = false;
  26943. _this._updatePointerPosition(evt);
  26944. if (_this.preventDefaultOnPointerDown && canvas) {
  26945. evt.preventDefault();
  26946. canvas.focus();
  26947. }
  26948. // PreObservable support
  26949. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26950. return;
  26951. }
  26952. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26953. return;
  26954. }
  26955. _this._pointerCaptures[evt.pointerId] = true;
  26956. _this._startingPointerPosition.x = _this._pointerX;
  26957. _this._startingPointerPosition.y = _this._pointerY;
  26958. _this._startingPointerTime = Date.now();
  26959. if (!_this.pointerDownPredicate) {
  26960. _this.pointerDownPredicate = function (mesh) {
  26961. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26962. };
  26963. }
  26964. // Meshes
  26965. _this._pickedDownMesh = null;
  26966. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26967. _this._processPointerDown(pickResult, evt);
  26968. };
  26969. this._onPointerUp = function (evt) {
  26970. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  26971. return; // So we need to test it the pointer down was pressed before.
  26972. }
  26973. _this._totalPointersPressed--;
  26974. _this._pickedUpMesh = null;
  26975. _this._meshPickProceed = false;
  26976. _this._updatePointerPosition(evt);
  26977. if (_this.preventDefaultOnPointerUp && canvas) {
  26978. evt.preventDefault();
  26979. canvas.focus();
  26980. }
  26981. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  26982. // PreObservable support
  26983. if (_this.onPrePointerObservable.hasObservers()) {
  26984. if (!clickInfo.ignore) {
  26985. if (!clickInfo.hasSwiped) {
  26986. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26987. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  26988. return;
  26989. }
  26990. }
  26991. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26992. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26993. return;
  26994. }
  26995. }
  26996. }
  26997. }
  26998. else {
  26999. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27000. return;
  27001. }
  27002. }
  27003. }
  27004. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27005. return;
  27006. }
  27007. _this._pointerCaptures[evt.pointerId] = false;
  27008. if (!_this.pointerUpPredicate) {
  27009. _this.pointerUpPredicate = function (mesh) {
  27010. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27011. };
  27012. }
  27013. // Meshes
  27014. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27015. _this._initActionManager(null, clickInfo);
  27016. }
  27017. if (!pickResult) {
  27018. pickResult = _this._currentPickResult;
  27019. }
  27020. _this._processPointerUp(pickResult, evt, clickInfo);
  27021. _this._previousPickResult = _this._currentPickResult;
  27022. });
  27023. };
  27024. this._onKeyDown = function (evt) {
  27025. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27026. if (_this.onPreKeyboardObservable.hasObservers()) {
  27027. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27028. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27029. if (pi.skipOnPointerObservable) {
  27030. return;
  27031. }
  27032. }
  27033. if (_this.onKeyboardObservable.hasObservers()) {
  27034. var pi = new BABYLON.KeyboardInfo(type, evt);
  27035. _this.onKeyboardObservable.notifyObservers(pi, type);
  27036. }
  27037. if (_this.actionManager) {
  27038. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27039. }
  27040. };
  27041. this._onKeyUp = function (evt) {
  27042. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27043. if (_this.onPreKeyboardObservable.hasObservers()) {
  27044. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27045. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27046. if (pi.skipOnPointerObservable) {
  27047. return;
  27048. }
  27049. }
  27050. if (_this.onKeyboardObservable.hasObservers()) {
  27051. var pi = new BABYLON.KeyboardInfo(type, evt);
  27052. _this.onKeyboardObservable.notifyObservers(pi, type);
  27053. }
  27054. if (_this.actionManager) {
  27055. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27056. }
  27057. };
  27058. var engine = this.getEngine();
  27059. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27060. if (!canvas) {
  27061. return;
  27062. }
  27063. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27064. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27065. });
  27066. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27067. if (!canvas) {
  27068. return;
  27069. }
  27070. canvas.removeEventListener("keydown", _this._onKeyDown);
  27071. canvas.removeEventListener("keyup", _this._onKeyUp);
  27072. });
  27073. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27074. var canvas = this._engine.getRenderingCanvas();
  27075. if (!canvas) {
  27076. return;
  27077. }
  27078. if (attachMove) {
  27079. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27080. // Wheel
  27081. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  27082. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  27083. }
  27084. if (attachDown) {
  27085. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27086. }
  27087. if (attachUp) {
  27088. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27089. }
  27090. canvas.tabIndex = 1;
  27091. };
  27092. /** Detaches all event handlers*/
  27093. Scene.prototype.detachControl = function () {
  27094. var engine = this.getEngine();
  27095. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27096. var canvas = engine.getRenderingCanvas();
  27097. if (!canvas) {
  27098. return;
  27099. }
  27100. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27101. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27102. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27103. if (this._onCanvasBlurObserver) {
  27104. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27105. }
  27106. if (this._onCanvasFocusObserver) {
  27107. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27108. }
  27109. // Wheel
  27110. canvas.removeEventListener('mousewheel', this._onPointerMove);
  27111. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  27112. // Keyboard
  27113. canvas.removeEventListener("keydown", this._onKeyDown);
  27114. canvas.removeEventListener("keyup", this._onKeyUp);
  27115. // Observables
  27116. this.onKeyboardObservable.clear();
  27117. this.onPreKeyboardObservable.clear();
  27118. this.onPointerObservable.clear();
  27119. this.onPrePointerObservable.clear();
  27120. };
  27121. /**
  27122. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27123. * Delay loaded resources are not taking in account
  27124. * @return true if all required resources are ready
  27125. */
  27126. Scene.prototype.isReady = function () {
  27127. if (this._isDisposed) {
  27128. return false;
  27129. }
  27130. var index;
  27131. var engine = this.getEngine();
  27132. // Effects
  27133. if (!engine.areAllEffectsReady()) {
  27134. return false;
  27135. }
  27136. // Pending data
  27137. if (this._pendingData.length > 0) {
  27138. return false;
  27139. }
  27140. // Meshes
  27141. for (index = 0; index < this.meshes.length; index++) {
  27142. var mesh = this.meshes[index];
  27143. if (!mesh.isEnabled()) {
  27144. continue;
  27145. }
  27146. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27147. continue;
  27148. }
  27149. if (!mesh.isReady(true)) {
  27150. return false;
  27151. }
  27152. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27153. // Is Ready For Mesh
  27154. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27155. var step = _a[_i];
  27156. if (!step.action(mesh, hardwareInstancedRendering)) {
  27157. return false;
  27158. }
  27159. }
  27160. }
  27161. // Geometries
  27162. for (index = 0; index < this.geometries.length; index++) {
  27163. var geometry = this.geometries[index];
  27164. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27165. return false;
  27166. }
  27167. }
  27168. // Post-processes
  27169. if (this.activeCameras && this.activeCameras.length > 0) {
  27170. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27171. var camera = _c[_b];
  27172. if (!camera.isReady(true)) {
  27173. return false;
  27174. }
  27175. }
  27176. }
  27177. else if (this.activeCamera) {
  27178. if (!this.activeCamera.isReady(true)) {
  27179. return false;
  27180. }
  27181. }
  27182. // Particles
  27183. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27184. var particleSystem = _e[_d];
  27185. if (!particleSystem.isReady()) {
  27186. return false;
  27187. }
  27188. }
  27189. return true;
  27190. };
  27191. /** Resets all cached information relative to material (including effect and visibility) */
  27192. Scene.prototype.resetCachedMaterial = function () {
  27193. this._cachedMaterial = null;
  27194. this._cachedEffect = null;
  27195. this._cachedVisibility = null;
  27196. };
  27197. /**
  27198. * Registers a function to be called before every frame render
  27199. * @param func defines the function to register
  27200. */
  27201. Scene.prototype.registerBeforeRender = function (func) {
  27202. this.onBeforeRenderObservable.add(func);
  27203. };
  27204. /**
  27205. * Unregisters a function called before every frame render
  27206. * @param func defines the function to unregister
  27207. */
  27208. Scene.prototype.unregisterBeforeRender = function (func) {
  27209. this.onBeforeRenderObservable.removeCallback(func);
  27210. };
  27211. /**
  27212. * Registers a function to be called after every frame render
  27213. * @param func defines the function to register
  27214. */
  27215. Scene.prototype.registerAfterRender = function (func) {
  27216. this.onAfterRenderObservable.add(func);
  27217. };
  27218. /**
  27219. * Unregisters a function called after every frame render
  27220. * @param func defines the function to unregister
  27221. */
  27222. Scene.prototype.unregisterAfterRender = function (func) {
  27223. this.onAfterRenderObservable.removeCallback(func);
  27224. };
  27225. Scene.prototype._executeOnceBeforeRender = function (func) {
  27226. var _this = this;
  27227. var execFunc = function () {
  27228. func();
  27229. setTimeout(function () {
  27230. _this.unregisterBeforeRender(execFunc);
  27231. });
  27232. };
  27233. this.registerBeforeRender(execFunc);
  27234. };
  27235. /**
  27236. * The provided function will run before render once and will be disposed afterwards.
  27237. * A timeout delay can be provided so that the function will be executed in N ms.
  27238. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27239. * @param func The function to be executed.
  27240. * @param timeout optional delay in ms
  27241. */
  27242. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27243. var _this = this;
  27244. if (timeout !== undefined) {
  27245. setTimeout(function () {
  27246. _this._executeOnceBeforeRender(func);
  27247. }, timeout);
  27248. }
  27249. else {
  27250. this._executeOnceBeforeRender(func);
  27251. }
  27252. };
  27253. /** @hidden */
  27254. Scene.prototype._addPendingData = function (data) {
  27255. this._pendingData.push(data);
  27256. };
  27257. /** @hidden */
  27258. Scene.prototype._removePendingData = function (data) {
  27259. var wasLoading = this.isLoading;
  27260. var index = this._pendingData.indexOf(data);
  27261. if (index !== -1) {
  27262. this._pendingData.splice(index, 1);
  27263. }
  27264. if (wasLoading && !this.isLoading) {
  27265. this.onDataLoadedObservable.notifyObservers(this);
  27266. }
  27267. };
  27268. /**
  27269. * Returns the number of items waiting to be loaded
  27270. * @returns the number of items waiting to be loaded
  27271. */
  27272. Scene.prototype.getWaitingItemsCount = function () {
  27273. return this._pendingData.length;
  27274. };
  27275. Object.defineProperty(Scene.prototype, "isLoading", {
  27276. /**
  27277. * Returns a boolean indicating if the scene is still loading data
  27278. */
  27279. get: function () {
  27280. return this._pendingData.length > 0;
  27281. },
  27282. enumerable: true,
  27283. configurable: true
  27284. });
  27285. /**
  27286. * Registers a function to be executed when the scene is ready
  27287. * @param {Function} func - the function to be executed
  27288. */
  27289. Scene.prototype.executeWhenReady = function (func) {
  27290. var _this = this;
  27291. this.onReadyObservable.add(func);
  27292. if (this._executeWhenReadyTimeoutId !== -1) {
  27293. return;
  27294. }
  27295. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27296. _this._checkIsReady();
  27297. }, 150);
  27298. };
  27299. /**
  27300. * Returns a promise that resolves when the scene is ready
  27301. * @returns A promise that resolves when the scene is ready
  27302. */
  27303. Scene.prototype.whenReadyAsync = function () {
  27304. var _this = this;
  27305. return new Promise(function (resolve) {
  27306. _this.executeWhenReady(function () {
  27307. resolve();
  27308. });
  27309. });
  27310. };
  27311. /** @hidden */
  27312. Scene.prototype._checkIsReady = function () {
  27313. var _this = this;
  27314. this._registerTransientComponents();
  27315. if (this.isReady()) {
  27316. this.onReadyObservable.notifyObservers(this);
  27317. this.onReadyObservable.clear();
  27318. this._executeWhenReadyTimeoutId = -1;
  27319. return;
  27320. }
  27321. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27322. _this._checkIsReady();
  27323. }, 150);
  27324. };
  27325. // Animations
  27326. /**
  27327. * Will start the animation sequence of a given target
  27328. * @param target defines the target
  27329. * @param from defines from which frame should animation start
  27330. * @param to defines until which frame should animation run.
  27331. * @param weight defines the weight to apply to the animation (1.0 by default)
  27332. * @param loop defines if the animation loops
  27333. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27334. * @param onAnimationEnd defines the function to be executed when the animation ends
  27335. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27336. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27337. * @returns the animatable object created for this animation
  27338. */
  27339. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27340. if (weight === void 0) { weight = 1.0; }
  27341. if (speedRatio === void 0) { speedRatio = 1.0; }
  27342. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27343. returnedAnimatable.weight = weight;
  27344. return returnedAnimatable;
  27345. };
  27346. /**
  27347. * Will start the animation sequence of a given target
  27348. * @param target defines the target
  27349. * @param from defines from which frame should animation start
  27350. * @param to defines until which frame should animation run.
  27351. * @param loop defines if the animation loops
  27352. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27353. * @param onAnimationEnd defines the function to be executed when the animation ends
  27354. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27355. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27356. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27357. * @returns the animatable object created for this animation
  27358. */
  27359. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27360. if (speedRatio === void 0) { speedRatio = 1.0; }
  27361. if (stopCurrent === void 0) { stopCurrent = true; }
  27362. if (from > to && speedRatio > 0) {
  27363. speedRatio *= -1;
  27364. }
  27365. if (stopCurrent) {
  27366. this.stopAnimation(target, undefined, targetMask);
  27367. }
  27368. if (!animatable) {
  27369. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27370. }
  27371. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27372. // Local animations
  27373. if (target.animations && shouldRunTargetAnimations) {
  27374. animatable.appendAnimations(target, target.animations);
  27375. }
  27376. // Children animations
  27377. if (target.getAnimatables) {
  27378. var animatables = target.getAnimatables();
  27379. for (var index = 0; index < animatables.length; index++) {
  27380. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27381. }
  27382. }
  27383. animatable.reset();
  27384. return animatable;
  27385. };
  27386. /**
  27387. * Begin a new animation on a given node
  27388. * @param target defines the target where the animation will take place
  27389. * @param animations defines the list of animations to start
  27390. * @param from defines the initial value
  27391. * @param to defines the final value
  27392. * @param loop defines if you want animation to loop (off by default)
  27393. * @param speedRatio defines the speed ratio to apply to all animations
  27394. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27395. * @returns the list of created animatables
  27396. */
  27397. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27398. if (speedRatio === undefined) {
  27399. speedRatio = 1.0;
  27400. }
  27401. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27402. return animatable;
  27403. };
  27404. /**
  27405. * Begin a new animation on a given node and its hierarchy
  27406. * @param target defines the root node where the animation will take place
  27407. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  27408. * @param animations defines the list of animations to start
  27409. * @param from defines the initial value
  27410. * @param to defines the final value
  27411. * @param loop defines if you want animation to loop (off by default)
  27412. * @param speedRatio defines the speed ratio to apply to all animations
  27413. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27414. * @returns the list of animatables created for all nodes
  27415. */
  27416. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27417. var children = target.getDescendants(directDescendantsOnly);
  27418. var result = [];
  27419. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27420. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27421. var child = children_1[_i];
  27422. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27423. }
  27424. return result;
  27425. };
  27426. /**
  27427. * Gets the animatable associated with a specific target
  27428. * @param target defines the target of the animatable
  27429. * @returns the required animatable if found
  27430. */
  27431. Scene.prototype.getAnimatableByTarget = function (target) {
  27432. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27433. if (this._activeAnimatables[index].target === target) {
  27434. return this._activeAnimatables[index];
  27435. }
  27436. }
  27437. return null;
  27438. };
  27439. /**
  27440. * Gets all animatables associated with a given target
  27441. * @param target defines the target to look animatables for
  27442. * @returns an array of Animatables
  27443. */
  27444. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27445. var result = [];
  27446. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27447. if (this._activeAnimatables[index].target === target) {
  27448. result.push(this._activeAnimatables[index]);
  27449. }
  27450. }
  27451. return result;
  27452. };
  27453. Object.defineProperty(Scene.prototype, "animatables", {
  27454. /**
  27455. * Gets all animatable attached to the scene
  27456. */
  27457. get: function () {
  27458. return this._activeAnimatables;
  27459. },
  27460. enumerable: true,
  27461. configurable: true
  27462. });
  27463. /**
  27464. * Will stop the animation of the given target
  27465. * @param target - the target
  27466. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27467. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  27468. */
  27469. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27470. var animatables = this.getAllAnimatablesByTarget(target);
  27471. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27472. var animatable = animatables_1[_i];
  27473. animatable.stop(animationName, targetMask);
  27474. }
  27475. };
  27476. /**
  27477. * Stops and removes all animations that have been applied to the scene
  27478. */
  27479. Scene.prototype.stopAllAnimations = function () {
  27480. if (this._activeAnimatables) {
  27481. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27482. this._activeAnimatables[i].stop();
  27483. }
  27484. this._activeAnimatables = [];
  27485. }
  27486. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27487. var group = _a[_i];
  27488. group.stop();
  27489. }
  27490. };
  27491. Scene.prototype._animate = function () {
  27492. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27493. return;
  27494. }
  27495. // Getting time
  27496. var now = BABYLON.Tools.Now;
  27497. if (!this._animationTimeLast) {
  27498. if (this._pendingData.length > 0) {
  27499. return;
  27500. }
  27501. this._animationTimeLast = now;
  27502. }
  27503. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27504. this._animationTime += deltaTime;
  27505. this._animationTimeLast = now;
  27506. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27507. this._activeAnimatables[index]._animate(this._animationTime);
  27508. }
  27509. // Late animation bindings
  27510. this._processLateAnimationBindings();
  27511. };
  27512. /** @hidden */
  27513. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27514. var target = runtimeAnimation.target;
  27515. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27516. if (!target._lateAnimationHolders) {
  27517. target._lateAnimationHolders = {};
  27518. }
  27519. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27520. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27521. totalWeight: 0,
  27522. animations: [],
  27523. originalValue: originalValue
  27524. };
  27525. }
  27526. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27527. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27528. };
  27529. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27530. var normalizer = 1.0;
  27531. var finalPosition = BABYLON.Tmp.Vector3[0];
  27532. var finalScaling = BABYLON.Tmp.Vector3[1];
  27533. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27534. var startIndex = 0;
  27535. var originalAnimation = holder.animations[0];
  27536. var originalValue = holder.originalValue;
  27537. var scale = 1;
  27538. if (holder.totalWeight < 1.0) {
  27539. // We need to mix the original value in
  27540. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27541. scale = 1.0 - holder.totalWeight;
  27542. }
  27543. else {
  27544. startIndex = 1;
  27545. // We need to normalize the weights
  27546. normalizer = holder.totalWeight;
  27547. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27548. scale = originalAnimation.weight / normalizer;
  27549. if (scale == 1) {
  27550. return originalAnimation.currentValue;
  27551. }
  27552. }
  27553. finalScaling.scaleInPlace(scale);
  27554. finalPosition.scaleInPlace(scale);
  27555. finalQuaternion.scaleInPlace(scale);
  27556. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27557. var runtimeAnimation = holder.animations[animIndex];
  27558. var scale = runtimeAnimation.weight / normalizer;
  27559. var currentPosition = BABYLON.Tmp.Vector3[2];
  27560. var currentScaling = BABYLON.Tmp.Vector3[3];
  27561. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27562. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27563. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27564. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27565. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27566. }
  27567. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27568. return originalAnimation._workValue;
  27569. };
  27570. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27571. var originalAnimation = holder.animations[0];
  27572. var originalValue = holder.originalValue;
  27573. if (holder.animations.length === 1) {
  27574. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27575. return refQuaternion;
  27576. }
  27577. var normalizer = 1.0;
  27578. var quaternions;
  27579. var weights;
  27580. if (holder.totalWeight < 1.0) {
  27581. var scale = 1.0 - holder.totalWeight;
  27582. quaternions = [];
  27583. weights = [];
  27584. quaternions.push(originalValue);
  27585. weights.push(scale);
  27586. }
  27587. else {
  27588. if (holder.animations.length === 2) { // Slerp as soon as we can
  27589. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27590. return refQuaternion;
  27591. }
  27592. quaternions = [];
  27593. weights = [];
  27594. normalizer = holder.totalWeight;
  27595. }
  27596. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27597. var runtimeAnimation = holder.animations[animIndex];
  27598. quaternions.push(runtimeAnimation.currentValue);
  27599. weights.push(runtimeAnimation.weight / normalizer);
  27600. }
  27601. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27602. var cumulativeAmount = 0;
  27603. var cumulativeQuaternion = null;
  27604. for (var index = 0; index < quaternions.length;) {
  27605. if (!cumulativeQuaternion) {
  27606. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27607. cumulativeQuaternion = refQuaternion;
  27608. cumulativeAmount = weights[index] + weights[index + 1];
  27609. index += 2;
  27610. continue;
  27611. }
  27612. cumulativeAmount += weights[index];
  27613. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27614. index++;
  27615. }
  27616. return cumulativeQuaternion;
  27617. };
  27618. Scene.prototype._processLateAnimationBindings = function () {
  27619. if (!this._registeredForLateAnimationBindings.length) {
  27620. return;
  27621. }
  27622. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27623. var target = this._registeredForLateAnimationBindings.data[index];
  27624. for (var path in target._lateAnimationHolders) {
  27625. var holder = target._lateAnimationHolders[path];
  27626. var originalAnimation = holder.animations[0];
  27627. var originalValue = holder.originalValue;
  27628. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27629. var finalValue = target[path];
  27630. if (matrixDecomposeMode) {
  27631. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27632. }
  27633. else {
  27634. var quaternionMode = originalValue.w !== undefined;
  27635. if (quaternionMode) {
  27636. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27637. }
  27638. else {
  27639. var startIndex = 0;
  27640. var normalizer = 1.0;
  27641. if (holder.totalWeight < 1.0) {
  27642. // We need to mix the original value in
  27643. if (originalValue.scale) {
  27644. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27645. }
  27646. else {
  27647. finalValue = originalValue * (1.0 - holder.totalWeight);
  27648. }
  27649. }
  27650. else {
  27651. // We need to normalize the weights
  27652. normalizer = holder.totalWeight;
  27653. var scale_1 = originalAnimation.weight / normalizer;
  27654. if (scale_1 !== 1) {
  27655. if (originalAnimation.currentValue.scale) {
  27656. finalValue = originalAnimation.currentValue.scale(scale_1);
  27657. }
  27658. else {
  27659. finalValue = originalAnimation.currentValue * scale_1;
  27660. }
  27661. }
  27662. else {
  27663. finalValue = originalAnimation.currentValue;
  27664. }
  27665. startIndex = 1;
  27666. }
  27667. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27668. var runtimeAnimation = holder.animations[animIndex];
  27669. var scale = runtimeAnimation.weight / normalizer;
  27670. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27671. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27672. }
  27673. else {
  27674. finalValue += runtimeAnimation.currentValue * scale;
  27675. }
  27676. }
  27677. }
  27678. }
  27679. target[path] = finalValue;
  27680. }
  27681. target._lateAnimationHolders = {};
  27682. }
  27683. this._registeredForLateAnimationBindings.reset();
  27684. };
  27685. // Matrix
  27686. /** @hidden */
  27687. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27688. this._useAlternateCameraConfiguration = active;
  27689. };
  27690. /**
  27691. * Gets the current view matrix
  27692. * @returns a Matrix
  27693. */
  27694. Scene.prototype.getViewMatrix = function () {
  27695. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27696. };
  27697. /**
  27698. * Gets the current projection matrix
  27699. * @returns a Matrix
  27700. */
  27701. Scene.prototype.getProjectionMatrix = function () {
  27702. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27703. };
  27704. /**
  27705. * Gets the current transform matrix
  27706. * @returns a Matrix made of View * Projection
  27707. */
  27708. Scene.prototype.getTransformMatrix = function () {
  27709. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27710. };
  27711. /**
  27712. * Sets the current transform matrix
  27713. * @param view defines the View matrix to use
  27714. * @param projection defines the Projection matrix to use
  27715. */
  27716. Scene.prototype.setTransformMatrix = function (view, projection) {
  27717. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27718. return;
  27719. }
  27720. this._viewUpdateFlag = view.updateFlag;
  27721. this._projectionUpdateFlag = projection.updateFlag;
  27722. this._viewMatrix = view;
  27723. this._projectionMatrix = projection;
  27724. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27725. // Update frustum
  27726. if (!this._frustumPlanes) {
  27727. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27728. }
  27729. else {
  27730. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27731. }
  27732. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27733. var otherCamera = this.activeCamera._alternateCamera;
  27734. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27735. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27736. }
  27737. if (this._sceneUbo.useUbo) {
  27738. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27739. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27740. this._sceneUbo.update();
  27741. }
  27742. };
  27743. /** @hidden */
  27744. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27745. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27746. return;
  27747. }
  27748. this._alternateViewUpdateFlag = view.updateFlag;
  27749. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27750. this._alternateViewMatrix = view;
  27751. this._alternateProjectionMatrix = projection;
  27752. if (!this._alternateTransformMatrix) {
  27753. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27754. }
  27755. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27756. if (!this._alternateSceneUbo) {
  27757. this._createAlternateUbo();
  27758. }
  27759. if (this._alternateSceneUbo.useUbo) {
  27760. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27761. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27762. this._alternateSceneUbo.update();
  27763. }
  27764. };
  27765. /**
  27766. * Gets the uniform buffer used to store scene data
  27767. * @returns a UniformBuffer
  27768. */
  27769. Scene.prototype.getSceneUniformBuffer = function () {
  27770. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27771. };
  27772. /**
  27773. * Gets an unique (relatively to the current scene) Id
  27774. * @returns an unique number for the scene
  27775. */
  27776. Scene.prototype.getUniqueId = function () {
  27777. var result = Scene._uniqueIdCounter;
  27778. Scene._uniqueIdCounter++;
  27779. return result;
  27780. };
  27781. /**
  27782. * Add a mesh to the list of scene's meshes
  27783. * @param newMesh defines the mesh to add
  27784. * @param recursive if all child meshes should also be added to the scene
  27785. */
  27786. Scene.prototype.addMesh = function (newMesh, recursive) {
  27787. var _this = this;
  27788. if (recursive === void 0) { recursive = false; }
  27789. this.meshes.push(newMesh);
  27790. //notify the collision coordinator
  27791. if (this.collisionCoordinator) {
  27792. this.collisionCoordinator.onMeshAdded(newMesh);
  27793. }
  27794. newMesh._resyncLightSources();
  27795. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  27796. if (recursive) {
  27797. newMesh.getChildMeshes().forEach(function (m) {
  27798. _this.addMesh(m);
  27799. });
  27800. }
  27801. };
  27802. /**
  27803. * Remove a mesh for the list of scene's meshes
  27804. * @param toRemove defines the mesh to remove
  27805. * @param recursive if all child meshes should also be removed from the scene
  27806. * @returns the index where the mesh was in the mesh list
  27807. */
  27808. Scene.prototype.removeMesh = function (toRemove, recursive) {
  27809. var _this = this;
  27810. if (recursive === void 0) { recursive = false; }
  27811. var index = this.meshes.indexOf(toRemove);
  27812. if (index !== -1) {
  27813. // Remove from the scene if mesh found
  27814. this.meshes.splice(index, 1);
  27815. }
  27816. this.onMeshRemovedObservable.notifyObservers(toRemove);
  27817. if (recursive) {
  27818. toRemove.getChildMeshes().forEach(function (m) {
  27819. _this.removeMesh(m);
  27820. });
  27821. }
  27822. return index;
  27823. };
  27824. /**
  27825. * Add a transform node to the list of scene's transform nodes
  27826. * @param newTransformNode defines the transform node to add
  27827. */
  27828. Scene.prototype.addTransformNode = function (newTransformNode) {
  27829. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  27830. this.transformNodes.push(newTransformNode);
  27831. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  27832. };
  27833. /**
  27834. * Remove a transform node for the list of scene's transform nodes
  27835. * @param toRemove defines the transform node to remove
  27836. * @returns the index where the transform node was in the transform node list
  27837. */
  27838. Scene.prototype.removeTransformNode = function (toRemove) {
  27839. var index = toRemove._indexInSceneTransformNodesArray;
  27840. if (index !== -1) {
  27841. if (index !== this.transformNodes.length - 1) {
  27842. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  27843. this.transformNodes[index] = lastNode;
  27844. lastNode._indexInSceneTransformNodesArray = index;
  27845. }
  27846. toRemove._indexInSceneTransformNodesArray = -1;
  27847. this.transformNodes.pop();
  27848. }
  27849. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  27850. return index;
  27851. };
  27852. /**
  27853. * Remove a skeleton for the list of scene's skeletons
  27854. * @param toRemove defines the skeleton to remove
  27855. * @returns the index where the skeleton was in the skeleton list
  27856. */
  27857. Scene.prototype.removeSkeleton = function (toRemove) {
  27858. var index = this.skeletons.indexOf(toRemove);
  27859. if (index !== -1) {
  27860. // Remove from the scene if found
  27861. this.skeletons.splice(index, 1);
  27862. }
  27863. return index;
  27864. };
  27865. /**
  27866. * Remove a morph target for the list of scene's morph targets
  27867. * @param toRemove defines the morph target to remove
  27868. * @returns the index where the morph target was in the morph target list
  27869. */
  27870. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  27871. var index = this.morphTargetManagers.indexOf(toRemove);
  27872. if (index !== -1) {
  27873. // Remove from the scene if found
  27874. this.morphTargetManagers.splice(index, 1);
  27875. }
  27876. return index;
  27877. };
  27878. /**
  27879. * Remove a light for the list of scene's lights
  27880. * @param toRemove defines the light to remove
  27881. * @returns the index where the light was in the light list
  27882. */
  27883. Scene.prototype.removeLight = function (toRemove) {
  27884. var index = this.lights.indexOf(toRemove);
  27885. if (index !== -1) {
  27886. // Remove from meshes
  27887. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27888. var mesh = _a[_i];
  27889. mesh._removeLightSource(toRemove);
  27890. }
  27891. // Remove from the scene if mesh found
  27892. this.lights.splice(index, 1);
  27893. this.sortLightsByPriority();
  27894. }
  27895. this.onLightRemovedObservable.notifyObservers(toRemove);
  27896. return index;
  27897. };
  27898. /**
  27899. * Remove a camera for the list of scene's cameras
  27900. * @param toRemove defines the camera to remove
  27901. * @returns the index where the camera was in the camera list
  27902. */
  27903. Scene.prototype.removeCamera = function (toRemove) {
  27904. var index = this.cameras.indexOf(toRemove);
  27905. if (index !== -1) {
  27906. // Remove from the scene if mesh found
  27907. this.cameras.splice(index, 1);
  27908. }
  27909. // Remove from activeCameras
  27910. var index2 = this.activeCameras.indexOf(toRemove);
  27911. if (index2 !== -1) {
  27912. // Remove from the scene if mesh found
  27913. this.activeCameras.splice(index2, 1);
  27914. }
  27915. // Reset the activeCamera
  27916. if (this.activeCamera === toRemove) {
  27917. if (this.cameras.length > 0) {
  27918. this.activeCamera = this.cameras[0];
  27919. }
  27920. else {
  27921. this.activeCamera = null;
  27922. }
  27923. }
  27924. this.onCameraRemovedObservable.notifyObservers(toRemove);
  27925. return index;
  27926. };
  27927. /**
  27928. * Remove a particle system for the list of scene's particle systems
  27929. * @param toRemove defines the particle system to remove
  27930. * @returns the index where the particle system was in the particle system list
  27931. */
  27932. Scene.prototype.removeParticleSystem = function (toRemove) {
  27933. var index = this.particleSystems.indexOf(toRemove);
  27934. if (index !== -1) {
  27935. this.particleSystems.splice(index, 1);
  27936. }
  27937. return index;
  27938. };
  27939. /**
  27940. * Remove a animation for the list of scene's animations
  27941. * @param toRemove defines the animation to remove
  27942. * @returns the index where the animation was in the animation list
  27943. */
  27944. Scene.prototype.removeAnimation = function (toRemove) {
  27945. var index = this.animations.indexOf(toRemove);
  27946. if (index !== -1) {
  27947. this.animations.splice(index, 1);
  27948. }
  27949. return index;
  27950. };
  27951. /**
  27952. * Removes the given animation group from this scene.
  27953. * @param toRemove The animation group to remove
  27954. * @returns The index of the removed animation group
  27955. */
  27956. Scene.prototype.removeAnimationGroup = function (toRemove) {
  27957. var index = this.animationGroups.indexOf(toRemove);
  27958. if (index !== -1) {
  27959. this.animationGroups.splice(index, 1);
  27960. }
  27961. return index;
  27962. };
  27963. /**
  27964. * Removes the given multi-material from this scene.
  27965. * @param toRemove The multi-material to remove
  27966. * @returns The index of the removed multi-material
  27967. */
  27968. Scene.prototype.removeMultiMaterial = function (toRemove) {
  27969. var index = this.multiMaterials.indexOf(toRemove);
  27970. if (index !== -1) {
  27971. this.multiMaterials.splice(index, 1);
  27972. }
  27973. return index;
  27974. };
  27975. /**
  27976. * Removes the given material from this scene.
  27977. * @param toRemove The material to remove
  27978. * @returns The index of the removed material
  27979. */
  27980. Scene.prototype.removeMaterial = function (toRemove) {
  27981. var index = this.materials.indexOf(toRemove);
  27982. if (index !== -1) {
  27983. this.materials.splice(index, 1);
  27984. }
  27985. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  27986. return index;
  27987. };
  27988. /**
  27989. * Removes the given action manager from this scene.
  27990. * @param toRemove The action manager to remove
  27991. * @returns The index of the removed action manager
  27992. */
  27993. Scene.prototype.removeActionManager = function (toRemove) {
  27994. var index = this.actionManagers.indexOf(toRemove);
  27995. if (index !== -1) {
  27996. this.actionManagers.splice(index, 1);
  27997. }
  27998. return index;
  27999. };
  28000. /**
  28001. * Removes the given texture from this scene.
  28002. * @param toRemove The texture to remove
  28003. * @returns The index of the removed texture
  28004. */
  28005. Scene.prototype.removeTexture = function (toRemove) {
  28006. var index = this.textures.indexOf(toRemove);
  28007. if (index !== -1) {
  28008. this.textures.splice(index, 1);
  28009. }
  28010. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28011. return index;
  28012. };
  28013. /**
  28014. * Adds the given light to this scene
  28015. * @param newLight The light to add
  28016. */
  28017. Scene.prototype.addLight = function (newLight) {
  28018. this.lights.push(newLight);
  28019. this.sortLightsByPriority();
  28020. // Add light to all meshes (To support if the light is removed and then readded)
  28021. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28022. var mesh = _a[_i];
  28023. if (mesh._lightSources.indexOf(newLight) === -1) {
  28024. mesh._lightSources.push(newLight);
  28025. mesh._resyncLightSources();
  28026. }
  28027. }
  28028. this.onNewLightAddedObservable.notifyObservers(newLight);
  28029. };
  28030. /**
  28031. * Sorts the list list based on light priorities
  28032. */
  28033. Scene.prototype.sortLightsByPriority = function () {
  28034. if (this.requireLightSorting) {
  28035. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28036. }
  28037. };
  28038. /**
  28039. * Adds the given camera to this scene
  28040. * @param newCamera The camera to add
  28041. */
  28042. Scene.prototype.addCamera = function (newCamera) {
  28043. this.cameras.push(newCamera);
  28044. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28045. };
  28046. /**
  28047. * Adds the given skeleton to this scene
  28048. * @param newSkeleton The skeleton to add
  28049. */
  28050. Scene.prototype.addSkeleton = function (newSkeleton) {
  28051. this.skeletons.push(newSkeleton);
  28052. };
  28053. /**
  28054. * Adds the given particle system to this scene
  28055. * @param newParticleSystem The particle system to add
  28056. */
  28057. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28058. this.particleSystems.push(newParticleSystem);
  28059. };
  28060. /**
  28061. * Adds the given animation to this scene
  28062. * @param newAnimation The animation to add
  28063. */
  28064. Scene.prototype.addAnimation = function (newAnimation) {
  28065. this.animations.push(newAnimation);
  28066. };
  28067. /**
  28068. * Adds the given animation group to this scene.
  28069. * @param newAnimationGroup The animation group to add
  28070. */
  28071. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28072. this.animationGroups.push(newAnimationGroup);
  28073. };
  28074. /**
  28075. * Adds the given multi-material to this scene
  28076. * @param newMultiMaterial The multi-material to add
  28077. */
  28078. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28079. this.multiMaterials.push(newMultiMaterial);
  28080. };
  28081. /**
  28082. * Adds the given material to this scene
  28083. * @param newMaterial The material to add
  28084. */
  28085. Scene.prototype.addMaterial = function (newMaterial) {
  28086. this.materials.push(newMaterial);
  28087. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28088. };
  28089. /**
  28090. * Adds the given morph target to this scene
  28091. * @param newMorphTargetManager The morph target to add
  28092. */
  28093. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28094. this.morphTargetManagers.push(newMorphTargetManager);
  28095. };
  28096. /**
  28097. * Adds the given geometry to this scene
  28098. * @param newGeometry The geometry to add
  28099. */
  28100. Scene.prototype.addGeometry = function (newGeometry) {
  28101. if (this.geometriesById) {
  28102. this.geometriesById[newGeometry.id] = this.geometries.length;
  28103. }
  28104. this.geometries.push(newGeometry);
  28105. };
  28106. /**
  28107. * Adds the given action manager to this scene
  28108. * @param newActionManager The action manager to add
  28109. */
  28110. Scene.prototype.addActionManager = function (newActionManager) {
  28111. this.actionManagers.push(newActionManager);
  28112. };
  28113. /**
  28114. * Adds the given texture to this scene.
  28115. * @param newTexture The texture to add
  28116. */
  28117. Scene.prototype.addTexture = function (newTexture) {
  28118. this.textures.push(newTexture);
  28119. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28120. };
  28121. /**
  28122. * Switch active camera
  28123. * @param newCamera defines the new active camera
  28124. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28125. */
  28126. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28127. if (attachControl === void 0) { attachControl = true; }
  28128. var canvas = this._engine.getRenderingCanvas();
  28129. if (!canvas) {
  28130. return;
  28131. }
  28132. if (this.activeCamera) {
  28133. this.activeCamera.detachControl(canvas);
  28134. }
  28135. this.activeCamera = newCamera;
  28136. if (attachControl) {
  28137. newCamera.attachControl(canvas);
  28138. }
  28139. };
  28140. /**
  28141. * sets the active camera of the scene using its ID
  28142. * @param id defines the camera's ID
  28143. * @return the new active camera or null if none found.
  28144. */
  28145. Scene.prototype.setActiveCameraByID = function (id) {
  28146. var camera = this.getCameraByID(id);
  28147. if (camera) {
  28148. this.activeCamera = camera;
  28149. return camera;
  28150. }
  28151. return null;
  28152. };
  28153. /**
  28154. * sets the active camera of the scene using its name
  28155. * @param name defines the camera's name
  28156. * @returns the new active camera or null if none found.
  28157. */
  28158. Scene.prototype.setActiveCameraByName = function (name) {
  28159. var camera = this.getCameraByName(name);
  28160. if (camera) {
  28161. this.activeCamera = camera;
  28162. return camera;
  28163. }
  28164. return null;
  28165. };
  28166. /**
  28167. * get an animation group using its name
  28168. * @param name defines the material's name
  28169. * @return the animation group or null if none found.
  28170. */
  28171. Scene.prototype.getAnimationGroupByName = function (name) {
  28172. for (var index = 0; index < this.animationGroups.length; index++) {
  28173. if (this.animationGroups[index].name === name) {
  28174. return this.animationGroups[index];
  28175. }
  28176. }
  28177. return null;
  28178. };
  28179. /**
  28180. * get a material using its id
  28181. * @param id defines the material's ID
  28182. * @return the material or null if none found.
  28183. */
  28184. Scene.prototype.getMaterialByID = function (id) {
  28185. for (var index = 0; index < this.materials.length; index++) {
  28186. if (this.materials[index].id === id) {
  28187. return this.materials[index];
  28188. }
  28189. }
  28190. return null;
  28191. };
  28192. /**
  28193. * Gets a material using its name
  28194. * @param name defines the material's name
  28195. * @return the material or null if none found.
  28196. */
  28197. Scene.prototype.getMaterialByName = function (name) {
  28198. for (var index = 0; index < this.materials.length; index++) {
  28199. if (this.materials[index].name === name) {
  28200. return this.materials[index];
  28201. }
  28202. }
  28203. return null;
  28204. };
  28205. /**
  28206. * Gets a camera using its id
  28207. * @param id defines the id to look for
  28208. * @returns the camera or null if not found
  28209. */
  28210. Scene.prototype.getCameraByID = function (id) {
  28211. for (var index = 0; index < this.cameras.length; index++) {
  28212. if (this.cameras[index].id === id) {
  28213. return this.cameras[index];
  28214. }
  28215. }
  28216. return null;
  28217. };
  28218. /**
  28219. * Gets a camera using its unique id
  28220. * @param uniqueId defines the unique id to look for
  28221. * @returns the camera or null if not found
  28222. */
  28223. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28224. for (var index = 0; index < this.cameras.length; index++) {
  28225. if (this.cameras[index].uniqueId === uniqueId) {
  28226. return this.cameras[index];
  28227. }
  28228. }
  28229. return null;
  28230. };
  28231. /**
  28232. * Gets a camera using its name
  28233. * @param name defines the camera's name
  28234. * @return the camera or null if none found.
  28235. */
  28236. Scene.prototype.getCameraByName = function (name) {
  28237. for (var index = 0; index < this.cameras.length; index++) {
  28238. if (this.cameras[index].name === name) {
  28239. return this.cameras[index];
  28240. }
  28241. }
  28242. return null;
  28243. };
  28244. /**
  28245. * Gets a bone using its id
  28246. * @param id defines the bone's id
  28247. * @return the bone or null if not found
  28248. */
  28249. Scene.prototype.getBoneByID = function (id) {
  28250. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28251. var skeleton = this.skeletons[skeletonIndex];
  28252. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28253. if (skeleton.bones[boneIndex].id === id) {
  28254. return skeleton.bones[boneIndex];
  28255. }
  28256. }
  28257. }
  28258. return null;
  28259. };
  28260. /**
  28261. * Gets a bone using its id
  28262. * @param name defines the bone's name
  28263. * @return the bone or null if not found
  28264. */
  28265. Scene.prototype.getBoneByName = function (name) {
  28266. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28267. var skeleton = this.skeletons[skeletonIndex];
  28268. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28269. if (skeleton.bones[boneIndex].name === name) {
  28270. return skeleton.bones[boneIndex];
  28271. }
  28272. }
  28273. }
  28274. return null;
  28275. };
  28276. /**
  28277. * Gets a light node using its name
  28278. * @param name defines the the light's name
  28279. * @return the light or null if none found.
  28280. */
  28281. Scene.prototype.getLightByName = function (name) {
  28282. for (var index = 0; index < this.lights.length; index++) {
  28283. if (this.lights[index].name === name) {
  28284. return this.lights[index];
  28285. }
  28286. }
  28287. return null;
  28288. };
  28289. /**
  28290. * Gets a light node using its id
  28291. * @param id defines the light's id
  28292. * @return the light or null if none found.
  28293. */
  28294. Scene.prototype.getLightByID = function (id) {
  28295. for (var index = 0; index < this.lights.length; index++) {
  28296. if (this.lights[index].id === id) {
  28297. return this.lights[index];
  28298. }
  28299. }
  28300. return null;
  28301. };
  28302. /**
  28303. * Gets a light node using its scene-generated unique ID
  28304. * @param uniqueId defines the light's unique id
  28305. * @return the light or null if none found.
  28306. */
  28307. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28308. for (var index = 0; index < this.lights.length; index++) {
  28309. if (this.lights[index].uniqueId === uniqueId) {
  28310. return this.lights[index];
  28311. }
  28312. }
  28313. return null;
  28314. };
  28315. /**
  28316. * Gets a particle system by id
  28317. * @param id defines the particle system id
  28318. * @return the corresponding system or null if none found
  28319. */
  28320. Scene.prototype.getParticleSystemByID = function (id) {
  28321. for (var index = 0; index < this.particleSystems.length; index++) {
  28322. if (this.particleSystems[index].id === id) {
  28323. return this.particleSystems[index];
  28324. }
  28325. }
  28326. return null;
  28327. };
  28328. /**
  28329. * Gets a geometry using its ID
  28330. * @param id defines the geometry's id
  28331. * @return the geometry or null if none found.
  28332. */
  28333. Scene.prototype.getGeometryByID = function (id) {
  28334. if (this.geometriesById) {
  28335. var index_1 = this.geometriesById[id];
  28336. if (index_1 !== undefined) {
  28337. return this.geometries[index_1];
  28338. }
  28339. }
  28340. else {
  28341. for (var index = 0; index < this.geometries.length; index++) {
  28342. if (this.geometries[index].id === id) {
  28343. return this.geometries[index];
  28344. }
  28345. }
  28346. }
  28347. return null;
  28348. };
  28349. /**
  28350. * Add a new geometry to this scene
  28351. * @param geometry defines the geometry to be added to the scene.
  28352. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28353. * @return a boolean defining if the geometry was added or not
  28354. */
  28355. Scene.prototype.pushGeometry = function (geometry, force) {
  28356. if (!force && this.getGeometryByID(geometry.id)) {
  28357. return false;
  28358. }
  28359. this.addGeometry(geometry);
  28360. //notify the collision coordinator
  28361. if (this.collisionCoordinator) {
  28362. this.collisionCoordinator.onGeometryAdded(geometry);
  28363. }
  28364. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28365. return true;
  28366. };
  28367. /**
  28368. * Removes an existing geometry
  28369. * @param geometry defines the geometry to be removed from the scene
  28370. * @return a boolean defining if the geometry was removed or not
  28371. */
  28372. Scene.prototype.removeGeometry = function (geometry) {
  28373. var index;
  28374. if (this.geometriesById) {
  28375. index = this.geometriesById[geometry.id];
  28376. if (index === undefined) {
  28377. return false;
  28378. }
  28379. }
  28380. else {
  28381. index = this.geometries.indexOf(geometry);
  28382. if (index < 0) {
  28383. return false;
  28384. }
  28385. }
  28386. if (index !== this.geometries.length - 1) {
  28387. var lastGeometry = this.geometries[this.geometries.length - 1];
  28388. this.geometries[index] = lastGeometry;
  28389. if (this.geometriesById) {
  28390. this.geometriesById[lastGeometry.id] = index;
  28391. this.geometriesById[geometry.id] = undefined;
  28392. }
  28393. }
  28394. this.geometries.pop();
  28395. //notify the collision coordinator
  28396. if (this.collisionCoordinator) {
  28397. this.collisionCoordinator.onGeometryDeleted(geometry);
  28398. }
  28399. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28400. return true;
  28401. };
  28402. /**
  28403. * Gets the list of geometries attached to the scene
  28404. * @returns an array of Geometry
  28405. */
  28406. Scene.prototype.getGeometries = function () {
  28407. return this.geometries;
  28408. };
  28409. /**
  28410. * Gets the first added mesh found of a given ID
  28411. * @param id defines the id to search for
  28412. * @return the mesh found or null if not found at all
  28413. */
  28414. Scene.prototype.getMeshByID = function (id) {
  28415. for (var index = 0; index < this.meshes.length; index++) {
  28416. if (this.meshes[index].id === id) {
  28417. return this.meshes[index];
  28418. }
  28419. }
  28420. return null;
  28421. };
  28422. /**
  28423. * Gets a list of meshes using their id
  28424. * @param id defines the id to search for
  28425. * @returns a list of meshes
  28426. */
  28427. Scene.prototype.getMeshesByID = function (id) {
  28428. return this.meshes.filter(function (m) {
  28429. return m.id === id;
  28430. });
  28431. };
  28432. /**
  28433. * Gets the first added transform node found of a given ID
  28434. * @param id defines the id to search for
  28435. * @return the found transform node or null if not found at all.
  28436. */
  28437. Scene.prototype.getTransformNodeByID = function (id) {
  28438. for (var index = 0; index < this.transformNodes.length; index++) {
  28439. if (this.transformNodes[index].id === id) {
  28440. return this.transformNodes[index];
  28441. }
  28442. }
  28443. return null;
  28444. };
  28445. /**
  28446. * Gets a list of transform nodes using their id
  28447. * @param id defines the id to search for
  28448. * @returns a list of transform nodes
  28449. */
  28450. Scene.prototype.getTransformNodesByID = function (id) {
  28451. return this.transformNodes.filter(function (m) {
  28452. return m.id === id;
  28453. });
  28454. };
  28455. /**
  28456. * Gets a mesh with its auto-generated unique id
  28457. * @param uniqueId defines the unique id to search for
  28458. * @return the found mesh or null if not found at all.
  28459. */
  28460. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28461. for (var index = 0; index < this.meshes.length; index++) {
  28462. if (this.meshes[index].uniqueId === uniqueId) {
  28463. return this.meshes[index];
  28464. }
  28465. }
  28466. return null;
  28467. };
  28468. /**
  28469. * Gets a the last added mesh using a given id
  28470. * @param id defines the id to search for
  28471. * @return the found mesh or null if not found at all.
  28472. */
  28473. Scene.prototype.getLastMeshByID = function (id) {
  28474. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28475. if (this.meshes[index].id === id) {
  28476. return this.meshes[index];
  28477. }
  28478. }
  28479. return null;
  28480. };
  28481. /**
  28482. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28483. * @param id defines the id to search for
  28484. * @return the found node or null if not found at all
  28485. */
  28486. Scene.prototype.getLastEntryByID = function (id) {
  28487. var index;
  28488. for (index = this.meshes.length - 1; index >= 0; index--) {
  28489. if (this.meshes[index].id === id) {
  28490. return this.meshes[index];
  28491. }
  28492. }
  28493. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28494. if (this.transformNodes[index].id === id) {
  28495. return this.transformNodes[index];
  28496. }
  28497. }
  28498. for (index = this.cameras.length - 1; index >= 0; index--) {
  28499. if (this.cameras[index].id === id) {
  28500. return this.cameras[index];
  28501. }
  28502. }
  28503. for (index = this.lights.length - 1; index >= 0; index--) {
  28504. if (this.lights[index].id === id) {
  28505. return this.lights[index];
  28506. }
  28507. }
  28508. return null;
  28509. };
  28510. /**
  28511. * Gets a node (Mesh, Camera, Light) using a given id
  28512. * @param id defines the id to search for
  28513. * @return the found node or null if not found at all
  28514. */
  28515. Scene.prototype.getNodeByID = function (id) {
  28516. var mesh = this.getMeshByID(id);
  28517. if (mesh) {
  28518. return mesh;
  28519. }
  28520. var light = this.getLightByID(id);
  28521. if (light) {
  28522. return light;
  28523. }
  28524. var camera = this.getCameraByID(id);
  28525. if (camera) {
  28526. return camera;
  28527. }
  28528. var bone = this.getBoneByID(id);
  28529. return bone;
  28530. };
  28531. /**
  28532. * Gets a node (Mesh, Camera, Light) using a given name
  28533. * @param name defines the name to search for
  28534. * @return the found node or null if not found at all.
  28535. */
  28536. Scene.prototype.getNodeByName = function (name) {
  28537. var mesh = this.getMeshByName(name);
  28538. if (mesh) {
  28539. return mesh;
  28540. }
  28541. var light = this.getLightByName(name);
  28542. if (light) {
  28543. return light;
  28544. }
  28545. var camera = this.getCameraByName(name);
  28546. if (camera) {
  28547. return camera;
  28548. }
  28549. var bone = this.getBoneByName(name);
  28550. return bone;
  28551. };
  28552. /**
  28553. * Gets a mesh using a given name
  28554. * @param name defines the name to search for
  28555. * @return the found mesh or null if not found at all.
  28556. */
  28557. Scene.prototype.getMeshByName = function (name) {
  28558. for (var index = 0; index < this.meshes.length; index++) {
  28559. if (this.meshes[index].name === name) {
  28560. return this.meshes[index];
  28561. }
  28562. }
  28563. return null;
  28564. };
  28565. /**
  28566. * Gets a transform node using a given name
  28567. * @param name defines the name to search for
  28568. * @return the found transform node or null if not found at all.
  28569. */
  28570. Scene.prototype.getTransformNodeByName = function (name) {
  28571. for (var index = 0; index < this.transformNodes.length; index++) {
  28572. if (this.transformNodes[index].name === name) {
  28573. return this.transformNodes[index];
  28574. }
  28575. }
  28576. return null;
  28577. };
  28578. /**
  28579. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28580. * @param id defines the id to search for
  28581. * @return the found skeleton or null if not found at all.
  28582. */
  28583. Scene.prototype.getLastSkeletonByID = function (id) {
  28584. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28585. if (this.skeletons[index].id === id) {
  28586. return this.skeletons[index];
  28587. }
  28588. }
  28589. return null;
  28590. };
  28591. /**
  28592. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28593. * @param id defines the id to search for
  28594. * @return the found skeleton or null if not found at all.
  28595. */
  28596. Scene.prototype.getSkeletonById = function (id) {
  28597. for (var index = 0; index < this.skeletons.length; index++) {
  28598. if (this.skeletons[index].id === id) {
  28599. return this.skeletons[index];
  28600. }
  28601. }
  28602. return null;
  28603. };
  28604. /**
  28605. * Gets a skeleton using a given name
  28606. * @param name defines the name to search for
  28607. * @return the found skeleton or null if not found at all.
  28608. */
  28609. Scene.prototype.getSkeletonByName = function (name) {
  28610. for (var index = 0; index < this.skeletons.length; index++) {
  28611. if (this.skeletons[index].name === name) {
  28612. return this.skeletons[index];
  28613. }
  28614. }
  28615. return null;
  28616. };
  28617. /**
  28618. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28619. * @param id defines the id to search for
  28620. * @return the found morph target manager or null if not found at all.
  28621. */
  28622. Scene.prototype.getMorphTargetManagerById = function (id) {
  28623. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28624. if (this.morphTargetManagers[index].uniqueId === id) {
  28625. return this.morphTargetManagers[index];
  28626. }
  28627. }
  28628. return null;
  28629. };
  28630. /**
  28631. * Gets a boolean indicating if the given mesh is active
  28632. * @param mesh defines the mesh to look for
  28633. * @returns true if the mesh is in the active list
  28634. */
  28635. Scene.prototype.isActiveMesh = function (mesh) {
  28636. return (this._activeMeshes.indexOf(mesh) !== -1);
  28637. };
  28638. Object.defineProperty(Scene.prototype, "uid", {
  28639. /**
  28640. * Return a unique id as a string which can serve as an identifier for the scene
  28641. */
  28642. get: function () {
  28643. if (!this._uid) {
  28644. this._uid = BABYLON.Tools.RandomId();
  28645. }
  28646. return this._uid;
  28647. },
  28648. enumerable: true,
  28649. configurable: true
  28650. });
  28651. /**
  28652. * Add an externaly attached data from its key.
  28653. * This method call will fail and return false, if such key already exists.
  28654. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28655. * @param key the unique key that identifies the data
  28656. * @param data the data object to associate to the key for this Engine instance
  28657. * @return true if no such key were already present and the data was added successfully, false otherwise
  28658. */
  28659. Scene.prototype.addExternalData = function (key, data) {
  28660. if (!this._externalData) {
  28661. this._externalData = new BABYLON.StringDictionary();
  28662. }
  28663. return this._externalData.add(key, data);
  28664. };
  28665. /**
  28666. * Get an externaly attached data from its key
  28667. * @param key the unique key that identifies the data
  28668. * @return the associated data, if present (can be null), or undefined if not present
  28669. */
  28670. Scene.prototype.getExternalData = function (key) {
  28671. if (!this._externalData) {
  28672. return null;
  28673. }
  28674. return this._externalData.get(key);
  28675. };
  28676. /**
  28677. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28678. * @param key the unique key that identifies the data
  28679. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28680. * @return the associated data, can be null if the factory returned null.
  28681. */
  28682. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28683. if (!this._externalData) {
  28684. this._externalData = new BABYLON.StringDictionary();
  28685. }
  28686. return this._externalData.getOrAddWithFactory(key, factory);
  28687. };
  28688. /**
  28689. * Remove an externaly attached data from the Engine instance
  28690. * @param key the unique key that identifies the data
  28691. * @return true if the data was successfully removed, false if it doesn't exist
  28692. */
  28693. Scene.prototype.removeExternalData = function (key) {
  28694. return this._externalData.remove(key);
  28695. };
  28696. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28697. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28698. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28699. var step = _a[_i];
  28700. step.action(mesh, subMesh);
  28701. }
  28702. var material = subMesh.getMaterial();
  28703. if (material !== null && material !== undefined) {
  28704. // Render targets
  28705. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28706. if (this._processedMaterials.indexOf(material) === -1) {
  28707. this._processedMaterials.push(material);
  28708. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28709. }
  28710. }
  28711. // Dispatch
  28712. this._activeIndices.addCount(subMesh.indexCount, false);
  28713. this._renderingManager.dispatch(subMesh, mesh, material);
  28714. }
  28715. }
  28716. };
  28717. /**
  28718. * Clear the processed materials smart array preventing retention point in material dispose.
  28719. */
  28720. Scene.prototype.freeProcessedMaterials = function () {
  28721. this._processedMaterials.dispose();
  28722. };
  28723. /**
  28724. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28725. */
  28726. Scene.prototype.freeActiveMeshes = function () {
  28727. this._activeMeshes.dispose();
  28728. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28729. this.activeCamera._activeMeshes.dispose();
  28730. }
  28731. if (this.activeCameras) {
  28732. for (var i = 0; i < this.activeCameras.length; i++) {
  28733. var activeCamera = this.activeCameras[i];
  28734. if (activeCamera && activeCamera._activeMeshes) {
  28735. activeCamera._activeMeshes.dispose();
  28736. }
  28737. }
  28738. }
  28739. };
  28740. /**
  28741. * Clear the info related to rendering groups preventing retention points during dispose.
  28742. */
  28743. Scene.prototype.freeRenderingGroups = function () {
  28744. if (this._renderingManager) {
  28745. this._renderingManager.freeRenderingGroups();
  28746. }
  28747. if (this.textures) {
  28748. for (var i = 0; i < this.textures.length; i++) {
  28749. var texture = this.textures[i];
  28750. if (texture && texture.renderList) {
  28751. texture.freeRenderingGroups();
  28752. }
  28753. }
  28754. }
  28755. };
  28756. /** @hidden */
  28757. Scene.prototype._isInIntermediateRendering = function () {
  28758. return this._intermediateRendering;
  28759. };
  28760. /**
  28761. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  28762. * @returns the current scene
  28763. */
  28764. Scene.prototype.freezeActiveMeshes = function () {
  28765. if (!this.activeCamera) {
  28766. return this;
  28767. }
  28768. if (!this._frustumPlanes) {
  28769. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28770. }
  28771. this._evaluateActiveMeshes();
  28772. this._activeMeshesFrozen = true;
  28773. return this;
  28774. };
  28775. /**
  28776. * Use this function to restart evaluating active meshes on every frame
  28777. * @returns the current scene
  28778. */
  28779. Scene.prototype.unfreezeActiveMeshes = function () {
  28780. this._activeMeshesFrozen = false;
  28781. return this;
  28782. };
  28783. Scene.prototype._evaluateActiveMeshes = function () {
  28784. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  28785. return;
  28786. }
  28787. if (!this.activeCamera) {
  28788. return;
  28789. }
  28790. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  28791. this.activeCamera._activeMeshes.reset();
  28792. this._activeMeshes.reset();
  28793. this._renderingManager.reset();
  28794. this._processedMaterials.reset();
  28795. this._activeParticleSystems.reset();
  28796. this._activeSkeletons.reset();
  28797. this._softwareSkinnedMeshes.reset();
  28798. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  28799. var step = _a[_i];
  28800. step.action();
  28801. }
  28802. // Determine mesh candidates
  28803. var meshes = this.getActiveMeshCandidates();
  28804. // Check each mesh
  28805. var len = meshes.length;
  28806. for (var i = 0; i < len; i++) {
  28807. var mesh = meshes.data[i];
  28808. if (mesh.isBlocked) {
  28809. continue;
  28810. }
  28811. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  28812. if (!mesh.isReady() || !mesh.isEnabled()) {
  28813. continue;
  28814. }
  28815. mesh.computeWorldMatrix();
  28816. // Intersections
  28817. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  28818. this._meshesForIntersections.pushNoDuplicate(mesh);
  28819. }
  28820. // Switch to current LOD
  28821. var meshLOD = mesh.getLOD(this.activeCamera);
  28822. if (meshLOD === undefined || meshLOD === null) {
  28823. continue;
  28824. }
  28825. mesh._preActivate();
  28826. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  28827. this._activeMeshes.push(mesh);
  28828. this.activeCamera._activeMeshes.push(mesh);
  28829. mesh._activate(this._renderId);
  28830. if (meshLOD !== mesh) {
  28831. meshLOD._activate(this._renderId);
  28832. }
  28833. this._activeMesh(mesh, meshLOD);
  28834. }
  28835. }
  28836. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  28837. // Particle systems
  28838. if (this.particlesEnabled) {
  28839. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  28840. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  28841. var particleSystem = this.particleSystems[particleIndex];
  28842. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  28843. continue;
  28844. }
  28845. var emitter = particleSystem.emitter;
  28846. if (!emitter.position || emitter.isEnabled()) {
  28847. this._activeParticleSystems.push(particleSystem);
  28848. particleSystem.animate();
  28849. this._renderingManager.dispatchParticles(particleSystem);
  28850. }
  28851. }
  28852. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  28853. }
  28854. };
  28855. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  28856. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  28857. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  28858. mesh.skeleton.prepare();
  28859. }
  28860. if (!mesh.computeBonesUsingShaders) {
  28861. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  28862. }
  28863. }
  28864. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  28865. var step = _a[_i];
  28866. step.action(sourceMesh, mesh);
  28867. }
  28868. if (mesh !== undefined && mesh !== null
  28869. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  28870. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  28871. var len = subMeshes.length;
  28872. for (var i = 0; i < len; i++) {
  28873. var subMesh = subMeshes.data[i];
  28874. this._evaluateSubMesh(subMesh, mesh);
  28875. }
  28876. }
  28877. };
  28878. /**
  28879. * Update the transform matrix to update from the current active camera
  28880. * @param force defines a boolean used to force the update even if cache is up to date
  28881. */
  28882. Scene.prototype.updateTransformMatrix = function (force) {
  28883. if (!this.activeCamera) {
  28884. return;
  28885. }
  28886. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  28887. };
  28888. /**
  28889. * Defines an alternate camera (used mostly in VR-like scenario where two cameras can render the same scene from a slightly different point of view)
  28890. * @param alternateCamera defines the camera to use
  28891. */
  28892. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  28893. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  28894. };
  28895. Scene.prototype._renderForCamera = function (camera, rigParent) {
  28896. if (camera && camera._skipRendering) {
  28897. return;
  28898. }
  28899. var engine = this._engine;
  28900. this.activeCamera = camera;
  28901. if (!this.activeCamera) {
  28902. throw new Error("Active camera not set");
  28903. }
  28904. // Viewport
  28905. engine.setViewport(this.activeCamera.viewport);
  28906. // Camera
  28907. this.resetCachedMaterial();
  28908. this._renderId++;
  28909. this.updateTransformMatrix();
  28910. if (camera._alternateCamera) {
  28911. this.updateAlternateTransformMatrix(camera._alternateCamera);
  28912. this._alternateRendering = true;
  28913. }
  28914. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  28915. // Meshes
  28916. this._evaluateActiveMeshes();
  28917. // Software skinning
  28918. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  28919. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  28920. mesh.applySkeleton(mesh.skeleton);
  28921. }
  28922. // Render targets
  28923. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  28924. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  28925. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  28926. }
  28927. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  28928. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  28929. }
  28930. // Collects render targets from external components.
  28931. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  28932. var step = _a[_i];
  28933. step.action(this._renderTargets);
  28934. }
  28935. if (this.renderTargetsEnabled) {
  28936. this._intermediateRendering = true;
  28937. if (this._renderTargets.length > 0) {
  28938. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28939. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  28940. var renderTarget = this._renderTargets.data[renderIndex];
  28941. if (renderTarget._shouldRender()) {
  28942. this._renderId++;
  28943. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  28944. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  28945. }
  28946. }
  28947. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28948. this._renderId++;
  28949. }
  28950. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  28951. var step = _c[_b];
  28952. step.action(this.activeCamera);
  28953. }
  28954. this._intermediateRendering = false;
  28955. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  28956. }
  28957. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  28958. // Prepare Frame
  28959. if (this.postProcessManager) {
  28960. this.postProcessManager._prepareFrame();
  28961. }
  28962. // Before Camera Draw
  28963. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  28964. var step = _e[_d];
  28965. step.action(this.activeCamera);
  28966. }
  28967. // Render
  28968. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  28969. this._renderingManager.render(null, null, true, true);
  28970. this.onAfterDrawPhaseObservable.notifyObservers(this);
  28971. // After Camera Draw
  28972. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  28973. var step = _g[_f];
  28974. step.action(this.activeCamera);
  28975. }
  28976. // Finalize frame
  28977. if (this.postProcessManager) {
  28978. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  28979. }
  28980. // Reset some special arrays
  28981. this._renderTargets.reset();
  28982. this._alternateRendering = false;
  28983. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  28984. };
  28985. Scene.prototype._processSubCameras = function (camera) {
  28986. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  28987. this._renderForCamera(camera);
  28988. return;
  28989. }
  28990. // rig cameras
  28991. for (var index = 0; index < camera._rigCameras.length; index++) {
  28992. this._renderForCamera(camera._rigCameras[index], camera);
  28993. }
  28994. this.activeCamera = camera;
  28995. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28996. };
  28997. Scene.prototype._checkIntersections = function () {
  28998. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  28999. var sourceMesh = this._meshesForIntersections.data[index];
  29000. if (!sourceMesh.actionManager) {
  29001. continue;
  29002. }
  29003. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29004. var action = sourceMesh.actionManager.actions[actionIndex];
  29005. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29006. var parameters = action.getTriggerParameter();
  29007. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29008. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29009. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29010. if (areIntersecting && currentIntersectionInProgress === -1) {
  29011. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29012. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29013. sourceMesh._intersectionsInProgress.push(otherMesh);
  29014. }
  29015. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29016. sourceMesh._intersectionsInProgress.push(otherMesh);
  29017. }
  29018. }
  29019. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29020. //They intersected, and now they don't.
  29021. //is this trigger an exit trigger? execute an event.
  29022. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29023. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29024. }
  29025. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29026. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29027. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29028. return otherMesh === parameterMesh;
  29029. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29030. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29031. }
  29032. }
  29033. }
  29034. }
  29035. }
  29036. };
  29037. /** @hidden */
  29038. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29039. // Do nothing. Code will be replaced if physics engine component is referenced
  29040. };
  29041. /**
  29042. * Render the scene
  29043. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29044. */
  29045. Scene.prototype.render = function (updateCameras) {
  29046. if (updateCameras === void 0) { updateCameras = true; }
  29047. if (this.isDisposed) {
  29048. return;
  29049. }
  29050. this._frameId++;
  29051. // Register components that have been associated lately to the scene.
  29052. this._registerTransientComponents();
  29053. this._activeParticles.fetchNewFrame();
  29054. this._totalVertices.fetchNewFrame();
  29055. this._activeIndices.fetchNewFrame();
  29056. this._activeBones.fetchNewFrame();
  29057. this._meshesForIntersections.reset();
  29058. this.resetCachedMaterial();
  29059. this.onBeforeAnimationsObservable.notifyObservers(this);
  29060. // Actions
  29061. if (this.actionManager) {
  29062. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29063. }
  29064. if (this._engine.isDeterministicLockStep()) {
  29065. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29066. var defaultFPS = (60.0 / 1000.0);
  29067. var defaultFrameTime = this.getDeterministicFrameTime();
  29068. var stepsTaken = 0;
  29069. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29070. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29071. internalSteps = Math.min(internalSteps, maxSubSteps);
  29072. do {
  29073. this.onBeforeStepObservable.notifyObservers(this);
  29074. // Animations
  29075. this._animationRatio = defaultFrameTime * defaultFPS;
  29076. this._animate();
  29077. this.onAfterAnimationsObservable.notifyObservers(this);
  29078. // Physics
  29079. this._advancePhysicsEngineStep(defaultFrameTime);
  29080. this.onAfterStepObservable.notifyObservers(this);
  29081. this._currentStepId++;
  29082. stepsTaken++;
  29083. deltaTime -= defaultFrameTime;
  29084. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29085. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29086. }
  29087. else {
  29088. // Animations
  29089. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29090. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29091. this._animate();
  29092. this.onAfterAnimationsObservable.notifyObservers(this);
  29093. // Physics
  29094. this._advancePhysicsEngineStep(deltaTime);
  29095. }
  29096. // Before camera update steps
  29097. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29098. var step = _a[_i];
  29099. step.action();
  29100. }
  29101. // Update Cameras
  29102. if (updateCameras) {
  29103. if (this.activeCameras.length > 0) {
  29104. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29105. var camera = this.activeCameras[cameraIndex];
  29106. camera.update();
  29107. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29108. // rig cameras
  29109. for (var index = 0; index < camera._rigCameras.length; index++) {
  29110. camera._rigCameras[index].update();
  29111. }
  29112. }
  29113. }
  29114. }
  29115. else if (this.activeCamera) {
  29116. this.activeCamera.update();
  29117. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29118. // rig cameras
  29119. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29120. this.activeCamera._rigCameras[index].update();
  29121. }
  29122. }
  29123. }
  29124. }
  29125. // Before render
  29126. this.onBeforeRenderObservable.notifyObservers(this);
  29127. // Customs render targets
  29128. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29129. var engine = this.getEngine();
  29130. var currentActiveCamera = this.activeCamera;
  29131. if (this.renderTargetsEnabled) {
  29132. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29133. this._intermediateRendering = true;
  29134. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29135. var renderTarget = this.customRenderTargets[customIndex];
  29136. if (renderTarget._shouldRender()) {
  29137. this._renderId++;
  29138. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29139. if (!this.activeCamera) {
  29140. throw new Error("Active camera not set");
  29141. }
  29142. // Viewport
  29143. engine.setViewport(this.activeCamera.viewport);
  29144. // Camera
  29145. this.updateTransformMatrix();
  29146. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29147. }
  29148. }
  29149. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29150. this._intermediateRendering = false;
  29151. this._renderId++;
  29152. }
  29153. // Restore back buffer
  29154. if (this.customRenderTargets.length > 0) {
  29155. engine.restoreDefaultFramebuffer();
  29156. }
  29157. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29158. this.activeCamera = currentActiveCamera;
  29159. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29160. var step = _c[_b];
  29161. step.action();
  29162. }
  29163. // Clear
  29164. if (this.autoClearDepthAndStencil || this.autoClear) {
  29165. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29166. }
  29167. // Collects render targets from external components.
  29168. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29169. var step = _e[_d];
  29170. step.action(this._renderTargets);
  29171. }
  29172. // Multi-cameras?
  29173. if (this.activeCameras.length > 0) {
  29174. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29175. if (cameraIndex > 0) {
  29176. this._engine.clear(null, false, true, true);
  29177. }
  29178. this._processSubCameras(this.activeCameras[cameraIndex]);
  29179. }
  29180. }
  29181. else {
  29182. if (!this.activeCamera) {
  29183. throw new Error("No camera defined");
  29184. }
  29185. this._processSubCameras(this.activeCamera);
  29186. }
  29187. // Intersection checks
  29188. this._checkIntersections();
  29189. // Executes the after render stage actions.
  29190. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29191. var step = _g[_f];
  29192. step.action();
  29193. }
  29194. // After render
  29195. if (this.afterRender) {
  29196. this.afterRender();
  29197. }
  29198. this.onAfterRenderObservable.notifyObservers(this);
  29199. // Cleaning
  29200. if (this._toBeDisposed.length) {
  29201. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29202. var data = this._toBeDisposed[index];
  29203. if (data) {
  29204. data.dispose();
  29205. }
  29206. }
  29207. this._toBeDisposed = [];
  29208. }
  29209. if (this.dumpNextRenderTargets) {
  29210. this.dumpNextRenderTargets = false;
  29211. }
  29212. this._activeBones.addCount(0, true);
  29213. this._activeIndices.addCount(0, true);
  29214. this._activeParticles.addCount(0, true);
  29215. };
  29216. /**
  29217. * Freeze all materials
  29218. * A frozen material will not be updatable but should be faster to render
  29219. */
  29220. Scene.prototype.freezeMaterials = function () {
  29221. for (var i = 0; i < this.materials.length; i++) {
  29222. this.materials[i].freeze();
  29223. }
  29224. };
  29225. /**
  29226. * Unfreeze all materials
  29227. * A frozen material will not be updatable but should be faster to render
  29228. */
  29229. Scene.prototype.unfreezeMaterials = function () {
  29230. for (var i = 0; i < this.materials.length; i++) {
  29231. this.materials[i].unfreeze();
  29232. }
  29233. };
  29234. /**
  29235. * Releases all held ressources
  29236. */
  29237. Scene.prototype.dispose = function () {
  29238. this.beforeRender = null;
  29239. this.afterRender = null;
  29240. this.skeletons = [];
  29241. this.morphTargetManagers = [];
  29242. this._transientComponents = [];
  29243. this._isReadyForMeshStage.clear();
  29244. this._beforeEvaluateActiveMeshStage.clear();
  29245. this._evaluateSubMeshStage.clear();
  29246. this._activeMeshStage.clear();
  29247. this._cameraDrawRenderTargetStage.clear();
  29248. this._beforeCameraDrawStage.clear();
  29249. this._beforeRenderingGroupDrawStage.clear();
  29250. this._beforeRenderingMeshStage.clear();
  29251. this._afterRenderingMeshStage.clear();
  29252. this._afterRenderingGroupDrawStage.clear();
  29253. this._afterCameraDrawStage.clear();
  29254. this._afterRenderStage.clear();
  29255. this._beforeCameraUpdateStage.clear();
  29256. this._beforeClearStage.clear();
  29257. this._gatherRenderTargetsStage.clear();
  29258. this._gatherActiveCameraRenderTargetsStage.clear();
  29259. this._pointerMoveStage.clear();
  29260. this._pointerDownStage.clear();
  29261. this._pointerUpStage.clear();
  29262. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29263. var component = _a[_i];
  29264. component.dispose();
  29265. }
  29266. this.importedMeshesFiles = new Array();
  29267. this.stopAllAnimations();
  29268. this.resetCachedMaterial();
  29269. // Smart arrays
  29270. if (this.activeCamera) {
  29271. this.activeCamera._activeMeshes.dispose();
  29272. this.activeCamera = null;
  29273. }
  29274. this._activeMeshes.dispose();
  29275. this._renderingManager.dispose();
  29276. this._processedMaterials.dispose();
  29277. this._activeParticleSystems.dispose();
  29278. this._activeSkeletons.dispose();
  29279. this._softwareSkinnedMeshes.dispose();
  29280. this._renderTargets.dispose();
  29281. this._registeredForLateAnimationBindings.dispose();
  29282. this._meshesForIntersections.dispose();
  29283. this._toBeDisposed = [];
  29284. // Abort active requests
  29285. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29286. var request = _c[_b];
  29287. request.abort();
  29288. }
  29289. // Events
  29290. this.onDisposeObservable.notifyObservers(this);
  29291. this.onDisposeObservable.clear();
  29292. this.onBeforeRenderObservable.clear();
  29293. this.onAfterRenderObservable.clear();
  29294. this.onBeforeRenderTargetsRenderObservable.clear();
  29295. this.onAfterRenderTargetsRenderObservable.clear();
  29296. this.onAfterStepObservable.clear();
  29297. this.onBeforeStepObservable.clear();
  29298. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29299. this.onAfterActiveMeshesEvaluationObservable.clear();
  29300. this.onBeforeParticlesRenderingObservable.clear();
  29301. this.onAfterParticlesRenderingObservable.clear();
  29302. this.onBeforeDrawPhaseObservable.clear();
  29303. this.onAfterDrawPhaseObservable.clear();
  29304. this.onBeforeAnimationsObservable.clear();
  29305. this.onAfterAnimationsObservable.clear();
  29306. this.onDataLoadedObservable.clear();
  29307. this.onBeforeRenderingGroupObservable.clear();
  29308. this.onAfterRenderingGroupObservable.clear();
  29309. this.onMeshImportedObservable.clear();
  29310. this.onBeforeCameraRenderObservable.clear();
  29311. this.onAfterCameraRenderObservable.clear();
  29312. this.onReadyObservable.clear();
  29313. this.onNewCameraAddedObservable.clear();
  29314. this.onCameraRemovedObservable.clear();
  29315. this.onNewLightAddedObservable.clear();
  29316. this.onLightRemovedObservable.clear();
  29317. this.onNewGeometryAddedObservable.clear();
  29318. this.onGeometryRemovedObservable.clear();
  29319. this.onNewTransformNodeAddedObservable.clear();
  29320. this.onTransformNodeRemovedObservable.clear();
  29321. this.onNewMeshAddedObservable.clear();
  29322. this.onMeshRemovedObservable.clear();
  29323. this.onNewMaterialAddedObservable.clear();
  29324. this.onMaterialRemovedObservable.clear();
  29325. this.onNewTextureAddedObservable.clear();
  29326. this.onTextureRemovedObservable.clear();
  29327. this.onPrePointerObservable.clear();
  29328. this.onPointerObservable.clear();
  29329. this.onPreKeyboardObservable.clear();
  29330. this.onKeyboardObservable.clear();
  29331. this.detachControl();
  29332. // Detach cameras
  29333. var canvas = this._engine.getRenderingCanvas();
  29334. if (canvas) {
  29335. var index;
  29336. for (index = 0; index < this.cameras.length; index++) {
  29337. this.cameras[index].detachControl(canvas);
  29338. }
  29339. }
  29340. // Release animation groups
  29341. while (this.animationGroups.length) {
  29342. this.animationGroups[0].dispose();
  29343. }
  29344. // Release lights
  29345. while (this.lights.length) {
  29346. this.lights[0].dispose();
  29347. }
  29348. // Release meshes
  29349. while (this.meshes.length) {
  29350. this.meshes[0].dispose(true);
  29351. }
  29352. while (this.transformNodes.length) {
  29353. this.removeTransformNode(this.transformNodes[0]);
  29354. }
  29355. // Release cameras
  29356. while (this.cameras.length) {
  29357. this.cameras[0].dispose();
  29358. }
  29359. // Release materials
  29360. if (this.defaultMaterial) {
  29361. this.defaultMaterial.dispose();
  29362. }
  29363. while (this.multiMaterials.length) {
  29364. this.multiMaterials[0].dispose();
  29365. }
  29366. while (this.materials.length) {
  29367. this.materials[0].dispose();
  29368. }
  29369. // Release particles
  29370. while (this.particleSystems.length) {
  29371. this.particleSystems[0].dispose();
  29372. }
  29373. // Release postProcesses
  29374. while (this.postProcesses.length) {
  29375. this.postProcesses[0].dispose();
  29376. }
  29377. // Release textures
  29378. while (this.textures.length) {
  29379. this.textures[0].dispose();
  29380. }
  29381. // Release UBO
  29382. this._sceneUbo.dispose();
  29383. if (this._alternateSceneUbo) {
  29384. this._alternateSceneUbo.dispose();
  29385. }
  29386. // Post-processes
  29387. this.postProcessManager.dispose();
  29388. // Remove from engine
  29389. index = this._engine.scenes.indexOf(this);
  29390. if (index > -1) {
  29391. this._engine.scenes.splice(index, 1);
  29392. }
  29393. this._engine.wipeCaches(true);
  29394. this._isDisposed = true;
  29395. };
  29396. Object.defineProperty(Scene.prototype, "isDisposed", {
  29397. /**
  29398. * Gets if the scene is already disposed
  29399. */
  29400. get: function () {
  29401. return this._isDisposed;
  29402. },
  29403. enumerable: true,
  29404. configurable: true
  29405. });
  29406. /**
  29407. * Call this function to reduce memory footprint of the scene.
  29408. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29409. */
  29410. Scene.prototype.clearCachedVertexData = function () {
  29411. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29412. var mesh = this.meshes[meshIndex];
  29413. var geometry = mesh.geometry;
  29414. if (geometry) {
  29415. geometry._indices = [];
  29416. for (var vbName in geometry._vertexBuffers) {
  29417. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29418. continue;
  29419. }
  29420. geometry._vertexBuffers[vbName]._buffer._data = null;
  29421. }
  29422. }
  29423. }
  29424. };
  29425. /**
  29426. * This function will remove the local cached buffer data from texture.
  29427. * It will save memory but will prevent the texture from being rebuilt
  29428. */
  29429. Scene.prototype.cleanCachedTextureBuffer = function () {
  29430. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29431. var baseTexture = _a[_i];
  29432. var buffer = baseTexture._buffer;
  29433. if (buffer) {
  29434. baseTexture._buffer = null;
  29435. }
  29436. }
  29437. };
  29438. /**
  29439. * Get the world extend vectors with an optional filter
  29440. *
  29441. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29442. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29443. */
  29444. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29445. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29446. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29447. filterPredicate = filterPredicate || (function () { return true; });
  29448. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29449. mesh.computeWorldMatrix(true);
  29450. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29451. return;
  29452. }
  29453. var boundingInfo = mesh.getBoundingInfo();
  29454. var minBox = boundingInfo.boundingBox.minimumWorld;
  29455. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29456. BABYLON.Tools.CheckExtends(minBox, min, max);
  29457. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29458. });
  29459. return {
  29460. min: min,
  29461. max: max
  29462. };
  29463. };
  29464. // Picking
  29465. /**
  29466. * Creates a ray that can be used to pick in the scene
  29467. * @param x defines the x coordinate of the origin (on-screen)
  29468. * @param y defines the y coordinate of the origin (on-screen)
  29469. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29470. * @param camera defines the camera to use for the picking
  29471. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29472. * @returns a Ray
  29473. */
  29474. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29475. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29476. var result = BABYLON.Ray.Zero();
  29477. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29478. return result;
  29479. };
  29480. /**
  29481. * Creates a ray that can be used to pick in the scene
  29482. * @param x defines the x coordinate of the origin (on-screen)
  29483. * @param y defines the y coordinate of the origin (on-screen)
  29484. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29485. * @param result defines the ray where to store the picking ray
  29486. * @param camera defines the camera to use for the picking
  29487. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29488. * @returns the current scene
  29489. */
  29490. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29491. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29492. var engine = this._engine;
  29493. if (!camera) {
  29494. if (!this.activeCamera) {
  29495. throw new Error("Active camera not set");
  29496. }
  29497. camera = this.activeCamera;
  29498. }
  29499. var cameraViewport = camera.viewport;
  29500. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29501. // Moving coordinates to local viewport world
  29502. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29503. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29504. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  29505. return this;
  29506. };
  29507. /**
  29508. * Creates a ray that can be used to pick in the scene
  29509. * @param x defines the x coordinate of the origin (on-screen)
  29510. * @param y defines the y coordinate of the origin (on-screen)
  29511. * @param camera defines the camera to use for the picking
  29512. * @returns a Ray
  29513. */
  29514. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29515. var result = BABYLON.Ray.Zero();
  29516. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29517. return result;
  29518. };
  29519. /**
  29520. * Creates a ray that can be used to pick in the scene
  29521. * @param x defines the x coordinate of the origin (on-screen)
  29522. * @param y defines the y coordinate of the origin (on-screen)
  29523. * @param result defines the ray where to store the picking ray
  29524. * @param camera defines the camera to use for the picking
  29525. * @returns the current scene
  29526. */
  29527. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29528. if (!BABYLON.PickingInfo) {
  29529. return this;
  29530. }
  29531. var engine = this._engine;
  29532. if (!camera) {
  29533. if (!this.activeCamera) {
  29534. throw new Error("Active camera not set");
  29535. }
  29536. camera = this.activeCamera;
  29537. }
  29538. var cameraViewport = camera.viewport;
  29539. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29540. var identity = BABYLON.Matrix.Identity();
  29541. // Moving coordinates to local viewport world
  29542. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29543. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29544. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29545. return this;
  29546. };
  29547. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29548. if (!BABYLON.PickingInfo) {
  29549. return null;
  29550. }
  29551. var pickingInfo = null;
  29552. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29553. var mesh = this.meshes[meshIndex];
  29554. if (predicate) {
  29555. if (!predicate(mesh)) {
  29556. continue;
  29557. }
  29558. }
  29559. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29560. continue;
  29561. }
  29562. var world = mesh.getWorldMatrix();
  29563. var ray = rayFunction(world);
  29564. var result = mesh.intersects(ray, fastCheck);
  29565. if (!result || !result.hit) {
  29566. continue;
  29567. }
  29568. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29569. continue;
  29570. }
  29571. pickingInfo = result;
  29572. if (fastCheck) {
  29573. break;
  29574. }
  29575. }
  29576. return pickingInfo || new BABYLON.PickingInfo();
  29577. };
  29578. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29579. if (!BABYLON.PickingInfo) {
  29580. return null;
  29581. }
  29582. var pickingInfos = new Array();
  29583. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29584. var mesh = this.meshes[meshIndex];
  29585. if (predicate) {
  29586. if (!predicate(mesh)) {
  29587. continue;
  29588. }
  29589. }
  29590. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29591. continue;
  29592. }
  29593. var world = mesh.getWorldMatrix();
  29594. var ray = rayFunction(world);
  29595. var result = mesh.intersects(ray, false);
  29596. if (!result || !result.hit) {
  29597. continue;
  29598. }
  29599. pickingInfos.push(result);
  29600. }
  29601. return pickingInfos;
  29602. };
  29603. /** Launch a ray to try to pick a mesh in the scene
  29604. * @param x position on screen
  29605. * @param y position on screen
  29606. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  29607. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29608. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29609. * @returns a PickingInfo
  29610. */
  29611. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29612. var _this = this;
  29613. if (!BABYLON.PickingInfo) {
  29614. return null;
  29615. }
  29616. var result = this._internalPick(function (world) {
  29617. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29618. return _this._tempPickingRay;
  29619. }, predicate, fastCheck);
  29620. if (result) {
  29621. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29622. }
  29623. return result;
  29624. };
  29625. /** Use the given ray to pick a mesh in the scene
  29626. * @param ray The ray to use to pick meshes
  29627. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  29628. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29629. * @returns a PickingInfo
  29630. */
  29631. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29632. var _this = this;
  29633. var result = this._internalPick(function (world) {
  29634. if (!_this._pickWithRayInverseMatrix) {
  29635. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29636. }
  29637. world.invertToRef(_this._pickWithRayInverseMatrix);
  29638. if (!_this._cachedRayForTransform) {
  29639. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29640. }
  29641. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29642. return _this._cachedRayForTransform;
  29643. }, predicate, fastCheck);
  29644. if (result) {
  29645. result.ray = ray;
  29646. }
  29647. return result;
  29648. };
  29649. /**
  29650. * Launch a ray to try to pick a mesh in the scene
  29651. * @param x X position on screen
  29652. * @param y Y position on screen
  29653. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  29654. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29655. * @returns an array of PickingInfo
  29656. */
  29657. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29658. var _this = this;
  29659. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29660. };
  29661. /**
  29662. * Launch a ray to try to pick a mesh in the scene
  29663. * @param ray Ray to use
  29664. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  29665. * @returns an array of PickingInfo
  29666. */
  29667. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29668. var _this = this;
  29669. return this._internalMultiPick(function (world) {
  29670. if (!_this._pickWithRayInverseMatrix) {
  29671. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29672. }
  29673. world.invertToRef(_this._pickWithRayInverseMatrix);
  29674. if (!_this._cachedRayForTransform) {
  29675. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29676. }
  29677. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29678. return _this._cachedRayForTransform;
  29679. }, predicate);
  29680. };
  29681. /**
  29682. * Force the value of meshUnderPointer
  29683. * @param mesh defines the mesh to use
  29684. */
  29685. Scene.prototype.setPointerOverMesh = function (mesh) {
  29686. if (this._pointerOverMesh === mesh) {
  29687. return;
  29688. }
  29689. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29690. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29691. }
  29692. this._pointerOverMesh = mesh;
  29693. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29694. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29695. }
  29696. };
  29697. /**
  29698. * Gets the mesh under the pointer
  29699. * @returns a Mesh or null if no mesh is under the pointer
  29700. */
  29701. Scene.prototype.getPointerOverMesh = function () {
  29702. return this._pointerOverMesh;
  29703. };
  29704. // Misc.
  29705. /** @hidden */
  29706. Scene.prototype._rebuildGeometries = function () {
  29707. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29708. var geometry = _a[_i];
  29709. geometry._rebuild();
  29710. }
  29711. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29712. var mesh = _c[_b];
  29713. mesh._rebuild();
  29714. }
  29715. if (this.postProcessManager) {
  29716. this.postProcessManager._rebuild();
  29717. }
  29718. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29719. var component = _e[_d];
  29720. component.rebuild();
  29721. }
  29722. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29723. var system = _g[_f];
  29724. system.rebuild();
  29725. }
  29726. };
  29727. /** @hidden */
  29728. Scene.prototype._rebuildTextures = function () {
  29729. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29730. var texture = _a[_i];
  29731. texture._rebuild();
  29732. }
  29733. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  29734. };
  29735. // Tags
  29736. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  29737. if (tagsQuery === undefined) {
  29738. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  29739. return list;
  29740. }
  29741. var listByTags = [];
  29742. forEach = forEach || (function (item) { return; });
  29743. for (var i in list) {
  29744. var item = list[i];
  29745. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  29746. listByTags.push(item);
  29747. forEach(item);
  29748. }
  29749. }
  29750. return listByTags;
  29751. };
  29752. /**
  29753. * Get a list of meshes by tags
  29754. * @param tagsQuery defines the tags query to use
  29755. * @param forEach defines a predicate used to filter results
  29756. * @returns an array of Mesh
  29757. */
  29758. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  29759. return this._getByTags(this.meshes, tagsQuery, forEach);
  29760. };
  29761. /**
  29762. * Get a list of cameras by tags
  29763. * @param tagsQuery defines the tags query to use
  29764. * @param forEach defines a predicate used to filter results
  29765. * @returns an array of Camera
  29766. */
  29767. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  29768. return this._getByTags(this.cameras, tagsQuery, forEach);
  29769. };
  29770. /**
  29771. * Get a list of lights by tags
  29772. * @param tagsQuery defines the tags query to use
  29773. * @param forEach defines a predicate used to filter results
  29774. * @returns an array of Light
  29775. */
  29776. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  29777. return this._getByTags(this.lights, tagsQuery, forEach);
  29778. };
  29779. /**
  29780. * Get a list of materials by tags
  29781. * @param tagsQuery defines the tags query to use
  29782. * @param forEach defines a predicate used to filter results
  29783. * @returns an array of Material
  29784. */
  29785. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  29786. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  29787. };
  29788. /**
  29789. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  29790. * This allowed control for front to back rendering or reversly depending of the special needs.
  29791. *
  29792. * @param renderingGroupId The rendering group id corresponding to its index
  29793. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  29794. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  29795. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  29796. */
  29797. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  29798. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  29799. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  29800. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  29801. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  29802. };
  29803. /**
  29804. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  29805. *
  29806. * @param renderingGroupId The rendering group id corresponding to its index
  29807. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  29808. * @param depth Automatically clears depth between groups if true and autoClear is true.
  29809. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  29810. */
  29811. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  29812. if (depth === void 0) { depth = true; }
  29813. if (stencil === void 0) { stencil = true; }
  29814. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  29815. };
  29816. /**
  29817. * Gets the current auto clear configuration for one rendering group of the rendering
  29818. * manager.
  29819. * @param index the rendering group index to get the information for
  29820. * @returns The auto clear setup for the requested rendering group
  29821. */
  29822. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  29823. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  29824. };
  29825. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  29826. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  29827. get: function () {
  29828. return this._blockMaterialDirtyMechanism;
  29829. },
  29830. set: function (value) {
  29831. if (this._blockMaterialDirtyMechanism === value) {
  29832. return;
  29833. }
  29834. this._blockMaterialDirtyMechanism = value;
  29835. if (!value) { // Do a complete update
  29836. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  29837. }
  29838. },
  29839. enumerable: true,
  29840. configurable: true
  29841. });
  29842. /**
  29843. * Will flag all materials as dirty to trigger new shader compilation
  29844. * @param flag defines the flag used to specify which material part must be marked as dirty
  29845. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  29846. */
  29847. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  29848. if (this._blockMaterialDirtyMechanism) {
  29849. return;
  29850. }
  29851. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  29852. var material = _a[_i];
  29853. if (predicate && !predicate(material)) {
  29854. continue;
  29855. }
  29856. material.markAsDirty(flag);
  29857. }
  29858. };
  29859. /** @hidden */
  29860. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  29861. var _this = this;
  29862. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  29863. this._activeRequests.push(request);
  29864. request.onCompleteObservable.add(function (request) {
  29865. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  29866. });
  29867. return request;
  29868. };
  29869. /** @hidden */
  29870. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  29871. var _this = this;
  29872. return new Promise(function (resolve, reject) {
  29873. _this._loadFile(url, function (data) {
  29874. resolve(data);
  29875. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  29876. reject(exception);
  29877. });
  29878. });
  29879. };
  29880. // Statics
  29881. Scene._uniqueIdCounter = 0;
  29882. /** The fog is deactivated */
  29883. Scene.FOGMODE_NONE = 0;
  29884. /** The fog density is following an exponential function */
  29885. Scene.FOGMODE_EXP = 1;
  29886. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  29887. Scene.FOGMODE_EXP2 = 2;
  29888. /** The fog density is following a linear function. */
  29889. Scene.FOGMODE_LINEAR = 3;
  29890. /**
  29891. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  29892. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29893. */
  29894. Scene.MinDeltaTime = 1.0;
  29895. /**
  29896. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  29897. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29898. */
  29899. Scene.MaxDeltaTime = 1000.0;
  29900. /** The distance in pixel that you have to move to prevent some events */
  29901. Scene.DragMovementThreshold = 10; // in pixels
  29902. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  29903. Scene.LongPressDelay = 500; // in milliseconds
  29904. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  29905. Scene.DoubleClickDelay = 300; // in milliseconds
  29906. /** If you need to check double click without raising a single click at first click, enable this flag */
  29907. Scene.ExclusiveDoubleClickMode = false;
  29908. return Scene;
  29909. }(BABYLON.AbstractScene));
  29910. BABYLON.Scene = Scene;
  29911. })(BABYLON || (BABYLON = {}));
  29912. //# sourceMappingURL=babylon.scene.js.map
  29913. var BABYLON;
  29914. (function (BABYLON) {
  29915. /**
  29916. * Set of assets to keep when moving a scene into an asset container.
  29917. */
  29918. var KeepAssets = /** @class */ (function (_super) {
  29919. __extends(KeepAssets, _super);
  29920. function KeepAssets() {
  29921. return _super !== null && _super.apply(this, arguments) || this;
  29922. }
  29923. return KeepAssets;
  29924. }(BABYLON.AbstractScene));
  29925. BABYLON.KeepAssets = KeepAssets;
  29926. /**
  29927. * Container with a set of assets that can be added or removed from a scene.
  29928. */
  29929. var AssetContainer = /** @class */ (function (_super) {
  29930. __extends(AssetContainer, _super);
  29931. /**
  29932. * Instantiates an AssetContainer.
  29933. * @param scene The scene the AssetContainer belongs to.
  29934. */
  29935. function AssetContainer(scene) {
  29936. var _this = _super.call(this) || this;
  29937. _this.scene = scene;
  29938. return _this;
  29939. }
  29940. /**
  29941. * Adds all the assets from the container to the scene.
  29942. */
  29943. AssetContainer.prototype.addAllToScene = function () {
  29944. var _this = this;
  29945. this.cameras.forEach(function (o) {
  29946. _this.scene.addCamera(o);
  29947. });
  29948. this.lights.forEach(function (o) {
  29949. _this.scene.addLight(o);
  29950. });
  29951. this.meshes.forEach(function (o) {
  29952. _this.scene.addMesh(o);
  29953. });
  29954. this.skeletons.forEach(function (o) {
  29955. _this.scene.addSkeleton(o);
  29956. });
  29957. this.animations.forEach(function (o) {
  29958. _this.scene.addAnimation(o);
  29959. });
  29960. this.animationGroups.forEach(function (o) {
  29961. _this.scene.addAnimationGroup(o);
  29962. });
  29963. this.multiMaterials.forEach(function (o) {
  29964. _this.scene.addMultiMaterial(o);
  29965. });
  29966. this.materials.forEach(function (o) {
  29967. _this.scene.addMaterial(o);
  29968. });
  29969. this.morphTargetManagers.forEach(function (o) {
  29970. _this.scene.addMorphTargetManager(o);
  29971. });
  29972. this.geometries.forEach(function (o) {
  29973. _this.scene.addGeometry(o);
  29974. });
  29975. this.transformNodes.forEach(function (o) {
  29976. _this.scene.addTransformNode(o);
  29977. });
  29978. this.actionManagers.forEach(function (o) {
  29979. _this.scene.addActionManager(o);
  29980. });
  29981. this.textures.forEach(function (o) {
  29982. _this.scene.addTexture(o);
  29983. });
  29984. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  29985. var component = _a[_i];
  29986. component.addFromContainer(this.scene);
  29987. }
  29988. };
  29989. /**
  29990. * Removes all the assets in the container from the scene
  29991. */
  29992. AssetContainer.prototype.removeAllFromScene = function () {
  29993. var _this = this;
  29994. this.cameras.forEach(function (o) {
  29995. _this.scene.removeCamera(o);
  29996. });
  29997. this.lights.forEach(function (o) {
  29998. _this.scene.removeLight(o);
  29999. });
  30000. this.meshes.forEach(function (o) {
  30001. _this.scene.removeMesh(o);
  30002. });
  30003. this.skeletons.forEach(function (o) {
  30004. _this.scene.removeSkeleton(o);
  30005. });
  30006. this.animations.forEach(function (o) {
  30007. _this.scene.removeAnimation(o);
  30008. });
  30009. this.animationGroups.forEach(function (o) {
  30010. _this.scene.removeAnimationGroup(o);
  30011. });
  30012. this.multiMaterials.forEach(function (o) {
  30013. _this.scene.removeMultiMaterial(o);
  30014. });
  30015. this.materials.forEach(function (o) {
  30016. _this.scene.removeMaterial(o);
  30017. });
  30018. this.morphTargetManagers.forEach(function (o) {
  30019. _this.scene.removeMorphTargetManager(o);
  30020. });
  30021. this.geometries.forEach(function (o) {
  30022. _this.scene.removeGeometry(o);
  30023. });
  30024. this.transformNodes.forEach(function (o) {
  30025. _this.scene.removeTransformNode(o);
  30026. });
  30027. this.actionManagers.forEach(function (o) {
  30028. _this.scene.removeActionManager(o);
  30029. });
  30030. this.textures.forEach(function (o) {
  30031. _this.scene.removeTexture(o);
  30032. });
  30033. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30034. var component = _a[_i];
  30035. component.removeFromContainer(this.scene);
  30036. }
  30037. };
  30038. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30039. if (!sourceAssets) {
  30040. return;
  30041. }
  30042. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30043. var asset = sourceAssets_1[_i];
  30044. var move = true;
  30045. if (keepAssets) {
  30046. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30047. var keepAsset = keepAssets_1[_a];
  30048. if (asset === keepAsset) {
  30049. move = false;
  30050. break;
  30051. }
  30052. }
  30053. }
  30054. if (move) {
  30055. targetAssets.push(asset);
  30056. }
  30057. }
  30058. };
  30059. /**
  30060. * Removes all the assets contained in the scene and adds them to the container.
  30061. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30062. */
  30063. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30064. if (keepAssets === undefined) {
  30065. keepAssets = new KeepAssets();
  30066. }
  30067. for (var key in this) {
  30068. if (this.hasOwnProperty(key)) {
  30069. this[key] = this[key] || [];
  30070. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30071. }
  30072. }
  30073. this.removeAllFromScene();
  30074. };
  30075. /**
  30076. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  30077. * @returns the root mesh
  30078. */
  30079. AssetContainer.prototype.createRootMesh = function () {
  30080. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30081. this.meshes.forEach(function (m) {
  30082. if (!m.parent) {
  30083. rootMesh.addChild(m);
  30084. }
  30085. });
  30086. this.meshes.unshift(rootMesh);
  30087. return rootMesh;
  30088. };
  30089. return AssetContainer;
  30090. }(BABYLON.AbstractScene));
  30091. BABYLON.AssetContainer = AssetContainer;
  30092. })(BABYLON || (BABYLON = {}));
  30093. //# sourceMappingURL=babylon.assetContainer.js.map
  30094. var BABYLON;
  30095. (function (BABYLON) {
  30096. /**
  30097. * Class used to store data that will be store in GPU memory
  30098. */
  30099. var Buffer = /** @class */ (function () {
  30100. /**
  30101. * Constructor
  30102. * @param engine the engine
  30103. * @param data the data to use for this buffer
  30104. * @param updatable whether the data is updatable
  30105. * @param stride the stride (optional)
  30106. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30107. * @param instanced whether the buffer is instanced (optional)
  30108. * @param useBytes set to true if the stride in in bytes (optional)
  30109. */
  30110. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30111. if (stride === void 0) { stride = 0; }
  30112. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30113. if (instanced === void 0) { instanced = false; }
  30114. if (useBytes === void 0) { useBytes = false; }
  30115. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30116. this._engine = engine.getScene().getEngine();
  30117. }
  30118. else {
  30119. this._engine = engine;
  30120. }
  30121. this._updatable = updatable;
  30122. this._instanced = instanced;
  30123. this._data = data;
  30124. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30125. if (!postponeInternalCreation) { // by default
  30126. this.create();
  30127. }
  30128. }
  30129. /**
  30130. * Create a new VertexBuffer based on the current buffer
  30131. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30132. * @param offset defines offset in the buffer (0 by default)
  30133. * @param size defines the size in floats of attributes (position is 3 for instance)
  30134. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30135. * @param instanced defines if the vertex buffer contains indexed data
  30136. * @param useBytes defines if the offset and stride are in bytes
  30137. * @returns the new vertex buffer
  30138. */
  30139. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30140. if (useBytes === void 0) { useBytes = false; }
  30141. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30142. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30143. // a lot of these parameters are ignored as they are overriden by the buffer
  30144. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30145. };
  30146. // Properties
  30147. /**
  30148. * Gets a boolean indicating if the Buffer is updatable?
  30149. * @returns true if the buffer is updatable
  30150. */
  30151. Buffer.prototype.isUpdatable = function () {
  30152. return this._updatable;
  30153. };
  30154. /**
  30155. * Gets current buffer's data
  30156. * @returns a DataArray or null
  30157. */
  30158. Buffer.prototype.getData = function () {
  30159. return this._data;
  30160. };
  30161. /**
  30162. * Gets underlying native buffer
  30163. * @returns underlying native buffer
  30164. */
  30165. Buffer.prototype.getBuffer = function () {
  30166. return this._buffer;
  30167. };
  30168. /**
  30169. * Gets the stride in float32 units (i.e. byte stride / 4).
  30170. * May not be an integer if the byte stride is not divisible by 4.
  30171. * DEPRECATED. Use byteStride instead.
  30172. * @returns the stride in float32 units
  30173. */
  30174. Buffer.prototype.getStrideSize = function () {
  30175. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30176. };
  30177. // Methods
  30178. /**
  30179. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30180. * @param data defines the data to store
  30181. */
  30182. Buffer.prototype.create = function (data) {
  30183. if (data === void 0) { data = null; }
  30184. if (!data && this._buffer) {
  30185. return; // nothing to do
  30186. }
  30187. data = data || this._data;
  30188. if (!data) {
  30189. return;
  30190. }
  30191. if (!this._buffer) { // create buffer
  30192. if (this._updatable) {
  30193. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30194. this._data = data;
  30195. }
  30196. else {
  30197. this._buffer = this._engine.createVertexBuffer(data);
  30198. }
  30199. }
  30200. else if (this._updatable) { // update buffer
  30201. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30202. this._data = data;
  30203. }
  30204. };
  30205. /** @hidden */
  30206. Buffer.prototype._rebuild = function () {
  30207. this._buffer = null;
  30208. this.create(this._data);
  30209. };
  30210. /**
  30211. * Update current buffer data
  30212. * @param data defines the data to store
  30213. */
  30214. Buffer.prototype.update = function (data) {
  30215. this.create(data);
  30216. };
  30217. /**
  30218. * Updates the data directly.
  30219. * @param data the new data
  30220. * @param offset the new offset
  30221. * @param vertexCount the vertex count (optional)
  30222. * @param useBytes set to true if the offset is in bytes
  30223. */
  30224. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30225. if (useBytes === void 0) { useBytes = false; }
  30226. if (!this._buffer) {
  30227. return;
  30228. }
  30229. if (this._updatable) { // update buffer
  30230. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30231. this._data = null;
  30232. }
  30233. };
  30234. /**
  30235. * Release all resources
  30236. */
  30237. Buffer.prototype.dispose = function () {
  30238. if (!this._buffer) {
  30239. return;
  30240. }
  30241. if (this._engine._releaseBuffer(this._buffer)) {
  30242. this._buffer = null;
  30243. }
  30244. };
  30245. return Buffer;
  30246. }());
  30247. BABYLON.Buffer = Buffer;
  30248. })(BABYLON || (BABYLON = {}));
  30249. //# sourceMappingURL=babylon.buffer.js.map
  30250. var BABYLON;
  30251. (function (BABYLON) {
  30252. /**
  30253. * Specialized buffer used to store vertex data
  30254. */
  30255. var VertexBuffer = /** @class */ (function () {
  30256. /**
  30257. * Constructor
  30258. * @param engine the engine
  30259. * @param data the data to use for this vertex buffer
  30260. * @param kind the vertex buffer kind
  30261. * @param updatable whether the data is updatable
  30262. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30263. * @param stride the stride (optional)
  30264. * @param instanced whether the buffer is instanced (optional)
  30265. * @param offset the offset of the data (optional)
  30266. * @param size the number of components (optional)
  30267. * @param type the type of the component (optional)
  30268. * @param normalized whether the data contains normalized data (optional)
  30269. * @param useBytes set to true if stride and offset are in bytes (optional)
  30270. */
  30271. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30272. if (normalized === void 0) { normalized = false; }
  30273. if (useBytes === void 0) { useBytes = false; }
  30274. if (data instanceof BABYLON.Buffer) {
  30275. this._buffer = data;
  30276. this._ownsBuffer = false;
  30277. }
  30278. else {
  30279. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30280. this._ownsBuffer = true;
  30281. }
  30282. this._kind = kind;
  30283. if (type == undefined) {
  30284. var data_1 = this.getData();
  30285. this.type = VertexBuffer.FLOAT;
  30286. if (data_1 instanceof Int8Array) {
  30287. this.type = VertexBuffer.BYTE;
  30288. }
  30289. else if (data_1 instanceof Uint8Array) {
  30290. this.type = VertexBuffer.UNSIGNED_BYTE;
  30291. }
  30292. else if (data_1 instanceof Int16Array) {
  30293. this.type = VertexBuffer.SHORT;
  30294. }
  30295. else if (data_1 instanceof Uint16Array) {
  30296. this.type = VertexBuffer.UNSIGNED_SHORT;
  30297. }
  30298. else if (data_1 instanceof Int32Array) {
  30299. this.type = VertexBuffer.INT;
  30300. }
  30301. else if (data_1 instanceof Uint32Array) {
  30302. this.type = VertexBuffer.UNSIGNED_INT;
  30303. }
  30304. }
  30305. else {
  30306. this.type = type;
  30307. }
  30308. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30309. if (useBytes) {
  30310. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30311. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30312. this.byteOffset = offset || 0;
  30313. }
  30314. else {
  30315. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30316. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30317. this.byteOffset = (offset || 0) * typeByteLength;
  30318. }
  30319. this.normalized = normalized;
  30320. this._instanced = instanced !== undefined ? instanced : false;
  30321. this._instanceDivisor = instanced ? 1 : 0;
  30322. }
  30323. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30324. /**
  30325. * Gets or sets the instance divisor when in instanced mode
  30326. */
  30327. get: function () {
  30328. return this._instanceDivisor;
  30329. },
  30330. set: function (value) {
  30331. this._instanceDivisor = value;
  30332. if (value == 0) {
  30333. this._instanced = false;
  30334. }
  30335. else {
  30336. this._instanced = true;
  30337. }
  30338. },
  30339. enumerable: true,
  30340. configurable: true
  30341. });
  30342. /** @hidden */
  30343. VertexBuffer.prototype._rebuild = function () {
  30344. if (!this._buffer) {
  30345. return;
  30346. }
  30347. this._buffer._rebuild();
  30348. };
  30349. /**
  30350. * Returns the kind of the VertexBuffer (string)
  30351. * @returns a string
  30352. */
  30353. VertexBuffer.prototype.getKind = function () {
  30354. return this._kind;
  30355. };
  30356. // Properties
  30357. /**
  30358. * Gets a boolean indicating if the VertexBuffer is updatable?
  30359. * @returns true if the buffer is updatable
  30360. */
  30361. VertexBuffer.prototype.isUpdatable = function () {
  30362. return this._buffer.isUpdatable();
  30363. };
  30364. /**
  30365. * Gets current buffer's data
  30366. * @returns a DataArray or null
  30367. */
  30368. VertexBuffer.prototype.getData = function () {
  30369. return this._buffer.getData();
  30370. };
  30371. /**
  30372. * Gets underlying native buffer
  30373. * @returns underlying native buffer
  30374. */
  30375. VertexBuffer.prototype.getBuffer = function () {
  30376. return this._buffer.getBuffer();
  30377. };
  30378. /**
  30379. * Gets the stride in float32 units (i.e. byte stride / 4).
  30380. * May not be an integer if the byte stride is not divisible by 4.
  30381. * DEPRECATED. Use byteStride instead.
  30382. * @returns the stride in float32 units
  30383. */
  30384. VertexBuffer.prototype.getStrideSize = function () {
  30385. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30386. };
  30387. /**
  30388. * Returns the offset as a multiple of the type byte length.
  30389. * DEPRECATED. Use byteOffset instead.
  30390. * @returns the offset in bytes
  30391. */
  30392. VertexBuffer.prototype.getOffset = function () {
  30393. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30394. };
  30395. /**
  30396. * Returns the number of components per vertex attribute (integer)
  30397. * @returns the size in float
  30398. */
  30399. VertexBuffer.prototype.getSize = function () {
  30400. return this._size;
  30401. };
  30402. /**
  30403. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30404. * @returns true if this buffer is instanced
  30405. */
  30406. VertexBuffer.prototype.getIsInstanced = function () {
  30407. return this._instanced;
  30408. };
  30409. /**
  30410. * Returns the instancing divisor, zero for non-instanced (integer).
  30411. * @returns a number
  30412. */
  30413. VertexBuffer.prototype.getInstanceDivisor = function () {
  30414. return this._instanceDivisor;
  30415. };
  30416. // Methods
  30417. /**
  30418. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30419. * @param data defines the data to store
  30420. */
  30421. VertexBuffer.prototype.create = function (data) {
  30422. this._buffer.create(data);
  30423. };
  30424. /**
  30425. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30426. * This function will create a new buffer if the current one is not updatable
  30427. * @param data defines the data to store
  30428. */
  30429. VertexBuffer.prototype.update = function (data) {
  30430. this._buffer.update(data);
  30431. };
  30432. /**
  30433. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30434. * Returns the directly updated WebGLBuffer.
  30435. * @param data the new data
  30436. * @param offset the new offset
  30437. * @param useBytes set to true if the offset is in bytes
  30438. */
  30439. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30440. if (useBytes === void 0) { useBytes = false; }
  30441. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30442. };
  30443. /**
  30444. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30445. */
  30446. VertexBuffer.prototype.dispose = function () {
  30447. if (this._ownsBuffer) {
  30448. this._buffer.dispose();
  30449. }
  30450. };
  30451. /**
  30452. * Enumerates each value of this vertex buffer as numbers.
  30453. * @param count the number of values to enumerate
  30454. * @param callback the callback function called for each value
  30455. */
  30456. VertexBuffer.prototype.forEach = function (count, callback) {
  30457. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30458. };
  30459. /**
  30460. * Deduces the stride given a kind.
  30461. * @param kind The kind string to deduce
  30462. * @returns The deduced stride
  30463. */
  30464. VertexBuffer.DeduceStride = function (kind) {
  30465. switch (kind) {
  30466. case VertexBuffer.UVKind:
  30467. case VertexBuffer.UV2Kind:
  30468. case VertexBuffer.UV3Kind:
  30469. case VertexBuffer.UV4Kind:
  30470. case VertexBuffer.UV5Kind:
  30471. case VertexBuffer.UV6Kind:
  30472. return 2;
  30473. case VertexBuffer.NormalKind:
  30474. case VertexBuffer.PositionKind:
  30475. return 3;
  30476. case VertexBuffer.ColorKind:
  30477. case VertexBuffer.MatricesIndicesKind:
  30478. case VertexBuffer.MatricesIndicesExtraKind:
  30479. case VertexBuffer.MatricesWeightsKind:
  30480. case VertexBuffer.MatricesWeightsExtraKind:
  30481. case VertexBuffer.TangentKind:
  30482. return 4;
  30483. default:
  30484. throw new Error("Invalid kind '" + kind + "'");
  30485. }
  30486. };
  30487. /**
  30488. * Gets the byte length of the given type.
  30489. * @param type the type
  30490. * @returns the number of bytes
  30491. */
  30492. VertexBuffer.GetTypeByteLength = function (type) {
  30493. switch (type) {
  30494. case VertexBuffer.BYTE:
  30495. case VertexBuffer.UNSIGNED_BYTE:
  30496. return 1;
  30497. case VertexBuffer.SHORT:
  30498. case VertexBuffer.UNSIGNED_SHORT:
  30499. return 2;
  30500. case VertexBuffer.INT:
  30501. case VertexBuffer.FLOAT:
  30502. return 4;
  30503. default:
  30504. throw new Error("Invalid type '" + type + "'");
  30505. }
  30506. };
  30507. /**
  30508. * Enumerates each value of the given parameters as numbers.
  30509. * @param data the data to enumerate
  30510. * @param byteOffset the byte offset of the data
  30511. * @param byteStride the byte stride of the data
  30512. * @param componentCount the number of components per element
  30513. * @param componentType the type of the component
  30514. * @param count the total number of components
  30515. * @param normalized whether the data is normalized
  30516. * @param callback the callback function called for each value
  30517. */
  30518. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30519. if (data instanceof Array) {
  30520. var offset = byteOffset / 4;
  30521. var stride = byteStride / 4;
  30522. for (var index = 0; index < count; index += componentCount) {
  30523. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30524. callback(data[offset + componentIndex], index + componentIndex);
  30525. }
  30526. offset += stride;
  30527. }
  30528. }
  30529. else {
  30530. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30531. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30532. for (var index = 0; index < count; index += componentCount) {
  30533. var componentByteOffset = byteOffset;
  30534. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30535. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30536. callback(value, index + componentIndex);
  30537. componentByteOffset += componentByteLength;
  30538. }
  30539. byteOffset += byteStride;
  30540. }
  30541. }
  30542. };
  30543. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30544. switch (type) {
  30545. case VertexBuffer.BYTE: {
  30546. var value = dataView.getInt8(byteOffset);
  30547. if (normalized) {
  30548. value = Math.max(value / 127, -1);
  30549. }
  30550. return value;
  30551. }
  30552. case VertexBuffer.UNSIGNED_BYTE: {
  30553. var value = dataView.getUint8(byteOffset);
  30554. if (normalized) {
  30555. value = value / 255;
  30556. }
  30557. return value;
  30558. }
  30559. case VertexBuffer.SHORT: {
  30560. var value = dataView.getInt16(byteOffset, true);
  30561. if (normalized) {
  30562. value = Math.max(value / 16383, -1);
  30563. }
  30564. return value;
  30565. }
  30566. case VertexBuffer.UNSIGNED_SHORT: {
  30567. var value = dataView.getUint16(byteOffset, true);
  30568. if (normalized) {
  30569. value = value / 65535;
  30570. }
  30571. return value;
  30572. }
  30573. case VertexBuffer.FLOAT: {
  30574. return dataView.getFloat32(byteOffset, true);
  30575. }
  30576. default: {
  30577. throw new Error("Invalid component type " + type);
  30578. }
  30579. }
  30580. };
  30581. /**
  30582. * The byte type.
  30583. */
  30584. VertexBuffer.BYTE = 5120;
  30585. /**
  30586. * The unsigned byte type.
  30587. */
  30588. VertexBuffer.UNSIGNED_BYTE = 5121;
  30589. /**
  30590. * The short type.
  30591. */
  30592. VertexBuffer.SHORT = 5122;
  30593. /**
  30594. * The unsigned short type.
  30595. */
  30596. VertexBuffer.UNSIGNED_SHORT = 5123;
  30597. /**
  30598. * The integer type.
  30599. */
  30600. VertexBuffer.INT = 5124;
  30601. /**
  30602. * The unsigned integer type.
  30603. */
  30604. VertexBuffer.UNSIGNED_INT = 5125;
  30605. /**
  30606. * The float type.
  30607. */
  30608. VertexBuffer.FLOAT = 5126;
  30609. // Enums
  30610. /**
  30611. * Positions
  30612. */
  30613. VertexBuffer.PositionKind = "position";
  30614. /**
  30615. * Normals
  30616. */
  30617. VertexBuffer.NormalKind = "normal";
  30618. /**
  30619. * Tangents
  30620. */
  30621. VertexBuffer.TangentKind = "tangent";
  30622. /**
  30623. * Texture coordinates
  30624. */
  30625. VertexBuffer.UVKind = "uv";
  30626. /**
  30627. * Texture coordinates 2
  30628. */
  30629. VertexBuffer.UV2Kind = "uv2";
  30630. /**
  30631. * Texture coordinates 3
  30632. */
  30633. VertexBuffer.UV3Kind = "uv3";
  30634. /**
  30635. * Texture coordinates 4
  30636. */
  30637. VertexBuffer.UV4Kind = "uv4";
  30638. /**
  30639. * Texture coordinates 5
  30640. */
  30641. VertexBuffer.UV5Kind = "uv5";
  30642. /**
  30643. * Texture coordinates 6
  30644. */
  30645. VertexBuffer.UV6Kind = "uv6";
  30646. /**
  30647. * Colors
  30648. */
  30649. VertexBuffer.ColorKind = "color";
  30650. /**
  30651. * Matrix indices (for bones)
  30652. */
  30653. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30654. /**
  30655. * Matrix weights (for bones)
  30656. */
  30657. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30658. /**
  30659. * Additional matrix indices (for bones)
  30660. */
  30661. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30662. /**
  30663. * Additional matrix weights (for bones)
  30664. */
  30665. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30666. return VertexBuffer;
  30667. }());
  30668. BABYLON.VertexBuffer = VertexBuffer;
  30669. })(BABYLON || (BABYLON = {}));
  30670. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30671. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30672. var BABYLON;
  30673. (function (BABYLON) {
  30674. /**
  30675. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30676. */
  30677. var DummyInternalTextureTracker = /** @class */ (function () {
  30678. function DummyInternalTextureTracker() {
  30679. /**
  30680. * Gets or set the previous tracker in the list
  30681. */
  30682. this.previous = null;
  30683. /**
  30684. * Gets or set the next tracker in the list
  30685. */
  30686. this.next = null;
  30687. }
  30688. return DummyInternalTextureTracker;
  30689. }());
  30690. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30691. })(BABYLON || (BABYLON = {}));
  30692. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30693. var BABYLON;
  30694. (function (BABYLON) {
  30695. /**
  30696. * Class used to store data associated with WebGL texture data for the engine
  30697. * This class should not be used directly
  30698. */
  30699. var InternalTexture = /** @class */ (function () {
  30700. /**
  30701. * Creates a new InternalTexture
  30702. * @param engine defines the engine to use
  30703. * @param dataSource defines the type of data that will be used
  30704. */
  30705. function InternalTexture(engine, dataSource) {
  30706. /**
  30707. * Observable called when the texture is loaded
  30708. */
  30709. this.onLoadedObservable = new BABYLON.Observable();
  30710. /**
  30711. * Gets or set the previous tracker in the list
  30712. */
  30713. this.previous = null;
  30714. /**
  30715. * Gets or set the next tracker in the list
  30716. */
  30717. this.next = null;
  30718. // Private
  30719. /** @hidden */
  30720. this._initialSlot = -1;
  30721. /** @hidden */
  30722. this._designatedSlot = -1;
  30723. /** @hidden */
  30724. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30725. /** @hidden */
  30726. this._comparisonFunction = 0;
  30727. /** @hidden */
  30728. this._sphericalPolynomial = null;
  30729. /** @hidden */
  30730. this._lodGenerationScale = 0;
  30731. /** @hidden */
  30732. this._lodGenerationOffset = 0;
  30733. /** @hidden */
  30734. this._isRGBD = false;
  30735. /** @hidden */
  30736. this._references = 1;
  30737. this._engine = engine;
  30738. this._dataSource = dataSource;
  30739. this._webGLTexture = engine._createTexture();
  30740. }
  30741. /**
  30742. * Gets the Engine the texture belongs to.
  30743. * @returns The babylon engine
  30744. */
  30745. InternalTexture.prototype.getEngine = function () {
  30746. return this._engine;
  30747. };
  30748. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  30749. /**
  30750. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  30751. */
  30752. get: function () {
  30753. return this._dataSource;
  30754. },
  30755. enumerable: true,
  30756. configurable: true
  30757. });
  30758. /**
  30759. * Increments the number of references (ie. the number of Texture that point to it)
  30760. */
  30761. InternalTexture.prototype.incrementReferences = function () {
  30762. this._references++;
  30763. };
  30764. /**
  30765. * Change the size of the texture (not the size of the content)
  30766. * @param width defines the new width
  30767. * @param height defines the new height
  30768. * @param depth defines the new depth (1 by default)
  30769. */
  30770. InternalTexture.prototype.updateSize = function (width, height, depth) {
  30771. if (depth === void 0) { depth = 1; }
  30772. this.width = width;
  30773. this.height = height;
  30774. this.depth = depth;
  30775. this.baseWidth = width;
  30776. this.baseHeight = height;
  30777. this.baseDepth = depth;
  30778. this._size = width * height * depth;
  30779. };
  30780. /** @hidden */
  30781. InternalTexture.prototype._rebuild = function () {
  30782. var _this = this;
  30783. var proxy;
  30784. this.isReady = false;
  30785. this._cachedCoordinatesMode = null;
  30786. this._cachedWrapU = null;
  30787. this._cachedWrapV = null;
  30788. this._cachedAnisotropicFilteringLevel = null;
  30789. switch (this._dataSource) {
  30790. case InternalTexture.DATASOURCE_TEMP:
  30791. return;
  30792. case InternalTexture.DATASOURCE_URL:
  30793. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  30794. _this.isReady = true;
  30795. }, null, this._buffer, undefined, this.format);
  30796. proxy._swapAndDie(this);
  30797. return;
  30798. case InternalTexture.DATASOURCE_RAW:
  30799. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30800. proxy._swapAndDie(this);
  30801. this.isReady = true;
  30802. return;
  30803. case InternalTexture.DATASOURCE_RAW3D:
  30804. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30805. proxy._swapAndDie(this);
  30806. this.isReady = true;
  30807. return;
  30808. case InternalTexture.DATASOURCE_DYNAMIC:
  30809. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  30810. proxy._swapAndDie(this);
  30811. // The engine will make sure to update content so no need to flag it as isReady = true
  30812. return;
  30813. case InternalTexture.DATASOURCE_RENDERTARGET:
  30814. var options = new BABYLON.RenderTargetCreationOptions();
  30815. options.generateDepthBuffer = this._generateDepthBuffer;
  30816. options.generateMipMaps = this.generateMipMaps;
  30817. options.generateStencilBuffer = this._generateStencilBuffer;
  30818. options.samplingMode = this.samplingMode;
  30819. options.type = this.type;
  30820. if (this.isCube) {
  30821. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  30822. }
  30823. else {
  30824. var size = {
  30825. width: this.width,
  30826. height: this.height
  30827. };
  30828. proxy = this._engine.createRenderTargetTexture(size, options);
  30829. }
  30830. proxy._swapAndDie(this);
  30831. this.isReady = true;
  30832. return;
  30833. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  30834. var depthTextureOptions = {
  30835. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  30836. comparisonFunction: this._comparisonFunction,
  30837. generateStencil: this._generateStencilBuffer,
  30838. isCube: this.isCube
  30839. };
  30840. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  30841. proxy._swapAndDie(this);
  30842. this.isReady = true;
  30843. return;
  30844. case InternalTexture.DATASOURCE_CUBE:
  30845. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  30846. _this.isReady = true;
  30847. }, null, this.format, this._extension);
  30848. proxy._swapAndDie(this);
  30849. return;
  30850. case InternalTexture.DATASOURCE_CUBERAW:
  30851. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30852. proxy._swapAndDie(this);
  30853. this.isReady = true;
  30854. return;
  30855. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  30856. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30857. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  30858. _this.isReady = true;
  30859. });
  30860. proxy._swapAndDie(this);
  30861. return;
  30862. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  30863. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  30864. if (proxy) {
  30865. proxy._swapAndDie(_this);
  30866. }
  30867. _this.isReady = true;
  30868. }, null, this.format, this._extension);
  30869. proxy._sphericalPolynomial = this._sphericalPolynomial;
  30870. return;
  30871. }
  30872. };
  30873. /** @hidden */
  30874. InternalTexture.prototype._swapAndDie = function (target) {
  30875. target._webGLTexture = this._webGLTexture;
  30876. if (this._framebuffer) {
  30877. target._framebuffer = this._framebuffer;
  30878. }
  30879. if (this._depthStencilBuffer) {
  30880. target._depthStencilBuffer = this._depthStencilBuffer;
  30881. }
  30882. if (this._lodTextureHigh) {
  30883. if (target._lodTextureHigh) {
  30884. target._lodTextureHigh.dispose();
  30885. }
  30886. target._lodTextureHigh = this._lodTextureHigh;
  30887. }
  30888. if (this._lodTextureMid) {
  30889. if (target._lodTextureMid) {
  30890. target._lodTextureMid.dispose();
  30891. }
  30892. target._lodTextureMid = this._lodTextureMid;
  30893. }
  30894. if (this._lodTextureLow) {
  30895. if (target._lodTextureLow) {
  30896. target._lodTextureLow.dispose();
  30897. }
  30898. target._lodTextureLow = this._lodTextureLow;
  30899. }
  30900. var cache = this._engine.getLoadedTexturesCache();
  30901. var index = cache.indexOf(this);
  30902. if (index !== -1) {
  30903. cache.splice(index, 1);
  30904. }
  30905. };
  30906. /**
  30907. * Dispose the current allocated resources
  30908. */
  30909. InternalTexture.prototype.dispose = function () {
  30910. if (!this._webGLTexture) {
  30911. return;
  30912. }
  30913. this._references--;
  30914. if (this._references === 0) {
  30915. this._engine._releaseTexture(this);
  30916. this._webGLTexture = null;
  30917. this.previous = null;
  30918. this.next = null;
  30919. }
  30920. };
  30921. /**
  30922. * The source of the texture data is unknown
  30923. */
  30924. InternalTexture.DATASOURCE_UNKNOWN = 0;
  30925. /**
  30926. * Texture data comes from an URL
  30927. */
  30928. InternalTexture.DATASOURCE_URL = 1;
  30929. /**
  30930. * Texture data is only used for temporary storage
  30931. */
  30932. InternalTexture.DATASOURCE_TEMP = 2;
  30933. /**
  30934. * Texture data comes from raw data (ArrayBuffer)
  30935. */
  30936. InternalTexture.DATASOURCE_RAW = 3;
  30937. /**
  30938. * Texture content is dynamic (video or dynamic texture)
  30939. */
  30940. InternalTexture.DATASOURCE_DYNAMIC = 4;
  30941. /**
  30942. * Texture content is generated by rendering to it
  30943. */
  30944. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  30945. /**
  30946. * Texture content is part of a multi render target process
  30947. */
  30948. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  30949. /**
  30950. * Texture data comes from a cube data file
  30951. */
  30952. InternalTexture.DATASOURCE_CUBE = 7;
  30953. /**
  30954. * Texture data comes from a raw cube data
  30955. */
  30956. InternalTexture.DATASOURCE_CUBERAW = 8;
  30957. /**
  30958. * Texture data come from a prefiltered cube data file
  30959. */
  30960. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  30961. /**
  30962. * Texture content is raw 3D data
  30963. */
  30964. InternalTexture.DATASOURCE_RAW3D = 10;
  30965. /**
  30966. * Texture content is a depth texture
  30967. */
  30968. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  30969. /**
  30970. * Texture data comes from a raw cube data encoded with RGBD
  30971. */
  30972. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  30973. return InternalTexture;
  30974. }());
  30975. BABYLON.InternalTexture = InternalTexture;
  30976. })(BABYLON || (BABYLON = {}));
  30977. //# sourceMappingURL=babylon.internalTexture.js.map
  30978. var BABYLON;
  30979. (function (BABYLON) {
  30980. /**
  30981. * Base class of all the textures in babylon.
  30982. * It groups all the common properties the materials, post process, lights... might need
  30983. * in order to make a correct use of the texture.
  30984. */
  30985. var BaseTexture = /** @class */ (function () {
  30986. /**
  30987. * Instantiates a new BaseTexture.
  30988. * Base class of all the textures in babylon.
  30989. * It groups all the common properties the materials, post process, lights... might need
  30990. * in order to make a correct use of the texture.
  30991. * @param scene Define the scene the texture blongs to
  30992. */
  30993. function BaseTexture(scene) {
  30994. this._hasAlpha = false;
  30995. /**
  30996. * Defines if the alpha value should be determined via the rgb values.
  30997. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  30998. */
  30999. this.getAlphaFromRGB = false;
  31000. /**
  31001. * Intensity or strength of the texture.
  31002. * It is commonly used by materials to fine tune the intensity of the texture
  31003. */
  31004. this.level = 1;
  31005. /**
  31006. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31007. * This is part of the texture as textures usually maps to one uv set.
  31008. */
  31009. this.coordinatesIndex = 0;
  31010. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31011. /**
  31012. * | Value | Type | Description |
  31013. * | ----- | ------------------ | ----------- |
  31014. * | 0 | CLAMP_ADDRESSMODE | |
  31015. * | 1 | WRAP_ADDRESSMODE | |
  31016. * | 2 | MIRROR_ADDRESSMODE | |
  31017. */
  31018. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31019. /**
  31020. * | Value | Type | Description |
  31021. * | ----- | ------------------ | ----------- |
  31022. * | 0 | CLAMP_ADDRESSMODE | |
  31023. * | 1 | WRAP_ADDRESSMODE | |
  31024. * | 2 | MIRROR_ADDRESSMODE | |
  31025. */
  31026. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31027. /**
  31028. * | Value | Type | Description |
  31029. * | ----- | ------------------ | ----------- |
  31030. * | 0 | CLAMP_ADDRESSMODE | |
  31031. * | 1 | WRAP_ADDRESSMODE | |
  31032. * | 2 | MIRROR_ADDRESSMODE | |
  31033. */
  31034. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31035. /**
  31036. * With compliant hardware and browser (supporting anisotropic filtering)
  31037. * this defines the level of anisotropic filtering in the texture.
  31038. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31039. */
  31040. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31041. /**
  31042. * Define if the texture is a cube texture or if false a 2d texture.
  31043. */
  31044. this.isCube = false;
  31045. /**
  31046. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31047. */
  31048. this.is3D = false;
  31049. /**
  31050. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31051. * HDR texture are usually stored in linear space.
  31052. * This only impacts the PBR and Background materials
  31053. */
  31054. this.gammaSpace = true;
  31055. /**
  31056. * Is Z inverted in the texture (useful in a cube texture).
  31057. */
  31058. this.invertZ = false;
  31059. /**
  31060. * @hidden
  31061. */
  31062. this.lodLevelInAlpha = false;
  31063. /**
  31064. * Define if the texture is a render target.
  31065. */
  31066. this.isRenderTarget = false;
  31067. /**
  31068. * Define the list of animation attached to the texture.
  31069. */
  31070. this.animations = new Array();
  31071. /**
  31072. * An event triggered when the texture is disposed.
  31073. */
  31074. this.onDisposeObservable = new BABYLON.Observable();
  31075. /**
  31076. * Define the current state of the loading sequence when in delayed load mode.
  31077. */
  31078. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31079. this._cachedSize = BABYLON.Size.Zero();
  31080. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31081. if (this._scene) {
  31082. this._scene.textures.push(this);
  31083. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31084. }
  31085. this._uid = null;
  31086. }
  31087. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31088. get: function () {
  31089. return this._hasAlpha;
  31090. },
  31091. /**
  31092. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31093. */
  31094. set: function (value) {
  31095. if (this._hasAlpha === value) {
  31096. return;
  31097. }
  31098. this._hasAlpha = value;
  31099. if (this._scene) {
  31100. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31101. }
  31102. },
  31103. enumerable: true,
  31104. configurable: true
  31105. });
  31106. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31107. get: function () {
  31108. return this._coordinatesMode;
  31109. },
  31110. /**
  31111. * How a texture is mapped.
  31112. *
  31113. * | Value | Type | Description |
  31114. * | ----- | ----------------------------------- | ----------- |
  31115. * | 0 | EXPLICIT_MODE | |
  31116. * | 1 | SPHERICAL_MODE | |
  31117. * | 2 | PLANAR_MODE | |
  31118. * | 3 | CUBIC_MODE | |
  31119. * | 4 | PROJECTION_MODE | |
  31120. * | 5 | SKYBOX_MODE | |
  31121. * | 6 | INVCUBIC_MODE | |
  31122. * | 7 | EQUIRECTANGULAR_MODE | |
  31123. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31124. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31125. */
  31126. set: function (value) {
  31127. if (this._coordinatesMode === value) {
  31128. return;
  31129. }
  31130. this._coordinatesMode = value;
  31131. if (this._scene) {
  31132. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31133. }
  31134. },
  31135. enumerable: true,
  31136. configurable: true
  31137. });
  31138. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31139. /**
  31140. * Gets whether or not the texture contains RGBD data.
  31141. */
  31142. get: function () {
  31143. return this._texture != null && this._texture._isRGBD;
  31144. },
  31145. enumerable: true,
  31146. configurable: true
  31147. });
  31148. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31149. /**
  31150. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31151. */
  31152. get: function () {
  31153. if (this._texture) {
  31154. return this._texture._lodGenerationOffset;
  31155. }
  31156. return 0.0;
  31157. },
  31158. set: function (value) {
  31159. if (this._texture) {
  31160. this._texture._lodGenerationOffset = value;
  31161. }
  31162. },
  31163. enumerable: true,
  31164. configurable: true
  31165. });
  31166. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31167. /**
  31168. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31169. */
  31170. get: function () {
  31171. if (this._texture) {
  31172. return this._texture._lodGenerationScale;
  31173. }
  31174. return 0.0;
  31175. },
  31176. set: function (value) {
  31177. if (this._texture) {
  31178. this._texture._lodGenerationScale = value;
  31179. }
  31180. },
  31181. enumerable: true,
  31182. configurable: true
  31183. });
  31184. Object.defineProperty(BaseTexture.prototype, "uid", {
  31185. /**
  31186. * Define the unique id of the texture in the scene.
  31187. */
  31188. get: function () {
  31189. if (!this._uid) {
  31190. this._uid = BABYLON.Tools.RandomId();
  31191. }
  31192. return this._uid;
  31193. },
  31194. enumerable: true,
  31195. configurable: true
  31196. });
  31197. /**
  31198. * Return a string representation of the texture.
  31199. * @returns the texture as a string
  31200. */
  31201. BaseTexture.prototype.toString = function () {
  31202. return this.name;
  31203. };
  31204. /**
  31205. * Get the class name of the texture.
  31206. * @returns "BaseTexture"
  31207. */
  31208. BaseTexture.prototype.getClassName = function () {
  31209. return "BaseTexture";
  31210. };
  31211. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31212. /**
  31213. * Callback triggered when the texture has been disposed.
  31214. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31215. */
  31216. set: function (callback) {
  31217. if (this._onDisposeObserver) {
  31218. this.onDisposeObservable.remove(this._onDisposeObserver);
  31219. }
  31220. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31221. },
  31222. enumerable: true,
  31223. configurable: true
  31224. });
  31225. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31226. /**
  31227. * Define if the texture is preventinga material to render or not.
  31228. * If not and the texture is not ready, the engine will use a default black texture instead.
  31229. */
  31230. get: function () {
  31231. return true;
  31232. },
  31233. enumerable: true,
  31234. configurable: true
  31235. });
  31236. /**
  31237. * Get the scene the texture belongs to.
  31238. * @returns the scene or null if undefined
  31239. */
  31240. BaseTexture.prototype.getScene = function () {
  31241. return this._scene;
  31242. };
  31243. /**
  31244. * Get the texture transform matrix used to offset tile the texture for istance.
  31245. * @returns the transformation matrix
  31246. */
  31247. BaseTexture.prototype.getTextureMatrix = function () {
  31248. return BABYLON.Matrix.IdentityReadOnly;
  31249. };
  31250. /**
  31251. * Get the texture reflection matrix used to rotate/transform the reflection.
  31252. * @returns the reflection matrix
  31253. */
  31254. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31255. return BABYLON.Matrix.IdentityReadOnly;
  31256. };
  31257. /**
  31258. * Get the underlying lower level texture from Babylon.
  31259. * @returns the insternal texture
  31260. */
  31261. BaseTexture.prototype.getInternalTexture = function () {
  31262. return this._texture;
  31263. };
  31264. /**
  31265. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31266. * @returns true if ready or not blocking
  31267. */
  31268. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31269. return !this.isBlocking || this.isReady();
  31270. };
  31271. /**
  31272. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31273. * @returns true if fully ready
  31274. */
  31275. BaseTexture.prototype.isReady = function () {
  31276. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31277. this.delayLoad();
  31278. return false;
  31279. }
  31280. if (this._texture) {
  31281. return this._texture.isReady;
  31282. }
  31283. return false;
  31284. };
  31285. /**
  31286. * Get the size of the texture.
  31287. * @returns the texture size.
  31288. */
  31289. BaseTexture.prototype.getSize = function () {
  31290. if (this._texture) {
  31291. if (this._texture.width) {
  31292. this._cachedSize.width = this._texture.width;
  31293. this._cachedSize.height = this._texture.height;
  31294. return this._cachedSize;
  31295. }
  31296. if (this._texture._size) {
  31297. this._cachedSize.width = this._texture._size;
  31298. this._cachedSize.height = this._texture._size;
  31299. return this._cachedSize;
  31300. }
  31301. }
  31302. return this._cachedSize;
  31303. };
  31304. /**
  31305. * Get the base size of the texture.
  31306. * It can be different from the size if the texture has been resized for POT for instance
  31307. * @returns the base size
  31308. */
  31309. BaseTexture.prototype.getBaseSize = function () {
  31310. if (!this.isReady() || !this._texture) {
  31311. return BABYLON.Size.Zero();
  31312. }
  31313. if (this._texture._size) {
  31314. return new BABYLON.Size(this._texture._size, this._texture._size);
  31315. }
  31316. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31317. };
  31318. /**
  31319. * Scales the texture if is `canRescale()`
  31320. * @param ratio the resize factor we want to use to rescale
  31321. */
  31322. BaseTexture.prototype.scale = function (ratio) {
  31323. };
  31324. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31325. /**
  31326. * Get if the texture can rescale.
  31327. */
  31328. get: function () {
  31329. return false;
  31330. },
  31331. enumerable: true,
  31332. configurable: true
  31333. });
  31334. /** @hidden */
  31335. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31336. if (!this._scene) {
  31337. return null;
  31338. }
  31339. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31340. for (var index = 0; index < texturesCache.length; index++) {
  31341. var texturesCacheEntry = texturesCache[index];
  31342. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31343. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31344. texturesCacheEntry.incrementReferences();
  31345. return texturesCacheEntry;
  31346. }
  31347. }
  31348. }
  31349. return null;
  31350. };
  31351. /** @hidden */
  31352. BaseTexture.prototype._rebuild = function () {
  31353. };
  31354. /**
  31355. * Triggers the load sequence in delayed load mode.
  31356. */
  31357. BaseTexture.prototype.delayLoad = function () {
  31358. };
  31359. /**
  31360. * Clones the texture.
  31361. * @returns the cloned texture
  31362. */
  31363. BaseTexture.prototype.clone = function () {
  31364. return null;
  31365. };
  31366. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31367. /**
  31368. * Get the texture underlying type (INT, FLOAT...)
  31369. */
  31370. get: function () {
  31371. if (!this._texture) {
  31372. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31373. }
  31374. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31375. },
  31376. enumerable: true,
  31377. configurable: true
  31378. });
  31379. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31380. /**
  31381. * Get the texture underlying format (RGB, RGBA...)
  31382. */
  31383. get: function () {
  31384. if (!this._texture) {
  31385. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31386. }
  31387. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31388. },
  31389. enumerable: true,
  31390. configurable: true
  31391. });
  31392. /**
  31393. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31394. * This will returns an RGBA array buffer containing either in values (0-255) or
  31395. * float values (0-1) depending of the underlying buffer type.
  31396. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31397. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31398. * @param buffer defines a user defined buffer to fill with data (can be null)
  31399. * @returns The Array buffer containing the pixels data.
  31400. */
  31401. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31402. if (faceIndex === void 0) { faceIndex = 0; }
  31403. if (level === void 0) { level = 0; }
  31404. if (buffer === void 0) { buffer = null; }
  31405. if (!this._texture) {
  31406. return null;
  31407. }
  31408. var size = this.getSize();
  31409. var width = size.width;
  31410. var height = size.height;
  31411. var scene = this.getScene();
  31412. if (!scene) {
  31413. return null;
  31414. }
  31415. var engine = scene.getEngine();
  31416. if (level != 0) {
  31417. width = width / Math.pow(2, level);
  31418. height = height / Math.pow(2, level);
  31419. width = Math.round(width);
  31420. height = Math.round(height);
  31421. }
  31422. if (this._texture.isCube) {
  31423. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31424. }
  31425. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31426. };
  31427. /**
  31428. * Release and destroy the underlying lower level texture aka internalTexture.
  31429. */
  31430. BaseTexture.prototype.releaseInternalTexture = function () {
  31431. if (this._texture) {
  31432. this._texture.dispose();
  31433. this._texture = null;
  31434. }
  31435. };
  31436. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31437. /**
  31438. * Get the polynomial representation of the texture data.
  31439. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31440. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31441. */
  31442. get: function () {
  31443. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31444. return null;
  31445. }
  31446. if (!this._texture._sphericalPolynomial) {
  31447. this._texture._sphericalPolynomial =
  31448. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31449. }
  31450. return this._texture._sphericalPolynomial;
  31451. },
  31452. set: function (value) {
  31453. if (this._texture) {
  31454. this._texture._sphericalPolynomial = value;
  31455. }
  31456. },
  31457. enumerable: true,
  31458. configurable: true
  31459. });
  31460. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31461. /** @hidden */
  31462. get: function () {
  31463. if (this._texture) {
  31464. return this._texture._lodTextureHigh;
  31465. }
  31466. return null;
  31467. },
  31468. enumerable: true,
  31469. configurable: true
  31470. });
  31471. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31472. /** @hidden */
  31473. get: function () {
  31474. if (this._texture) {
  31475. return this._texture._lodTextureMid;
  31476. }
  31477. return null;
  31478. },
  31479. enumerable: true,
  31480. configurable: true
  31481. });
  31482. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31483. /** @hidden */
  31484. get: function () {
  31485. if (this._texture) {
  31486. return this._texture._lodTextureLow;
  31487. }
  31488. return null;
  31489. },
  31490. enumerable: true,
  31491. configurable: true
  31492. });
  31493. /**
  31494. * Dispose the texture and release its associated resources.
  31495. */
  31496. BaseTexture.prototype.dispose = function () {
  31497. if (!this._scene) {
  31498. return;
  31499. }
  31500. // Animations
  31501. this._scene.stopAnimation(this);
  31502. // Remove from scene
  31503. this._scene._removePendingData(this);
  31504. var index = this._scene.textures.indexOf(this);
  31505. if (index >= 0) {
  31506. this._scene.textures.splice(index, 1);
  31507. }
  31508. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31509. if (this._texture === undefined) {
  31510. return;
  31511. }
  31512. // Release
  31513. this.releaseInternalTexture();
  31514. // Callback
  31515. this.onDisposeObservable.notifyObservers(this);
  31516. this.onDisposeObservable.clear();
  31517. };
  31518. /**
  31519. * Serialize the texture into a JSON representation that can be parsed later on.
  31520. * @returns the JSON representation of the texture
  31521. */
  31522. BaseTexture.prototype.serialize = function () {
  31523. if (!this.name) {
  31524. return null;
  31525. }
  31526. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31527. // Animations
  31528. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31529. return serializationObject;
  31530. };
  31531. /**
  31532. * Helper function to be called back once a list of texture contains only ready textures.
  31533. * @param textures Define the list of textures to wait for
  31534. * @param callback Define the callback triggered once the entire list will be ready
  31535. */
  31536. BaseTexture.WhenAllReady = function (textures, callback) {
  31537. var numRemaining = textures.length;
  31538. if (numRemaining === 0) {
  31539. callback();
  31540. return;
  31541. }
  31542. var _loop_1 = function () {
  31543. texture = textures[i];
  31544. if (texture.isReady()) {
  31545. if (--numRemaining === 0) {
  31546. callback();
  31547. }
  31548. }
  31549. else {
  31550. onLoadObservable = texture.onLoadObservable;
  31551. var onLoadCallback_1 = function () {
  31552. onLoadObservable.removeCallback(onLoadCallback_1);
  31553. if (--numRemaining === 0) {
  31554. callback();
  31555. }
  31556. };
  31557. onLoadObservable.add(onLoadCallback_1);
  31558. }
  31559. };
  31560. var texture, onLoadObservable;
  31561. for (var i = 0; i < textures.length; i++) {
  31562. _loop_1();
  31563. }
  31564. };
  31565. /**
  31566. * Default anisotropic filtering level for the application.
  31567. * It is set to 4 as a good tradeoff between perf and quality.
  31568. */
  31569. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31570. __decorate([
  31571. BABYLON.serialize()
  31572. ], BaseTexture.prototype, "name", void 0);
  31573. __decorate([
  31574. BABYLON.serialize("hasAlpha")
  31575. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31576. __decorate([
  31577. BABYLON.serialize()
  31578. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31579. __decorate([
  31580. BABYLON.serialize()
  31581. ], BaseTexture.prototype, "level", void 0);
  31582. __decorate([
  31583. BABYLON.serialize()
  31584. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31585. __decorate([
  31586. BABYLON.serialize("coordinatesMode")
  31587. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31588. __decorate([
  31589. BABYLON.serialize()
  31590. ], BaseTexture.prototype, "wrapU", void 0);
  31591. __decorate([
  31592. BABYLON.serialize()
  31593. ], BaseTexture.prototype, "wrapV", void 0);
  31594. __decorate([
  31595. BABYLON.serialize()
  31596. ], BaseTexture.prototype, "wrapR", void 0);
  31597. __decorate([
  31598. BABYLON.serialize()
  31599. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31600. __decorate([
  31601. BABYLON.serialize()
  31602. ], BaseTexture.prototype, "isCube", void 0);
  31603. __decorate([
  31604. BABYLON.serialize()
  31605. ], BaseTexture.prototype, "is3D", void 0);
  31606. __decorate([
  31607. BABYLON.serialize()
  31608. ], BaseTexture.prototype, "gammaSpace", void 0);
  31609. __decorate([
  31610. BABYLON.serialize()
  31611. ], BaseTexture.prototype, "invertZ", void 0);
  31612. __decorate([
  31613. BABYLON.serialize()
  31614. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31615. __decorate([
  31616. BABYLON.serialize()
  31617. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31618. __decorate([
  31619. BABYLON.serialize()
  31620. ], BaseTexture.prototype, "lodGenerationScale", null);
  31621. __decorate([
  31622. BABYLON.serialize()
  31623. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31624. return BaseTexture;
  31625. }());
  31626. BABYLON.BaseTexture = BaseTexture;
  31627. })(BABYLON || (BABYLON = {}));
  31628. //# sourceMappingURL=babylon.baseTexture.js.map
  31629. var BABYLON;
  31630. (function (BABYLON) {
  31631. /**
  31632. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31633. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31634. */
  31635. var Texture = /** @class */ (function (_super) {
  31636. __extends(Texture, _super);
  31637. /**
  31638. * Instantiates a new texture.
  31639. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31640. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31641. * @param url define the url of the picture to load as a texture
  31642. * @param scene define the scene the texture will belong to
  31643. * @param noMipmap define if the texture will require mip maps or not
  31644. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31645. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31646. * @param onLoad define a callback triggered when the texture has been loaded
  31647. * @param onError define a callback triggered when an error occurred during the loading session
  31648. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31649. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31650. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31651. */
  31652. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31653. if (noMipmap === void 0) { noMipmap = false; }
  31654. if (invertY === void 0) { invertY = true; }
  31655. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31656. if (onLoad === void 0) { onLoad = null; }
  31657. if (onError === void 0) { onError = null; }
  31658. if (buffer === void 0) { buffer = null; }
  31659. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31660. var _this = _super.call(this, scene) || this;
  31661. /**
  31662. * Define an offset on the texture to offset the u coordinates of the UVs
  31663. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31664. */
  31665. _this.uOffset = 0;
  31666. /**
  31667. * Define an offset on the texture to offset the v coordinates of the UVs
  31668. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31669. */
  31670. _this.vOffset = 0;
  31671. /**
  31672. * Define an offset on the texture to scale the u coordinates of the UVs
  31673. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31674. */
  31675. _this.uScale = 1.0;
  31676. /**
  31677. * Define an offset on the texture to scale the v coordinates of the UVs
  31678. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31679. */
  31680. _this.vScale = 1.0;
  31681. /**
  31682. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31683. * @see http://doc.babylonjs.com/how_to/more_materials
  31684. */
  31685. _this.uAng = 0;
  31686. /**
  31687. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31688. * @see http://doc.babylonjs.com/how_to/more_materials
  31689. */
  31690. _this.vAng = 0;
  31691. /**
  31692. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31693. * @see http://doc.babylonjs.com/how_to/more_materials
  31694. */
  31695. _this.wAng = 0;
  31696. /**
  31697. * Defines the center of rotation (U)
  31698. */
  31699. _this.uRotationCenter = 0.5;
  31700. /**
  31701. * Defines the center of rotation (V)
  31702. */
  31703. _this.vRotationCenter = 0.5;
  31704. /**
  31705. * Defines the center of rotation (W)
  31706. */
  31707. _this.wRotationCenter = 0.5;
  31708. /**
  31709. * Observable triggered once the texture has been loaded.
  31710. */
  31711. _this.onLoadObservable = new BABYLON.Observable();
  31712. _this._isBlocking = true;
  31713. _this.name = url || "";
  31714. _this.url = url;
  31715. _this._noMipmap = noMipmap;
  31716. _this._invertY = invertY;
  31717. _this._samplingMode = samplingMode;
  31718. _this._buffer = buffer;
  31719. _this._deleteBuffer = deleteBuffer;
  31720. if (format) {
  31721. _this._format = format;
  31722. }
  31723. scene = _this.getScene();
  31724. if (!scene) {
  31725. return _this;
  31726. }
  31727. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  31728. var load = function () {
  31729. if (_this.onLoadObservable.hasObservers()) {
  31730. _this.onLoadObservable.notifyObservers(_this);
  31731. }
  31732. if (onLoad) {
  31733. onLoad();
  31734. }
  31735. if (!_this.isBlocking && scene) {
  31736. scene.resetCachedMaterial();
  31737. }
  31738. };
  31739. if (!_this.url) {
  31740. _this._delayedOnLoad = load;
  31741. _this._delayedOnError = onError;
  31742. return _this;
  31743. }
  31744. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  31745. if (!_this._texture) {
  31746. if (!scene.useDelayedTextureLoading) {
  31747. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  31748. if (deleteBuffer) {
  31749. delete _this._buffer;
  31750. }
  31751. }
  31752. else {
  31753. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31754. _this._delayedOnLoad = load;
  31755. _this._delayedOnError = onError;
  31756. }
  31757. }
  31758. else {
  31759. if (_this._texture.isReady) {
  31760. BABYLON.Tools.SetImmediate(function () { return load(); });
  31761. }
  31762. else {
  31763. _this._texture.onLoadedObservable.add(load);
  31764. }
  31765. }
  31766. return _this;
  31767. }
  31768. Object.defineProperty(Texture.prototype, "noMipmap", {
  31769. /**
  31770. * Are mip maps generated for this texture or not.
  31771. */
  31772. get: function () {
  31773. return this._noMipmap;
  31774. },
  31775. enumerable: true,
  31776. configurable: true
  31777. });
  31778. Object.defineProperty(Texture.prototype, "isBlocking", {
  31779. get: function () {
  31780. return this._isBlocking;
  31781. },
  31782. /**
  31783. * Is the texture preventing material to render while loading.
  31784. * If false, a default texture will be used instead of the loading one during the preparation step.
  31785. */
  31786. set: function (value) {
  31787. this._isBlocking = value;
  31788. },
  31789. enumerable: true,
  31790. configurable: true
  31791. });
  31792. Object.defineProperty(Texture.prototype, "samplingMode", {
  31793. /**
  31794. * Get the current sampling mode associated with the texture.
  31795. */
  31796. get: function () {
  31797. return this._samplingMode;
  31798. },
  31799. enumerable: true,
  31800. configurable: true
  31801. });
  31802. /**
  31803. * Update the url (and optional buffer) of this texture if url was null during construction.
  31804. * @param url the url of the texture
  31805. * @param buffer the buffer of the texture (defaults to null)
  31806. */
  31807. Texture.prototype.updateURL = function (url, buffer) {
  31808. if (buffer === void 0) { buffer = null; }
  31809. if (this.url) {
  31810. throw new Error("URL is already set");
  31811. }
  31812. this.url = url;
  31813. this._buffer = buffer;
  31814. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31815. this.delayLoad();
  31816. };
  31817. /**
  31818. * Finish the loading sequence of a texture flagged as delayed load.
  31819. * @hidden
  31820. */
  31821. Texture.prototype.delayLoad = function () {
  31822. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31823. return;
  31824. }
  31825. var scene = this.getScene();
  31826. if (!scene) {
  31827. return;
  31828. }
  31829. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  31830. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  31831. if (!this._texture) {
  31832. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  31833. if (this._deleteBuffer) {
  31834. delete this._buffer;
  31835. }
  31836. }
  31837. else {
  31838. if (this._delayedOnLoad) {
  31839. if (this._texture.isReady) {
  31840. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  31841. }
  31842. else {
  31843. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  31844. }
  31845. }
  31846. }
  31847. this._delayedOnLoad = null;
  31848. this._delayedOnError = null;
  31849. };
  31850. /**
  31851. * Update the sampling mode of the texture.
  31852. * Default is Trilinear mode.
  31853. *
  31854. * | Value | Type | Description |
  31855. * | ----- | ------------------ | ----------- |
  31856. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31857. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31858. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31859. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31860. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31861. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31862. * | 7 | NEAREST_LINEAR | |
  31863. * | 8 | NEAREST_NEAREST | |
  31864. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31865. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31866. * | 11 | LINEAR_LINEAR | |
  31867. * | 12 | LINEAR_NEAREST | |
  31868. *
  31869. * > _mag_: magnification filter (close to the viewer)
  31870. * > _min_: minification filter (far from the viewer)
  31871. * > _mip_: filter used between mip map levels
  31872. *@param samplingMode Define the new sampling mode of the texture
  31873. */
  31874. Texture.prototype.updateSamplingMode = function (samplingMode) {
  31875. if (!this._texture) {
  31876. return;
  31877. }
  31878. var scene = this.getScene();
  31879. if (!scene) {
  31880. return;
  31881. }
  31882. this._samplingMode = samplingMode;
  31883. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31884. };
  31885. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  31886. x *= this.uScale;
  31887. y *= this.vScale;
  31888. x -= this.uRotationCenter * this.uScale;
  31889. y -= this.vRotationCenter * this.vScale;
  31890. z -= this.wRotationCenter;
  31891. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  31892. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  31893. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  31894. t.z += this.wRotationCenter;
  31895. };
  31896. /**
  31897. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  31898. * @returns the transform matrix of the texture.
  31899. */
  31900. Texture.prototype.getTextureMatrix = function () {
  31901. var _this = this;
  31902. if (this.uOffset === this._cachedUOffset &&
  31903. this.vOffset === this._cachedVOffset &&
  31904. this.uScale === this._cachedUScale &&
  31905. this.vScale === this._cachedVScale &&
  31906. this.uAng === this._cachedUAng &&
  31907. this.vAng === this._cachedVAng &&
  31908. this.wAng === this._cachedWAng) {
  31909. return this._cachedTextureMatrix;
  31910. }
  31911. this._cachedUOffset = this.uOffset;
  31912. this._cachedVOffset = this.vOffset;
  31913. this._cachedUScale = this.uScale;
  31914. this._cachedVScale = this.vScale;
  31915. this._cachedUAng = this.uAng;
  31916. this._cachedVAng = this.vAng;
  31917. this._cachedWAng = this.wAng;
  31918. if (!this._cachedTextureMatrix) {
  31919. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31920. this._rowGenerationMatrix = new BABYLON.Matrix();
  31921. this._t0 = BABYLON.Vector3.Zero();
  31922. this._t1 = BABYLON.Vector3.Zero();
  31923. this._t2 = BABYLON.Vector3.Zero();
  31924. }
  31925. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  31926. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  31927. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  31928. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  31929. this._t1.subtractInPlace(this._t0);
  31930. this._t2.subtractInPlace(this._t0);
  31931. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31932. this._cachedTextureMatrix.m[0] = this._t1.x;
  31933. this._cachedTextureMatrix.m[1] = this._t1.y;
  31934. this._cachedTextureMatrix.m[2] = this._t1.z;
  31935. this._cachedTextureMatrix.m[4] = this._t2.x;
  31936. this._cachedTextureMatrix.m[5] = this._t2.y;
  31937. this._cachedTextureMatrix.m[6] = this._t2.z;
  31938. this._cachedTextureMatrix.m[8] = this._t0.x;
  31939. this._cachedTextureMatrix.m[9] = this._t0.y;
  31940. this._cachedTextureMatrix.m[10] = this._t0.z;
  31941. var scene = this.getScene();
  31942. if (!scene) {
  31943. return this._cachedTextureMatrix;
  31944. }
  31945. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  31946. return mat.hasTexture(_this);
  31947. });
  31948. return this._cachedTextureMatrix;
  31949. };
  31950. /**
  31951. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  31952. * @returns The reflection texture transform
  31953. */
  31954. Texture.prototype.getReflectionTextureMatrix = function () {
  31955. var _this = this;
  31956. var scene = this.getScene();
  31957. if (!scene) {
  31958. return this._cachedTextureMatrix;
  31959. }
  31960. if (this.uOffset === this._cachedUOffset &&
  31961. this.vOffset === this._cachedVOffset &&
  31962. this.uScale === this._cachedUScale &&
  31963. this.vScale === this._cachedVScale &&
  31964. this.coordinatesMode === this._cachedCoordinatesMode) {
  31965. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  31966. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  31967. return this._cachedTextureMatrix;
  31968. }
  31969. }
  31970. else {
  31971. return this._cachedTextureMatrix;
  31972. }
  31973. }
  31974. if (!this._cachedTextureMatrix) {
  31975. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31976. }
  31977. if (!this._projectionModeMatrix) {
  31978. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  31979. }
  31980. this._cachedUOffset = this.uOffset;
  31981. this._cachedVOffset = this.vOffset;
  31982. this._cachedUScale = this.uScale;
  31983. this._cachedVScale = this.vScale;
  31984. this._cachedCoordinatesMode = this.coordinatesMode;
  31985. switch (this.coordinatesMode) {
  31986. case Texture.PLANAR_MODE:
  31987. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31988. this._cachedTextureMatrix[0] = this.uScale;
  31989. this._cachedTextureMatrix[5] = this.vScale;
  31990. this._cachedTextureMatrix[12] = this.uOffset;
  31991. this._cachedTextureMatrix[13] = this.vOffset;
  31992. break;
  31993. case Texture.PROJECTION_MODE:
  31994. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  31995. this._projectionModeMatrix.m[0] = 0.5;
  31996. this._projectionModeMatrix.m[5] = -0.5;
  31997. this._projectionModeMatrix.m[10] = 0.0;
  31998. this._projectionModeMatrix.m[12] = 0.5;
  31999. this._projectionModeMatrix.m[13] = 0.5;
  32000. this._projectionModeMatrix.m[14] = 1.0;
  32001. this._projectionModeMatrix.m[15] = 1.0;
  32002. var projectionMatrix = scene.getProjectionMatrix();
  32003. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32004. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32005. break;
  32006. default:
  32007. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32008. break;
  32009. }
  32010. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32011. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32012. });
  32013. return this._cachedTextureMatrix;
  32014. };
  32015. /**
  32016. * Clones the texture.
  32017. * @returns the cloned texture
  32018. */
  32019. Texture.prototype.clone = function () {
  32020. var _this = this;
  32021. return BABYLON.SerializationHelper.Clone(function () {
  32022. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32023. }, this);
  32024. };
  32025. /**
  32026. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32027. * @returns The JSON representation of the texture
  32028. */
  32029. Texture.prototype.serialize = function () {
  32030. var serializationObject = _super.prototype.serialize.call(this);
  32031. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32032. serializationObject.base64String = this._buffer;
  32033. serializationObject.name = serializationObject.name.replace("data:", "");
  32034. }
  32035. serializationObject.invertY = this._invertY;
  32036. serializationObject.samplingMode = this.samplingMode;
  32037. return serializationObject;
  32038. };
  32039. /**
  32040. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32041. * @returns "Texture"
  32042. */
  32043. Texture.prototype.getClassName = function () {
  32044. return "Texture";
  32045. };
  32046. /**
  32047. * Dispose the texture and release its associated resources.
  32048. */
  32049. Texture.prototype.dispose = function () {
  32050. _super.prototype.dispose.call(this);
  32051. this.onLoadObservable.clear();
  32052. this._delayedOnLoad = null;
  32053. this._delayedOnError = null;
  32054. };
  32055. /**
  32056. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32057. * @param parsedTexture Define the JSON representation of the texture
  32058. * @param scene Define the scene the parsed texture should be instantiated in
  32059. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32060. * @returns The parsed texture if successful
  32061. */
  32062. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32063. if (parsedTexture.customType) {
  32064. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32065. // Update Sampling Mode
  32066. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32067. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32068. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32069. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32070. }
  32071. }
  32072. return parsedCustomTexture;
  32073. }
  32074. if (parsedTexture.isCube) {
  32075. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32076. }
  32077. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32078. return null;
  32079. }
  32080. var texture = BABYLON.SerializationHelper.Parse(function () {
  32081. var generateMipMaps = true;
  32082. if (parsedTexture.noMipmap) {
  32083. generateMipMaps = false;
  32084. }
  32085. if (parsedTexture.mirrorPlane) {
  32086. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32087. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32088. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32089. return mirrorTexture;
  32090. }
  32091. else if (parsedTexture.isRenderTarget) {
  32092. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32093. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32094. return renderTargetTexture;
  32095. }
  32096. else {
  32097. var texture;
  32098. if (parsedTexture.base64String) {
  32099. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32100. }
  32101. else {
  32102. var url = rootUrl + parsedTexture.name;
  32103. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32104. url = parsedTexture.url;
  32105. }
  32106. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32107. }
  32108. return texture;
  32109. }
  32110. }, parsedTexture, scene);
  32111. // Update Sampling Mode
  32112. if (parsedTexture.samplingMode) {
  32113. var sampling = parsedTexture.samplingMode;
  32114. if (texture._samplingMode !== sampling) {
  32115. texture.updateSamplingMode(sampling);
  32116. }
  32117. }
  32118. // Animations
  32119. if (parsedTexture.animations) {
  32120. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32121. var parsedAnimation = parsedTexture.animations[animationIndex];
  32122. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32123. }
  32124. }
  32125. return texture;
  32126. };
  32127. /**
  32128. * Creates a texture from its base 64 representation.
  32129. * @param data Define the base64 payload without the data: prefix
  32130. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32131. * @param scene Define the scene the texture should belong to
  32132. * @param noMipmap Forces the texture to not create mip map information if true
  32133. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32134. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32135. * @param onLoad define a callback triggered when the texture has been loaded
  32136. * @param onError define a callback triggered when an error occurred during the loading session
  32137. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32138. * @returns the created texture
  32139. */
  32140. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32141. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32142. if (onLoad === void 0) { onLoad = null; }
  32143. if (onError === void 0) { onError = null; }
  32144. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32145. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32146. };
  32147. /**
  32148. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32149. * @param data Define the base64 payload without the data: prefix
  32150. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32151. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32152. * @param scene Define the scene the texture should belong to
  32153. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32154. * @param noMipmap Forces the texture to not create mip map information if true
  32155. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32156. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32157. * @param onLoad define a callback triggered when the texture has been loaded
  32158. * @param onError define a callback triggered when an error occurred during the loading session
  32159. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32160. * @returns the created texture
  32161. */
  32162. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32163. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32164. if (noMipmap === void 0) { noMipmap = false; }
  32165. if (invertY === void 0) { invertY = true; }
  32166. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32167. if (onLoad === void 0) { onLoad = null; }
  32168. if (onError === void 0) { onError = null; }
  32169. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32170. if (name.substr(0, 5) !== "data:") {
  32171. name = "data:" + name;
  32172. }
  32173. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32174. };
  32175. /** nearest is mag = nearest and min = nearest and mip = linear */
  32176. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32177. /** nearest is mag = nearest and min = nearest and mip = linear */
  32178. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32179. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32180. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32181. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32182. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32183. /** Trilinear is mag = linear and min = linear and mip = linear */
  32184. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32185. /** Trilinear is mag = linear and min = linear and mip = linear */
  32186. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32187. /** mag = nearest and min = nearest and mip = nearest */
  32188. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32189. /** mag = nearest and min = linear and mip = nearest */
  32190. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32191. /** mag = nearest and min = linear and mip = linear */
  32192. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32193. /** mag = nearest and min = linear and mip = none */
  32194. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32195. /** mag = nearest and min = nearest and mip = none */
  32196. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32197. /** mag = linear and min = nearest and mip = nearest */
  32198. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32199. /** mag = linear and min = nearest and mip = linear */
  32200. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32201. /** mag = linear and min = linear and mip = none */
  32202. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32203. /** mag = linear and min = nearest and mip = none */
  32204. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32205. /** Explicit coordinates mode */
  32206. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32207. /** Spherical coordinates mode */
  32208. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32209. /** Planar coordinates mode */
  32210. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32211. /** Cubic coordinates mode */
  32212. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32213. /** Projection coordinates mode */
  32214. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32215. /** Inverse Cubic coordinates mode */
  32216. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32217. /** Inverse Cubic coordinates mode */
  32218. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32219. /** Equirectangular coordinates mode */
  32220. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32221. /** Equirectangular Fixed coordinates mode */
  32222. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32223. /** Equirectangular Fixed Mirrored coordinates mode */
  32224. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32225. /** Texture is not repeating outside of 0..1 UVs */
  32226. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32227. /** Texture is repeating outside of 0..1 UVs */
  32228. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32229. /** Texture is repeating and mirrored */
  32230. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32231. /**
  32232. * 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
  32233. */
  32234. Texture.UseSerializedUrlIfAny = false;
  32235. __decorate([
  32236. BABYLON.serialize()
  32237. ], Texture.prototype, "url", void 0);
  32238. __decorate([
  32239. BABYLON.serialize()
  32240. ], Texture.prototype, "uOffset", void 0);
  32241. __decorate([
  32242. BABYLON.serialize()
  32243. ], Texture.prototype, "vOffset", void 0);
  32244. __decorate([
  32245. BABYLON.serialize()
  32246. ], Texture.prototype, "uScale", void 0);
  32247. __decorate([
  32248. BABYLON.serialize()
  32249. ], Texture.prototype, "vScale", void 0);
  32250. __decorate([
  32251. BABYLON.serialize()
  32252. ], Texture.prototype, "uAng", void 0);
  32253. __decorate([
  32254. BABYLON.serialize()
  32255. ], Texture.prototype, "vAng", void 0);
  32256. __decorate([
  32257. BABYLON.serialize()
  32258. ], Texture.prototype, "wAng", void 0);
  32259. __decorate([
  32260. BABYLON.serialize()
  32261. ], Texture.prototype, "uRotationCenter", void 0);
  32262. __decorate([
  32263. BABYLON.serialize()
  32264. ], Texture.prototype, "vRotationCenter", void 0);
  32265. __decorate([
  32266. BABYLON.serialize()
  32267. ], Texture.prototype, "wRotationCenter", void 0);
  32268. __decorate([
  32269. BABYLON.serialize()
  32270. ], Texture.prototype, "isBlocking", null);
  32271. return Texture;
  32272. }(BABYLON.BaseTexture));
  32273. BABYLON.Texture = Texture;
  32274. })(BABYLON || (BABYLON = {}));
  32275. //# sourceMappingURL=babylon.texture.js.map
  32276. var BABYLON;
  32277. (function (BABYLON) {
  32278. /**
  32279. * @hidden
  32280. **/
  32281. var _CreationDataStorage = /** @class */ (function () {
  32282. function _CreationDataStorage() {
  32283. }
  32284. return _CreationDataStorage;
  32285. }());
  32286. BABYLON._CreationDataStorage = _CreationDataStorage;
  32287. /**
  32288. * @hidden
  32289. **/
  32290. var _InstanceDataStorage = /** @class */ (function () {
  32291. function _InstanceDataStorage() {
  32292. this.visibleInstances = {};
  32293. this.renderIdForInstances = new Array();
  32294. this.batchCache = new _InstancesBatch();
  32295. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32296. }
  32297. return _InstanceDataStorage;
  32298. }());
  32299. /**
  32300. * @hidden
  32301. **/
  32302. var _InstancesBatch = /** @class */ (function () {
  32303. function _InstancesBatch() {
  32304. this.mustReturn = false;
  32305. this.visibleInstances = new Array();
  32306. this.renderSelf = new Array();
  32307. }
  32308. return _InstancesBatch;
  32309. }());
  32310. BABYLON._InstancesBatch = _InstancesBatch;
  32311. /**
  32312. * Class used to represent renderable models
  32313. */
  32314. var Mesh = /** @class */ (function (_super) {
  32315. __extends(Mesh, _super);
  32316. /**
  32317. * @constructor
  32318. * @param name The value used by scene.getMeshByName() to do a lookup.
  32319. * @param scene The scene to add this mesh to.
  32320. * @param parent The parent of this mesh, if it has one
  32321. * @param source An optional Mesh from which geometry is shared, cloned.
  32322. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32323. * When false, achieved by calling a clone(), also passing False.
  32324. * This will make creation of children, recursive.
  32325. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32326. */
  32327. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32328. if (scene === void 0) { scene = null; }
  32329. if (parent === void 0) { parent = null; }
  32330. if (source === void 0) { source = null; }
  32331. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32332. var _this = _super.call(this, name, scene) || this;
  32333. // Members
  32334. /**
  32335. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32336. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32337. */
  32338. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32339. /**
  32340. * Gets the list of instances created from this mesh
  32341. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32342. */
  32343. _this.instances = new Array();
  32344. _this._LODLevels = new Array();
  32345. /** @hidden */
  32346. _this._instanceDataStorage = new _InstanceDataStorage();
  32347. // Use by builder only to know what orientation were the mesh build in.
  32348. /** @hidden */
  32349. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32350. /**
  32351. * Use this property to change the original side orientation defined at construction time
  32352. */
  32353. _this.overrideMaterialSideOrientation = null;
  32354. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32355. // Will be used to save a source mesh reference, If any
  32356. _this._source = null;
  32357. scene = _this.getScene();
  32358. if (source) {
  32359. // Geometry
  32360. if (source._geometry) {
  32361. source._geometry.applyToMesh(_this);
  32362. }
  32363. // Deep copy
  32364. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32365. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32366. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32367. ], ["_poseMatrix"]);
  32368. // Source mesh
  32369. _this._source = source;
  32370. // Construction Params
  32371. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32372. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32373. _this._creationDataStorage = source._creationDataStorage;
  32374. // Animation ranges
  32375. if (_this._source._ranges) {
  32376. var ranges = _this._source._ranges;
  32377. for (var name in ranges) {
  32378. if (!ranges.hasOwnProperty(name)) {
  32379. continue;
  32380. }
  32381. if (!ranges[name]) {
  32382. continue;
  32383. }
  32384. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32385. }
  32386. }
  32387. // Metadata
  32388. if (source.metadata && source.metadata.clone) {
  32389. _this.metadata = source.metadata.clone();
  32390. }
  32391. else {
  32392. _this.metadata = source.metadata;
  32393. }
  32394. // Tags
  32395. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32396. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32397. }
  32398. // Parent
  32399. _this.parent = source.parent;
  32400. // Pivot
  32401. _this.setPivotMatrix(source.getPivotMatrix());
  32402. _this.id = name + "." + source.id;
  32403. // Material
  32404. _this.material = source.material;
  32405. var index;
  32406. if (!doNotCloneChildren) {
  32407. // Children
  32408. var directDescendants = source.getDescendants(true);
  32409. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32410. var child = directDescendants[index_1];
  32411. if (child.clone) {
  32412. child.clone(name + "." + child.name, _this);
  32413. }
  32414. }
  32415. }
  32416. // Physics clone
  32417. var physicsEngine = _this.getScene().getPhysicsEngine();
  32418. if (clonePhysicsImpostor && physicsEngine) {
  32419. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32420. if (impostor) {
  32421. _this.physicsImpostor = impostor.clone(_this);
  32422. }
  32423. }
  32424. // Particles
  32425. for (index = 0; index < scene.particleSystems.length; index++) {
  32426. var system = scene.particleSystems[index];
  32427. if (system.emitter === source) {
  32428. system.clone(system.name, _this);
  32429. }
  32430. }
  32431. _this.refreshBoundingInfo();
  32432. _this.computeWorldMatrix(true);
  32433. }
  32434. // Parent
  32435. if (parent !== null) {
  32436. _this.parent = parent;
  32437. }
  32438. return _this;
  32439. }
  32440. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32441. /**
  32442. * An event triggered before rendering the mesh
  32443. */
  32444. get: function () {
  32445. if (!this._onBeforeRenderObservable) {
  32446. this._onBeforeRenderObservable = new BABYLON.Observable();
  32447. }
  32448. return this._onBeforeRenderObservable;
  32449. },
  32450. enumerable: true,
  32451. configurable: true
  32452. });
  32453. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32454. /**
  32455. * An event triggered after rendering the mesh
  32456. */
  32457. get: function () {
  32458. if (!this._onAfterRenderObservable) {
  32459. this._onAfterRenderObservable = new BABYLON.Observable();
  32460. }
  32461. return this._onAfterRenderObservable;
  32462. },
  32463. enumerable: true,
  32464. configurable: true
  32465. });
  32466. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32467. /**
  32468. * An event triggered before drawing the mesh
  32469. */
  32470. get: function () {
  32471. if (!this._onBeforeDrawObservable) {
  32472. this._onBeforeDrawObservable = new BABYLON.Observable();
  32473. }
  32474. return this._onBeforeDrawObservable;
  32475. },
  32476. enumerable: true,
  32477. configurable: true
  32478. });
  32479. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32480. /**
  32481. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32482. */
  32483. set: function (callback) {
  32484. if (this._onBeforeDrawObserver) {
  32485. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32486. }
  32487. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32488. },
  32489. enumerable: true,
  32490. configurable: true
  32491. });
  32492. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32493. /**
  32494. * Gets or sets the morph target manager
  32495. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32496. */
  32497. get: function () {
  32498. return this._morphTargetManager;
  32499. },
  32500. set: function (value) {
  32501. if (this._morphTargetManager === value) {
  32502. return;
  32503. }
  32504. this._morphTargetManager = value;
  32505. this._syncGeometryWithMorphTargetManager();
  32506. },
  32507. enumerable: true,
  32508. configurable: true
  32509. });
  32510. Object.defineProperty(Mesh.prototype, "source", {
  32511. /**
  32512. * Gets the source mesh (the one used to clone this one from)
  32513. */
  32514. get: function () {
  32515. return this._source;
  32516. },
  32517. enumerable: true,
  32518. configurable: true
  32519. });
  32520. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32521. /**
  32522. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32523. */
  32524. get: function () {
  32525. return this._unIndexed;
  32526. },
  32527. set: function (value) {
  32528. if (this._unIndexed !== value) {
  32529. this._unIndexed = value;
  32530. this._markSubMeshesAsAttributesDirty();
  32531. }
  32532. },
  32533. enumerable: true,
  32534. configurable: true
  32535. });
  32536. // Methods
  32537. /**
  32538. * Gets the class name
  32539. * @returns the string "Mesh".
  32540. */
  32541. Mesh.prototype.getClassName = function () {
  32542. return "Mesh";
  32543. };
  32544. /**
  32545. * Returns a description of this mesh
  32546. * @param fullDetails define if full details about this mesh must be used
  32547. * @returns a descriptive string representing this mesh
  32548. */
  32549. Mesh.prototype.toString = function (fullDetails) {
  32550. var ret = _super.prototype.toString.call(this, fullDetails);
  32551. ret += ", n vertices: " + this.getTotalVertices();
  32552. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32553. if (this.animations) {
  32554. for (var i = 0; i < this.animations.length; i++) {
  32555. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32556. }
  32557. }
  32558. if (fullDetails) {
  32559. if (this._geometry) {
  32560. var ib = this.getIndices();
  32561. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32562. if (vb && ib) {
  32563. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32564. }
  32565. }
  32566. else {
  32567. ret += ", flat shading: UNKNOWN";
  32568. }
  32569. }
  32570. return ret;
  32571. };
  32572. /** @hidden */
  32573. Mesh.prototype._unBindEffect = function () {
  32574. _super.prototype._unBindEffect.call(this);
  32575. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32576. var instance = _a[_i];
  32577. instance._unBindEffect();
  32578. }
  32579. };
  32580. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32581. /**
  32582. * Gets a boolean indicating if this mesh has LOD
  32583. */
  32584. get: function () {
  32585. return this._LODLevels.length > 0;
  32586. },
  32587. enumerable: true,
  32588. configurable: true
  32589. });
  32590. /**
  32591. * Gets the list of MeshLODLevel associated with the current mesh
  32592. * @returns an array of MeshLODLevel
  32593. */
  32594. Mesh.prototype.getLODLevels = function () {
  32595. return this._LODLevels;
  32596. };
  32597. Mesh.prototype._sortLODLevels = function () {
  32598. this._LODLevels.sort(function (a, b) {
  32599. if (a.distance < b.distance) {
  32600. return 1;
  32601. }
  32602. if (a.distance > b.distance) {
  32603. return -1;
  32604. }
  32605. return 0;
  32606. });
  32607. };
  32608. /**
  32609. * Add a mesh as LOD level triggered at the given distance.
  32610. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32611. * @param distance The distance from the center of the object to show this level
  32612. * @param mesh The mesh to be added as LOD level (can be null)
  32613. * @return This mesh (for chaining)
  32614. */
  32615. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32616. if (mesh && mesh._masterMesh) {
  32617. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32618. return this;
  32619. }
  32620. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32621. this._LODLevels.push(level);
  32622. if (mesh) {
  32623. mesh._masterMesh = this;
  32624. }
  32625. this._sortLODLevels();
  32626. return this;
  32627. };
  32628. /**
  32629. * Returns the LOD level mesh at the passed distance or null if not found.
  32630. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32631. * @param distance The distance from the center of the object to show this level
  32632. * @returns a Mesh or `null`
  32633. */
  32634. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32635. for (var index = 0; index < this._LODLevels.length; index++) {
  32636. var level = this._LODLevels[index];
  32637. if (level.distance === distance) {
  32638. return level.mesh;
  32639. }
  32640. }
  32641. return null;
  32642. };
  32643. /**
  32644. * Remove a mesh from the LOD array
  32645. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32646. * @param mesh defines the mesh to be removed
  32647. * @return This mesh (for chaining)
  32648. */
  32649. Mesh.prototype.removeLODLevel = function (mesh) {
  32650. for (var index = 0; index < this._LODLevels.length; index++) {
  32651. if (this._LODLevels[index].mesh === mesh) {
  32652. this._LODLevels.splice(index, 1);
  32653. if (mesh) {
  32654. mesh._masterMesh = null;
  32655. }
  32656. }
  32657. }
  32658. this._sortLODLevels();
  32659. return this;
  32660. };
  32661. /**
  32662. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32663. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32664. * @param camera defines the camera to use to compute distance
  32665. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32666. * @return This mesh (for chaining)
  32667. */
  32668. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32669. if (!this._LODLevels || this._LODLevels.length === 0) {
  32670. return this;
  32671. }
  32672. var bSphere;
  32673. if (boundingSphere) {
  32674. bSphere = boundingSphere;
  32675. }
  32676. else {
  32677. var boundingInfo = this.getBoundingInfo();
  32678. bSphere = boundingInfo.boundingSphere;
  32679. }
  32680. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32681. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32682. if (this.onLODLevelSelection) {
  32683. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32684. }
  32685. return this;
  32686. }
  32687. for (var index = 0; index < this._LODLevels.length; index++) {
  32688. var level = this._LODLevels[index];
  32689. if (level.distance < distanceToCamera) {
  32690. if (level.mesh) {
  32691. level.mesh._preActivate();
  32692. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32693. }
  32694. if (this.onLODLevelSelection) {
  32695. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32696. }
  32697. return level.mesh;
  32698. }
  32699. }
  32700. if (this.onLODLevelSelection) {
  32701. this.onLODLevelSelection(distanceToCamera, this, this);
  32702. }
  32703. return this;
  32704. };
  32705. Object.defineProperty(Mesh.prototype, "geometry", {
  32706. /**
  32707. * Gets the mesh internal Geometry object
  32708. */
  32709. get: function () {
  32710. return this._geometry;
  32711. },
  32712. enumerable: true,
  32713. configurable: true
  32714. });
  32715. /**
  32716. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32717. * @returns the total number of vertices
  32718. */
  32719. Mesh.prototype.getTotalVertices = function () {
  32720. if (this._geometry === null || this._geometry === undefined) {
  32721. return 0;
  32722. }
  32723. return this._geometry.getTotalVertices();
  32724. };
  32725. /**
  32726. * Returns the content of an associated vertex buffer
  32727. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32728. * - BABYLON.VertexBuffer.PositionKind
  32729. * - BABYLON.VertexBuffer.UVKind
  32730. * - BABYLON.VertexBuffer.UV2Kind
  32731. * - BABYLON.VertexBuffer.UV3Kind
  32732. * - BABYLON.VertexBuffer.UV4Kind
  32733. * - BABYLON.VertexBuffer.UV5Kind
  32734. * - BABYLON.VertexBuffer.UV6Kind
  32735. * - BABYLON.VertexBuffer.ColorKind
  32736. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32737. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32738. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32739. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32740. * @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
  32741. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  32742. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  32743. */
  32744. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  32745. if (!this._geometry) {
  32746. return null;
  32747. }
  32748. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  32749. };
  32750. /**
  32751. * Returns the mesh VertexBuffer object from the requested `kind`
  32752. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32753. * - BABYLON.VertexBuffer.PositionKind
  32754. * - BABYLON.VertexBuffer.UVKind
  32755. * - BABYLON.VertexBuffer.UV2Kind
  32756. * - BABYLON.VertexBuffer.UV3Kind
  32757. * - BABYLON.VertexBuffer.UV4Kind
  32758. * - BABYLON.VertexBuffer.UV5Kind
  32759. * - BABYLON.VertexBuffer.UV6Kind
  32760. * - BABYLON.VertexBuffer.ColorKind
  32761. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32762. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32763. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32764. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32765. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  32766. */
  32767. Mesh.prototype.getVertexBuffer = function (kind) {
  32768. if (!this._geometry) {
  32769. return null;
  32770. }
  32771. return this._geometry.getVertexBuffer(kind);
  32772. };
  32773. /**
  32774. * Tests if a specific vertex buffer is associated with this mesh
  32775. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32776. * - BABYLON.VertexBuffer.PositionKind
  32777. * - BABYLON.VertexBuffer.UVKind
  32778. * - BABYLON.VertexBuffer.UV2Kind
  32779. * - BABYLON.VertexBuffer.UV3Kind
  32780. * - BABYLON.VertexBuffer.UV4Kind
  32781. * - BABYLON.VertexBuffer.UV5Kind
  32782. * - BABYLON.VertexBuffer.UV6Kind
  32783. * - BABYLON.VertexBuffer.ColorKind
  32784. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32785. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32786. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32787. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32788. * @returns a boolean
  32789. */
  32790. Mesh.prototype.isVerticesDataPresent = function (kind) {
  32791. if (!this._geometry) {
  32792. if (this._delayInfo) {
  32793. return this._delayInfo.indexOf(kind) !== -1;
  32794. }
  32795. return false;
  32796. }
  32797. return this._geometry.isVerticesDataPresent(kind);
  32798. };
  32799. /**
  32800. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  32801. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32802. * - BABYLON.VertexBuffer.PositionKind
  32803. * - BABYLON.VertexBuffer.UVKind
  32804. * - BABYLON.VertexBuffer.UV2Kind
  32805. * - BABYLON.VertexBuffer.UV3Kind
  32806. * - BABYLON.VertexBuffer.UV4Kind
  32807. * - BABYLON.VertexBuffer.UV5Kind
  32808. * - BABYLON.VertexBuffer.UV6Kind
  32809. * - BABYLON.VertexBuffer.ColorKind
  32810. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32811. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32812. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32813. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32814. * @returns a boolean
  32815. */
  32816. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  32817. if (!this._geometry) {
  32818. if (this._delayInfo) {
  32819. return this._delayInfo.indexOf(kind) !== -1;
  32820. }
  32821. return false;
  32822. }
  32823. return this._geometry.isVertexBufferUpdatable(kind);
  32824. };
  32825. /**
  32826. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  32827. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32828. * - BABYLON.VertexBuffer.PositionKind
  32829. * - BABYLON.VertexBuffer.UVKind
  32830. * - BABYLON.VertexBuffer.UV2Kind
  32831. * - BABYLON.VertexBuffer.UV3Kind
  32832. * - BABYLON.VertexBuffer.UV4Kind
  32833. * - BABYLON.VertexBuffer.UV5Kind
  32834. * - BABYLON.VertexBuffer.UV6Kind
  32835. * - BABYLON.VertexBuffer.ColorKind
  32836. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32837. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32838. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32839. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32840. * @returns an array of strings
  32841. */
  32842. Mesh.prototype.getVerticesDataKinds = function () {
  32843. if (!this._geometry) {
  32844. var result = new Array();
  32845. if (this._delayInfo) {
  32846. this._delayInfo.forEach(function (kind, index, array) {
  32847. result.push(kind);
  32848. });
  32849. }
  32850. return result;
  32851. }
  32852. return this._geometry.getVerticesDataKinds();
  32853. };
  32854. /**
  32855. * Returns a positive integer : the total number of indices in this mesh geometry.
  32856. * @returns the numner of indices or zero if the mesh has no geometry.
  32857. */
  32858. Mesh.prototype.getTotalIndices = function () {
  32859. if (!this._geometry) {
  32860. return 0;
  32861. }
  32862. return this._geometry.getTotalIndices();
  32863. };
  32864. /**
  32865. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  32866. * @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.
  32867. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  32868. * @returns the indices array or an empty array if the mesh has no geometry
  32869. */
  32870. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  32871. if (!this._geometry) {
  32872. return [];
  32873. }
  32874. return this._geometry.getIndices(copyWhenShared, forceCopy);
  32875. };
  32876. Object.defineProperty(Mesh.prototype, "isBlocked", {
  32877. get: function () {
  32878. return this._masterMesh !== null && this._masterMesh !== undefined;
  32879. },
  32880. enumerable: true,
  32881. configurable: true
  32882. });
  32883. /**
  32884. * Determine if the current mesh is ready to be rendered
  32885. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  32886. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  32887. * @returns true if all associated assets are ready (material, textures, shaders)
  32888. */
  32889. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  32890. if (completeCheck === void 0) { completeCheck = false; }
  32891. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  32892. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32893. return false;
  32894. }
  32895. if (!_super.prototype.isReady.call(this, completeCheck)) {
  32896. return false;
  32897. }
  32898. if (!this.subMeshes || this.subMeshes.length === 0) {
  32899. return true;
  32900. }
  32901. if (!completeCheck) {
  32902. return true;
  32903. }
  32904. var engine = this.getEngine();
  32905. var scene = this.getScene();
  32906. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  32907. this.computeWorldMatrix();
  32908. var mat = this.material || scene.defaultMaterial;
  32909. if (mat) {
  32910. if (mat._storeEffectOnSubMeshes) {
  32911. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  32912. var subMesh = _a[_i];
  32913. var effectiveMaterial = subMesh.getMaterial();
  32914. if (effectiveMaterial) {
  32915. if (effectiveMaterial._storeEffectOnSubMeshes) {
  32916. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  32917. return false;
  32918. }
  32919. }
  32920. else {
  32921. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  32922. return false;
  32923. }
  32924. }
  32925. }
  32926. }
  32927. }
  32928. else {
  32929. if (!mat.isReady(this, hardwareInstancedRendering)) {
  32930. return false;
  32931. }
  32932. }
  32933. }
  32934. // Shadows
  32935. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  32936. var light = _c[_b];
  32937. var generator = light.getShadowGenerator();
  32938. if (generator) {
  32939. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  32940. var subMesh = _e[_d];
  32941. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  32942. return false;
  32943. }
  32944. }
  32945. }
  32946. }
  32947. // LOD
  32948. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  32949. var lod = _g[_f];
  32950. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  32951. return false;
  32952. }
  32953. }
  32954. return true;
  32955. };
  32956. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  32957. /**
  32958. * 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.
  32959. */
  32960. get: function () {
  32961. return this._areNormalsFrozen;
  32962. },
  32963. enumerable: true,
  32964. configurable: true
  32965. });
  32966. /**
  32967. * 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.
  32968. * @returns the current mesh
  32969. */
  32970. Mesh.prototype.freezeNormals = function () {
  32971. this._areNormalsFrozen = true;
  32972. return this;
  32973. };
  32974. /**
  32975. * 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
  32976. * @returns the current mesh
  32977. */
  32978. Mesh.prototype.unfreezeNormals = function () {
  32979. this._areNormalsFrozen = false;
  32980. return this;
  32981. };
  32982. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  32983. /**
  32984. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  32985. */
  32986. set: function (count) {
  32987. this._instanceDataStorage.overridenInstanceCount = count;
  32988. },
  32989. enumerable: true,
  32990. configurable: true
  32991. });
  32992. // Methods
  32993. /** @hidden */
  32994. Mesh.prototype._preActivate = function () {
  32995. var sceneRenderId = this.getScene().getRenderId();
  32996. if (this._preActivateId === sceneRenderId) {
  32997. return this;
  32998. }
  32999. this._preActivateId = sceneRenderId;
  33000. this._instanceDataStorage.visibleInstances = null;
  33001. return this;
  33002. };
  33003. /** @hidden */
  33004. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33005. if (this._instanceDataStorage.visibleInstances) {
  33006. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33007. }
  33008. return this;
  33009. };
  33010. /** @hidden */
  33011. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33012. if (!this._instanceDataStorage.visibleInstances) {
  33013. this._instanceDataStorage.visibleInstances = {};
  33014. this._instanceDataStorage.visibleInstances.defaultRenderId = renderId;
  33015. this._instanceDataStorage.visibleInstances.selfDefaultRenderId = this._renderId;
  33016. }
  33017. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33018. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33019. }
  33020. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33021. return this;
  33022. };
  33023. /**
  33024. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33025. * This means the mesh underlying bounding box and sphere are recomputed.
  33026. * @returns the current mesh
  33027. */
  33028. Mesh.prototype.refreshBoundingInfo = function () {
  33029. return this._refreshBoundingInfo(false);
  33030. };
  33031. /** @hidden */
  33032. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  33033. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33034. return this;
  33035. }
  33036. var data = this._getPositionData(applySkeleton);
  33037. if (data) {
  33038. var bias = this.geometry ? this.geometry.boundingBias : null;
  33039. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  33040. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  33041. }
  33042. if (this.subMeshes) {
  33043. for (var index = 0; index < this.subMeshes.length; index++) {
  33044. this.subMeshes[index].refreshBoundingInfo();
  33045. }
  33046. }
  33047. this._updateBoundingInfo();
  33048. return this;
  33049. };
  33050. Mesh.prototype._getPositionData = function (applySkeleton) {
  33051. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33052. if (data && applySkeleton && this.skeleton) {
  33053. data = BABYLON.Tools.Slice(data);
  33054. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33055. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33056. if (matricesWeightsData && matricesIndicesData) {
  33057. var needExtras = this.numBoneInfluencers > 4;
  33058. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33059. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33060. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  33061. var tempVector = BABYLON.Tmp.Vector3[0];
  33062. var finalMatrix = BABYLON.Tmp.Matrix[0];
  33063. var tempMatrix = BABYLON.Tmp.Matrix[1];
  33064. var matWeightIdx = 0;
  33065. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  33066. finalMatrix.reset();
  33067. var inf;
  33068. var weight;
  33069. for (inf = 0; inf < 4; inf++) {
  33070. weight = matricesWeightsData[matWeightIdx + inf];
  33071. if (weight > 0) {
  33072. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33073. finalMatrix.addToSelf(tempMatrix);
  33074. }
  33075. }
  33076. if (needExtras) {
  33077. for (inf = 0; inf < 4; inf++) {
  33078. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33079. if (weight > 0) {
  33080. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33081. finalMatrix.addToSelf(tempMatrix);
  33082. }
  33083. }
  33084. }
  33085. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  33086. tempVector.toArray(data, index);
  33087. }
  33088. }
  33089. }
  33090. return data;
  33091. };
  33092. /** @hidden */
  33093. Mesh.prototype._createGlobalSubMesh = function (force) {
  33094. var totalVertices = this.getTotalVertices();
  33095. if (!totalVertices || !this.getIndices()) {
  33096. return null;
  33097. }
  33098. // Check if we need to recreate the submeshes
  33099. if (this.subMeshes && this.subMeshes.length > 0) {
  33100. var ib = this.getIndices();
  33101. if (!ib) {
  33102. return null;
  33103. }
  33104. var totalIndices = ib.length;
  33105. var needToRecreate = false;
  33106. if (force) {
  33107. needToRecreate = true;
  33108. }
  33109. else {
  33110. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33111. var submesh = _a[_i];
  33112. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33113. needToRecreate = true;
  33114. break;
  33115. }
  33116. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33117. needToRecreate = true;
  33118. break;
  33119. }
  33120. }
  33121. }
  33122. if (!needToRecreate) {
  33123. return this.subMeshes[0];
  33124. }
  33125. }
  33126. this.releaseSubMeshes();
  33127. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33128. };
  33129. /**
  33130. * This function will subdivide the mesh into multiple submeshes
  33131. * @param count defines the expected number of submeshes
  33132. */
  33133. Mesh.prototype.subdivide = function (count) {
  33134. if (count < 1) {
  33135. return;
  33136. }
  33137. var totalIndices = this.getTotalIndices();
  33138. var subdivisionSize = (totalIndices / count) | 0;
  33139. var offset = 0;
  33140. // Ensure that subdivisionSize is a multiple of 3
  33141. while (subdivisionSize % 3 !== 0) {
  33142. subdivisionSize++;
  33143. }
  33144. this.releaseSubMeshes();
  33145. for (var index = 0; index < count; index++) {
  33146. if (offset >= totalIndices) {
  33147. break;
  33148. }
  33149. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33150. offset += subdivisionSize;
  33151. }
  33152. this.synchronizeInstances();
  33153. };
  33154. /**
  33155. * Copy a FloatArray into a specific associated vertex buffer
  33156. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33157. * - BABYLON.VertexBuffer.PositionKind
  33158. * - BABYLON.VertexBuffer.UVKind
  33159. * - BABYLON.VertexBuffer.UV2Kind
  33160. * - BABYLON.VertexBuffer.UV3Kind
  33161. * - BABYLON.VertexBuffer.UV4Kind
  33162. * - BABYLON.VertexBuffer.UV5Kind
  33163. * - BABYLON.VertexBuffer.UV6Kind
  33164. * - BABYLON.VertexBuffer.ColorKind
  33165. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33166. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33167. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33168. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33169. * @param data defines the data source
  33170. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33171. * @param stride defines the data stride size (can be null)
  33172. * @returns the current mesh
  33173. */
  33174. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33175. if (updatable === void 0) { updatable = false; }
  33176. if (!this._geometry) {
  33177. var vertexData = new BABYLON.VertexData();
  33178. vertexData.set(data, kind);
  33179. var scene = this.getScene();
  33180. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33181. }
  33182. else {
  33183. this._geometry.setVerticesData(kind, data, updatable, stride);
  33184. }
  33185. return this;
  33186. };
  33187. /**
  33188. * Flags an associated vertex buffer as updatable
  33189. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33190. * - BABYLON.VertexBuffer.PositionKind
  33191. * - BABYLON.VertexBuffer.UVKind
  33192. * - BABYLON.VertexBuffer.UV2Kind
  33193. * - BABYLON.VertexBuffer.UV3Kind
  33194. * - BABYLON.VertexBuffer.UV4Kind
  33195. * - BABYLON.VertexBuffer.UV5Kind
  33196. * - BABYLON.VertexBuffer.UV6Kind
  33197. * - BABYLON.VertexBuffer.ColorKind
  33198. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33199. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33200. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33201. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33202. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33203. */
  33204. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33205. if (updatable === void 0) { updatable = true; }
  33206. var vb = this.getVertexBuffer(kind);
  33207. if (!vb || vb.isUpdatable() === updatable) {
  33208. return;
  33209. }
  33210. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33211. };
  33212. /**
  33213. * Sets the mesh global Vertex Buffer
  33214. * @param buffer defines the buffer to use
  33215. * @returns the current mesh
  33216. */
  33217. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33218. if (!this._geometry) {
  33219. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33220. }
  33221. this._geometry.setVerticesBuffer(buffer);
  33222. return this;
  33223. };
  33224. /**
  33225. * Update a specific associated vertex buffer
  33226. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33227. * - BABYLON.VertexBuffer.PositionKind
  33228. * - BABYLON.VertexBuffer.UVKind
  33229. * - BABYLON.VertexBuffer.UV2Kind
  33230. * - BABYLON.VertexBuffer.UV3Kind
  33231. * - BABYLON.VertexBuffer.UV4Kind
  33232. * - BABYLON.VertexBuffer.UV5Kind
  33233. * - BABYLON.VertexBuffer.UV6Kind
  33234. * - BABYLON.VertexBuffer.ColorKind
  33235. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33236. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33237. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33238. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33239. * @param data defines the data source
  33240. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33241. * @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)
  33242. * @returns the current mesh
  33243. */
  33244. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33245. if (!this._geometry) {
  33246. return this;
  33247. }
  33248. if (!makeItUnique) {
  33249. this._geometry.updateVerticesData(kind, data, updateExtends);
  33250. }
  33251. else {
  33252. this.makeGeometryUnique();
  33253. this.updateVerticesData(kind, data, updateExtends, false);
  33254. }
  33255. return this;
  33256. };
  33257. /**
  33258. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33259. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33260. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33261. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33262. * @returns the current mesh
  33263. */
  33264. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33265. if (computeNormals === void 0) { computeNormals = true; }
  33266. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33267. if (!positions) {
  33268. return this;
  33269. }
  33270. positionFunction(positions);
  33271. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33272. if (computeNormals) {
  33273. var indices = this.getIndices();
  33274. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33275. if (!normals) {
  33276. return this;
  33277. }
  33278. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33279. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33280. }
  33281. return this;
  33282. };
  33283. /**
  33284. * Creates a un-shared specific occurence of the geometry for the mesh.
  33285. * @returns the current mesh
  33286. */
  33287. Mesh.prototype.makeGeometryUnique = function () {
  33288. if (!this._geometry) {
  33289. return this;
  33290. }
  33291. var oldGeometry = this._geometry;
  33292. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33293. oldGeometry.releaseForMesh(this, true);
  33294. geometry.applyToMesh(this);
  33295. return this;
  33296. };
  33297. /**
  33298. * Set the index buffer of this mesh
  33299. * @param indices defines the source data
  33300. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33301. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33302. * @returns the current mesh
  33303. */
  33304. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33305. if (totalVertices === void 0) { totalVertices = null; }
  33306. if (updatable === void 0) { updatable = false; }
  33307. if (!this._geometry) {
  33308. var vertexData = new BABYLON.VertexData();
  33309. vertexData.indices = indices;
  33310. var scene = this.getScene();
  33311. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33312. }
  33313. else {
  33314. this._geometry.setIndices(indices, totalVertices, updatable);
  33315. }
  33316. return this;
  33317. };
  33318. /**
  33319. * Update the current index buffer
  33320. * @param indices defines the source data
  33321. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33322. * @returns the current mesh
  33323. */
  33324. Mesh.prototype.updateIndices = function (indices, offset) {
  33325. if (!this._geometry) {
  33326. return this;
  33327. }
  33328. this._geometry.updateIndices(indices, offset);
  33329. return this;
  33330. };
  33331. /**
  33332. * Invert the geometry to move from a right handed system to a left handed one.
  33333. * @returns the current mesh
  33334. */
  33335. Mesh.prototype.toLeftHanded = function () {
  33336. if (!this._geometry) {
  33337. return this;
  33338. }
  33339. this._geometry.toLeftHanded();
  33340. return this;
  33341. };
  33342. /** @hidden */
  33343. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33344. if (!this._geometry) {
  33345. return this;
  33346. }
  33347. var engine = this.getScene().getEngine();
  33348. // Wireframe
  33349. var indexToBind;
  33350. if (this._unIndexed) {
  33351. indexToBind = null;
  33352. }
  33353. else {
  33354. switch (fillMode) {
  33355. case BABYLON.Material.PointFillMode:
  33356. indexToBind = null;
  33357. break;
  33358. case BABYLON.Material.WireFrameFillMode:
  33359. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33360. break;
  33361. default:
  33362. case BABYLON.Material.TriangleFillMode:
  33363. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33364. break;
  33365. }
  33366. }
  33367. // VBOs
  33368. this._geometry._bind(effect, indexToBind);
  33369. return this;
  33370. };
  33371. /** @hidden */
  33372. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33373. if (alternate === void 0) { alternate = false; }
  33374. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33375. return this;
  33376. }
  33377. if (this._onBeforeDrawObservable) {
  33378. this._onBeforeDrawObservable.notifyObservers(this);
  33379. }
  33380. var scene = this.getScene();
  33381. var engine = scene.getEngine();
  33382. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33383. // or triangles as points
  33384. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33385. }
  33386. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33387. // Triangles as wireframe
  33388. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33389. }
  33390. else {
  33391. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33392. }
  33393. if (scene._isAlternateRenderingEnabled && !alternate) {
  33394. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33395. if (!effect || !scene.activeCamera) {
  33396. return this;
  33397. }
  33398. scene._switchToAlternateCameraConfiguration(true);
  33399. this._effectiveMaterial.bindView(effect);
  33400. this._effectiveMaterial.bindViewProjection(effect);
  33401. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33402. this._draw(subMesh, fillMode, instancesCount, true);
  33403. engine.setViewport(scene.activeCamera.viewport);
  33404. scene._switchToAlternateCameraConfiguration(false);
  33405. this._effectiveMaterial.bindView(effect);
  33406. this._effectiveMaterial.bindViewProjection(effect);
  33407. }
  33408. return this;
  33409. };
  33410. /**
  33411. * Registers for this mesh a javascript function called just before the rendering process
  33412. * @param func defines the function to call before rendering this mesh
  33413. * @returns the current mesh
  33414. */
  33415. Mesh.prototype.registerBeforeRender = function (func) {
  33416. this.onBeforeRenderObservable.add(func);
  33417. return this;
  33418. };
  33419. /**
  33420. * Disposes a previously registered javascript function called before the rendering
  33421. * @param func defines the function to remove
  33422. * @returns the current mesh
  33423. */
  33424. Mesh.prototype.unregisterBeforeRender = function (func) {
  33425. this.onBeforeRenderObservable.removeCallback(func);
  33426. return this;
  33427. };
  33428. /**
  33429. * Registers for this mesh a javascript function called just after the rendering is complete
  33430. * @param func defines the function to call after rendering this mesh
  33431. * @returns the current mesh
  33432. */
  33433. Mesh.prototype.registerAfterRender = function (func) {
  33434. this.onAfterRenderObservable.add(func);
  33435. return this;
  33436. };
  33437. /**
  33438. * Disposes a previously registered javascript function called after the rendering.
  33439. * @param func defines the function to remove
  33440. * @returns the current mesh
  33441. */
  33442. Mesh.prototype.unregisterAfterRender = function (func) {
  33443. this.onAfterRenderObservable.removeCallback(func);
  33444. return this;
  33445. };
  33446. /** @hidden */
  33447. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33448. var scene = this.getScene();
  33449. var batchCache = this._instanceDataStorage.batchCache;
  33450. batchCache.mustReturn = false;
  33451. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33452. batchCache.visibleInstances[subMeshId] = null;
  33453. if (this._instanceDataStorage.visibleInstances) {
  33454. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33455. var currentRenderId = scene.getRenderId();
  33456. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33457. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33458. var selfRenderId = this._renderId;
  33459. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33460. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33461. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33462. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33463. }
  33464. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33465. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33466. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33467. batchCache.mustReturn = true;
  33468. return batchCache;
  33469. }
  33470. if (currentRenderId !== selfRenderId) {
  33471. batchCache.renderSelf[subMeshId] = false;
  33472. }
  33473. }
  33474. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33475. }
  33476. return batchCache;
  33477. };
  33478. /** @hidden */
  33479. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33480. var visibleInstances = batch.visibleInstances[subMesh._id];
  33481. if (!visibleInstances) {
  33482. return this;
  33483. }
  33484. var matricesCount = visibleInstances.length + 1;
  33485. var bufferSize = matricesCount * 16 * 4;
  33486. var instanceStorage = this._instanceDataStorage;
  33487. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33488. var instancesBuffer = instanceStorage.instancesBuffer;
  33489. while (instanceStorage.instancesBufferSize < bufferSize) {
  33490. instanceStorage.instancesBufferSize *= 2;
  33491. }
  33492. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33493. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33494. }
  33495. var offset = 0;
  33496. var instancesCount = 0;
  33497. var world = this.getWorldMatrix();
  33498. if (batch.renderSelf[subMesh._id]) {
  33499. world.copyToArray(instanceStorage.instancesData, offset);
  33500. offset += 16;
  33501. instancesCount++;
  33502. }
  33503. if (visibleInstances) {
  33504. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33505. var instance = visibleInstances[instanceIndex];
  33506. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33507. offset += 16;
  33508. instancesCount++;
  33509. }
  33510. }
  33511. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33512. if (instancesBuffer) {
  33513. instancesBuffer.dispose();
  33514. }
  33515. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33516. instanceStorage.instancesBuffer = instancesBuffer;
  33517. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33518. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33519. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33520. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33521. }
  33522. else {
  33523. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33524. }
  33525. this._bind(subMesh, effect, fillMode);
  33526. this._draw(subMesh, fillMode, instancesCount);
  33527. engine.unbindInstanceAttributes();
  33528. return this;
  33529. };
  33530. /** @hidden */
  33531. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33532. var scene = this.getScene();
  33533. var engine = scene.getEngine();
  33534. if (hardwareInstancedRendering) {
  33535. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33536. }
  33537. else {
  33538. if (batch.renderSelf[subMesh._id]) {
  33539. // Draw
  33540. if (onBeforeDraw) {
  33541. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33542. }
  33543. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33544. }
  33545. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33546. if (visibleInstancesForSubMesh) {
  33547. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33548. var instance = visibleInstancesForSubMesh[instanceIndex];
  33549. // World
  33550. var world = instance.getWorldMatrix();
  33551. if (onBeforeDraw) {
  33552. onBeforeDraw(true, world, effectiveMaterial);
  33553. }
  33554. // Draw
  33555. this._draw(subMesh, fillMode);
  33556. }
  33557. }
  33558. }
  33559. return this;
  33560. };
  33561. /**
  33562. * 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
  33563. * @param subMesh defines the subMesh to render
  33564. * @param enableAlphaMode defines if alpha mode can be changed
  33565. * @returns the current mesh
  33566. */
  33567. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33568. if (this._checkOcclusionQuery()) {
  33569. return this;
  33570. }
  33571. var scene = this.getScene();
  33572. // Managing instances
  33573. var batch = this._getInstancesRenderList(subMesh._id);
  33574. if (batch.mustReturn) {
  33575. return this;
  33576. }
  33577. // Checking geometry state
  33578. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33579. return this;
  33580. }
  33581. if (this._onBeforeRenderObservable) {
  33582. this._onBeforeRenderObservable.notifyObservers(this);
  33583. }
  33584. var engine = scene.getEngine();
  33585. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33586. // Material
  33587. var material = subMesh.getMaterial();
  33588. if (!material) {
  33589. return this;
  33590. }
  33591. this._effectiveMaterial = material;
  33592. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33593. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33594. return this;
  33595. }
  33596. }
  33597. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33598. return this;
  33599. }
  33600. // Alpha mode
  33601. if (enableAlphaMode) {
  33602. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33603. }
  33604. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33605. var step = _a[_i];
  33606. step.action(this, subMesh, batch);
  33607. }
  33608. var effect;
  33609. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33610. effect = subMesh.effect;
  33611. }
  33612. else {
  33613. effect = this._effectiveMaterial.getEffect();
  33614. }
  33615. if (!effect) {
  33616. return this;
  33617. }
  33618. var sideOrientation = this.overrideMaterialSideOrientation;
  33619. if (sideOrientation == null) {
  33620. sideOrientation = this._effectiveMaterial.sideOrientation;
  33621. if (this._getWorldMatrixDeterminant() < 0) {
  33622. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33623. }
  33624. }
  33625. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33626. if (this._effectiveMaterial.forceDepthWrite) {
  33627. engine.setDepthWrite(true);
  33628. }
  33629. // Bind
  33630. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33631. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33632. this._bind(subMesh, effect, fillMode);
  33633. }
  33634. var world = this.getWorldMatrix();
  33635. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33636. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33637. }
  33638. else {
  33639. this._effectiveMaterial.bind(world, this);
  33640. }
  33641. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33642. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33643. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33644. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33645. }
  33646. // Draw
  33647. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33648. // Unbind
  33649. this._effectiveMaterial.unbind();
  33650. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33651. var step = _c[_b];
  33652. step.action(this, subMesh, batch);
  33653. }
  33654. if (this._onAfterRenderObservable) {
  33655. this._onAfterRenderObservable.notifyObservers(this);
  33656. }
  33657. return this;
  33658. };
  33659. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33660. if (isInstance && effectiveMaterial) {
  33661. effectiveMaterial.bindOnlyWorldMatrix(world);
  33662. }
  33663. };
  33664. /**
  33665. * Renormalize the mesh and patch it up if there are no weights
  33666. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33667. * However in the case of zero weights then we set just a single influence to 1.
  33668. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33669. */
  33670. Mesh.prototype.cleanMatrixWeights = function () {
  33671. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33672. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33673. this.normalizeSkinWeightsAndExtra();
  33674. }
  33675. else {
  33676. this.normalizeSkinFourWeights();
  33677. }
  33678. }
  33679. };
  33680. // faster 4 weight version.
  33681. Mesh.prototype.normalizeSkinFourWeights = function () {
  33682. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33683. var numWeights = matricesWeights.length;
  33684. for (var a = 0; a < numWeights; a += 4) {
  33685. // accumulate weights
  33686. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33687. // check for invalid weight and just set it to 1.
  33688. if (t === 0) {
  33689. matricesWeights[a] = 1;
  33690. }
  33691. else {
  33692. // renormalize so everything adds to 1 use reciprical
  33693. var recip = 1 / t;
  33694. matricesWeights[a] *= recip;
  33695. matricesWeights[a + 1] *= recip;
  33696. matricesWeights[a + 2] *= recip;
  33697. matricesWeights[a + 3] *= recip;
  33698. }
  33699. }
  33700. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33701. };
  33702. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33703. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33704. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33705. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33706. var numWeights = matricesWeights.length;
  33707. for (var a = 0; a < numWeights; a += 4) {
  33708. // accumulate weights
  33709. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33710. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33711. // check for invalid weight and just set it to 1.
  33712. if (t === 0) {
  33713. matricesWeights[a] = 1;
  33714. }
  33715. else {
  33716. // renormalize so everything adds to 1 use reciprical
  33717. var recip = 1 / t;
  33718. matricesWeights[a] *= recip;
  33719. matricesWeights[a + 1] *= recip;
  33720. matricesWeights[a + 2] *= recip;
  33721. matricesWeights[a + 3] *= recip;
  33722. // same goes for extras
  33723. matricesWeightsExtra[a] *= recip;
  33724. matricesWeightsExtra[a + 1] *= recip;
  33725. matricesWeightsExtra[a + 2] *= recip;
  33726. matricesWeightsExtra[a + 3] *= recip;
  33727. }
  33728. }
  33729. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33730. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33731. };
  33732. /**
  33733. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33734. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33735. * the user know there was an issue with importing the mesh
  33736. * @returns a validation object with skinned, valid and report string
  33737. */
  33738. Mesh.prototype.validateSkinning = function () {
  33739. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33740. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33741. if (matricesWeights === null || this.skeleton == null) {
  33742. return { skinned: false, valid: true, report: "not skinned" };
  33743. }
  33744. var numWeights = matricesWeights.length;
  33745. var numberNotSorted = 0;
  33746. var missingWeights = 0;
  33747. var maxUsedWeights = 0;
  33748. var numberNotNormalized = 0;
  33749. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33750. var usedWeightCounts = new Array();
  33751. for (var a = 0; a <= numInfluences; a++) {
  33752. usedWeightCounts[a] = 0;
  33753. }
  33754. var toleranceEpsilon = 0.001;
  33755. for (var a = 0; a < numWeights; a += 4) {
  33756. var lastWeight = matricesWeights[a];
  33757. var t = lastWeight;
  33758. var usedWeights = t === 0 ? 0 : 1;
  33759. for (var b = 1; b < numInfluences; b++) {
  33760. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33761. if (d > lastWeight) {
  33762. numberNotSorted++;
  33763. }
  33764. if (d !== 0) {
  33765. usedWeights++;
  33766. }
  33767. t += d;
  33768. lastWeight = d;
  33769. }
  33770. // count the buffer weights usage
  33771. usedWeightCounts[usedWeights]++;
  33772. // max influences
  33773. if (usedWeights > maxUsedWeights) {
  33774. maxUsedWeights = usedWeights;
  33775. }
  33776. // check for invalid weight and just set it to 1.
  33777. if (t === 0) {
  33778. missingWeights++;
  33779. }
  33780. else {
  33781. // renormalize so everything adds to 1 use reciprical
  33782. var recip = 1 / t;
  33783. var tolerance = 0;
  33784. for (b = 0; b < numInfluences; b++) {
  33785. if (b < 4) {
  33786. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  33787. }
  33788. else {
  33789. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  33790. }
  33791. }
  33792. // arbitary epsilon value for dicdating not normalized
  33793. if (tolerance > toleranceEpsilon) {
  33794. numberNotNormalized++;
  33795. }
  33796. }
  33797. }
  33798. // validate bone indices are in range of the skeleton
  33799. var numBones = this.skeleton.bones.length;
  33800. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33801. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  33802. var numBadBoneIndices = 0;
  33803. for (var a = 0; a < numWeights; a++) {
  33804. for (var b = 0; b < numInfluences; b++) {
  33805. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  33806. if (index >= numBones || index < 0) {
  33807. numBadBoneIndices++;
  33808. }
  33809. }
  33810. }
  33811. // log mesh stats
  33812. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  33813. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  33814. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  33815. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  33816. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  33817. };
  33818. /** @hidden */
  33819. Mesh.prototype._checkDelayState = function () {
  33820. var scene = this.getScene();
  33821. if (this._geometry) {
  33822. this._geometry.load(scene);
  33823. }
  33824. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  33825. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  33826. this._queueLoad(scene);
  33827. }
  33828. return this;
  33829. };
  33830. Mesh.prototype._queueLoad = function (scene) {
  33831. var _this = this;
  33832. scene._addPendingData(this);
  33833. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  33834. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  33835. if (data instanceof ArrayBuffer) {
  33836. _this._delayLoadingFunction(data, _this);
  33837. }
  33838. else {
  33839. _this._delayLoadingFunction(JSON.parse(data), _this);
  33840. }
  33841. _this.instances.forEach(function (instance) {
  33842. instance._syncSubMeshes();
  33843. });
  33844. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  33845. scene._removePendingData(_this);
  33846. }, function () { }, scene.offlineProvider, getBinaryData);
  33847. return this;
  33848. };
  33849. /**
  33850. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  33851. * A mesh is in the frustum if its bounding box intersects the frustum
  33852. * @param frustumPlanes defines the frustum to test
  33853. * @returns true if the mesh is in the frustum planes
  33854. */
  33855. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  33856. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33857. return false;
  33858. }
  33859. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  33860. return false;
  33861. }
  33862. this._checkDelayState();
  33863. return true;
  33864. };
  33865. /**
  33866. * Sets the mesh material by the material or multiMaterial `id` property
  33867. * @param id is a string identifying the material or the multiMaterial
  33868. * @returns the current mesh
  33869. */
  33870. Mesh.prototype.setMaterialByID = function (id) {
  33871. var materials = this.getScene().materials;
  33872. var index;
  33873. for (index = materials.length - 1; index > -1; index--) {
  33874. if (materials[index].id === id) {
  33875. this.material = materials[index];
  33876. return this;
  33877. }
  33878. }
  33879. // Multi
  33880. var multiMaterials = this.getScene().multiMaterials;
  33881. for (index = multiMaterials.length - 1; index > -1; index--) {
  33882. if (multiMaterials[index].id === id) {
  33883. this.material = multiMaterials[index];
  33884. return this;
  33885. }
  33886. }
  33887. return this;
  33888. };
  33889. /**
  33890. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  33891. * @returns an array of IAnimatable
  33892. */
  33893. Mesh.prototype.getAnimatables = function () {
  33894. var results = new Array();
  33895. if (this.material) {
  33896. results.push(this.material);
  33897. }
  33898. if (this.skeleton) {
  33899. results.push(this.skeleton);
  33900. }
  33901. return results;
  33902. };
  33903. /**
  33904. * Modifies the mesh geometry according to the passed transformation matrix.
  33905. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  33906. * The mesh normals are modified using the same transformation.
  33907. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33908. * @param transform defines the transform matrix to use
  33909. * @see http://doc.babylonjs.com/resources/baking_transformations
  33910. * @returns the current mesh
  33911. */
  33912. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  33913. // Position
  33914. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  33915. return this;
  33916. }
  33917. var submeshes = this.subMeshes.splice(0);
  33918. this._resetPointsArrayCache();
  33919. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33920. var temp = new Array();
  33921. var index;
  33922. for (index = 0; index < data.length; index += 3) {
  33923. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  33924. }
  33925. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  33926. // Normals
  33927. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  33928. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33929. temp = [];
  33930. for (index = 0; index < data.length; index += 3) {
  33931. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  33932. }
  33933. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  33934. }
  33935. // flip faces?
  33936. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  33937. this.flipFaces();
  33938. }
  33939. // Restore submeshes
  33940. this.releaseSubMeshes();
  33941. this.subMeshes = submeshes;
  33942. return this;
  33943. };
  33944. /**
  33945. * Modifies the mesh geometry according to its own current World Matrix.
  33946. * The mesh World Matrix is then reset.
  33947. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  33948. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33949. * @see http://doc.babylonjs.com/resources/baking_transformations
  33950. * @returns the current mesh
  33951. */
  33952. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  33953. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  33954. this.scaling.copyFromFloats(1, 1, 1);
  33955. this.position.copyFromFloats(0, 0, 0);
  33956. this.rotation.copyFromFloats(0, 0, 0);
  33957. //only if quaternion is already set
  33958. if (this.rotationQuaternion) {
  33959. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  33960. }
  33961. this._worldMatrix = BABYLON.Matrix.Identity();
  33962. return this;
  33963. };
  33964. Object.defineProperty(Mesh.prototype, "_positions", {
  33965. // Cache
  33966. /** @hidden */
  33967. get: function () {
  33968. if (this._geometry) {
  33969. return this._geometry._positions;
  33970. }
  33971. return null;
  33972. },
  33973. enumerable: true,
  33974. configurable: true
  33975. });
  33976. /** @hidden */
  33977. Mesh.prototype._resetPointsArrayCache = function () {
  33978. if (this._geometry) {
  33979. this._geometry._resetPointsArrayCache();
  33980. }
  33981. return this;
  33982. };
  33983. /** @hidden */
  33984. Mesh.prototype._generatePointsArray = function () {
  33985. if (this._geometry) {
  33986. return this._geometry._generatePointsArray();
  33987. }
  33988. return false;
  33989. };
  33990. /**
  33991. * Returns a new Mesh object generated from the current mesh properties.
  33992. * This method must not get confused with createInstance()
  33993. * @param name is a string, the name given to the new mesh
  33994. * @param newParent can be any Node object (default `null`)
  33995. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  33996. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  33997. * @returns a new mesh
  33998. */
  33999. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34000. if (name === void 0) { name = ""; }
  34001. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34002. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34003. };
  34004. /**
  34005. * Releases resources associated with this mesh.
  34006. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34007. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34008. */
  34009. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34010. var _this = this;
  34011. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34012. this.morphTargetManager = null;
  34013. if (this._geometry) {
  34014. this._geometry.releaseForMesh(this, true);
  34015. }
  34016. if (this._onBeforeDrawObservable) {
  34017. this._onBeforeDrawObservable.clear();
  34018. }
  34019. if (this._onBeforeRenderObservable) {
  34020. this._onBeforeRenderObservable.clear();
  34021. }
  34022. if (this._onAfterRenderObservable) {
  34023. this._onAfterRenderObservable.clear();
  34024. }
  34025. // Sources
  34026. var meshes = this.getScene().meshes;
  34027. meshes.forEach(function (abstractMesh) {
  34028. var mesh = abstractMesh;
  34029. if (mesh._source && mesh._source === _this) {
  34030. mesh._source = null;
  34031. }
  34032. });
  34033. this._source = null;
  34034. // Instances
  34035. if (this._instanceDataStorage.instancesBuffer) {
  34036. this._instanceDataStorage.instancesBuffer.dispose();
  34037. this._instanceDataStorage.instancesBuffer = null;
  34038. }
  34039. while (this.instances.length) {
  34040. this.instances[0].dispose();
  34041. }
  34042. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34043. };
  34044. /**
  34045. * Modifies the mesh geometry according to a displacement map.
  34046. * 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.
  34047. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34048. * @param url is a string, the URL from the image file is to be downloaded.
  34049. * @param minHeight is the lower limit of the displacement.
  34050. * @param maxHeight is the upper limit of the displacement.
  34051. * @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.
  34052. * @param uvOffset is an optional vector2 used to offset UV.
  34053. * @param uvScale is an optional vector2 used to scale UV.
  34054. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34055. * @returns the Mesh.
  34056. */
  34057. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34058. var _this = this;
  34059. if (forceUpdate === void 0) { forceUpdate = false; }
  34060. var scene = this.getScene();
  34061. var onload = function (img) {
  34062. // Getting height map data
  34063. var canvas = document.createElement("canvas");
  34064. var context = canvas.getContext("2d");
  34065. var heightMapWidth = img.width;
  34066. var heightMapHeight = img.height;
  34067. canvas.width = heightMapWidth;
  34068. canvas.height = heightMapHeight;
  34069. context.drawImage(img, 0, 0);
  34070. // Create VertexData from map data
  34071. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34072. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34073. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34074. //execute success callback, if set
  34075. if (onSuccess) {
  34076. onSuccess(_this);
  34077. }
  34078. };
  34079. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34080. return this;
  34081. };
  34082. /**
  34083. * Modifies the mesh geometry according to a displacementMap buffer.
  34084. * 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.
  34085. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34086. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34087. * @param heightMapWidth is the width of the buffer image.
  34088. * @param heightMapHeight is the height of the buffer image.
  34089. * @param minHeight is the lower limit of the displacement.
  34090. * @param maxHeight is the upper limit of the displacement.
  34091. * @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.
  34092. * @param uvOffset is an optional vector2 used to offset UV.
  34093. * @param uvScale is an optional vector2 used to scale UV.
  34094. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34095. * @returns the Mesh.
  34096. */
  34097. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34098. if (forceUpdate === void 0) { forceUpdate = false; }
  34099. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34100. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34101. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34102. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34103. return this;
  34104. }
  34105. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34106. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34107. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34108. var position = BABYLON.Vector3.Zero();
  34109. var normal = BABYLON.Vector3.Zero();
  34110. var uv = BABYLON.Vector2.Zero();
  34111. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34112. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34113. for (var index = 0; index < positions.length; index += 3) {
  34114. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34115. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34116. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34117. // Compute height
  34118. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34119. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34120. var pos = (u + v * heightMapWidth) * 4;
  34121. var r = buffer[pos] / 255.0;
  34122. var g = buffer[pos + 1] / 255.0;
  34123. var b = buffer[pos + 2] / 255.0;
  34124. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34125. normal.normalize();
  34126. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34127. position = position.add(normal);
  34128. position.toArray(positions, index);
  34129. }
  34130. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34131. if (forceUpdate) {
  34132. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34133. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34134. }
  34135. else {
  34136. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34137. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34138. }
  34139. return this;
  34140. };
  34141. /**
  34142. * Modify the mesh to get a flat shading rendering.
  34143. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34144. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34145. * @returns current mesh
  34146. */
  34147. Mesh.prototype.convertToFlatShadedMesh = function () {
  34148. var kinds = this.getVerticesDataKinds();
  34149. var vbs = {};
  34150. var data = {};
  34151. var newdata = {};
  34152. var updatableNormals = false;
  34153. var kindIndex;
  34154. var kind;
  34155. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34156. kind = kinds[kindIndex];
  34157. var vertexBuffer = this.getVertexBuffer(kind);
  34158. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34159. updatableNormals = vertexBuffer.isUpdatable();
  34160. kinds.splice(kindIndex, 1);
  34161. kindIndex--;
  34162. continue;
  34163. }
  34164. vbs[kind] = vertexBuffer;
  34165. data[kind] = vbs[kind].getData();
  34166. newdata[kind] = [];
  34167. }
  34168. // Save previous submeshes
  34169. var previousSubmeshes = this.subMeshes.slice(0);
  34170. var indices = this.getIndices();
  34171. var totalIndices = this.getTotalIndices();
  34172. // Generating unique vertices per face
  34173. var index;
  34174. for (index = 0; index < totalIndices; index++) {
  34175. var vertexIndex = indices[index];
  34176. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34177. kind = kinds[kindIndex];
  34178. var stride = vbs[kind].getStrideSize();
  34179. for (var offset = 0; offset < stride; offset++) {
  34180. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34181. }
  34182. }
  34183. }
  34184. // Updating faces & normal
  34185. var normals = [];
  34186. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34187. for (index = 0; index < totalIndices; index += 3) {
  34188. indices[index] = index;
  34189. indices[index + 1] = index + 1;
  34190. indices[index + 2] = index + 2;
  34191. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34192. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34193. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34194. var p1p2 = p1.subtract(p2);
  34195. var p3p2 = p3.subtract(p2);
  34196. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34197. // Store same normals for every vertex
  34198. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34199. normals.push(normal.x);
  34200. normals.push(normal.y);
  34201. normals.push(normal.z);
  34202. }
  34203. }
  34204. this.setIndices(indices);
  34205. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34206. // Updating vertex buffers
  34207. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34208. kind = kinds[kindIndex];
  34209. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34210. }
  34211. // Updating submeshes
  34212. this.releaseSubMeshes();
  34213. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34214. var previousOne = previousSubmeshes[submeshIndex];
  34215. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34216. }
  34217. this.synchronizeInstances();
  34218. return this;
  34219. };
  34220. /**
  34221. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34222. * In other words, more vertices, no more indices and a single bigger VBO.
  34223. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34224. * @returns current mesh
  34225. */
  34226. Mesh.prototype.convertToUnIndexedMesh = function () {
  34227. var kinds = this.getVerticesDataKinds();
  34228. var vbs = {};
  34229. var data = {};
  34230. var newdata = {};
  34231. var kindIndex;
  34232. var kind;
  34233. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34234. kind = kinds[kindIndex];
  34235. var vertexBuffer = this.getVertexBuffer(kind);
  34236. vbs[kind] = vertexBuffer;
  34237. data[kind] = vbs[kind].getData();
  34238. newdata[kind] = [];
  34239. }
  34240. // Save previous submeshes
  34241. var previousSubmeshes = this.subMeshes.slice(0);
  34242. var indices = this.getIndices();
  34243. var totalIndices = this.getTotalIndices();
  34244. // Generating unique vertices per face
  34245. var index;
  34246. for (index = 0; index < totalIndices; index++) {
  34247. var vertexIndex = indices[index];
  34248. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34249. kind = kinds[kindIndex];
  34250. var stride = vbs[kind].getStrideSize();
  34251. for (var offset = 0; offset < stride; offset++) {
  34252. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34253. }
  34254. }
  34255. }
  34256. // Updating indices
  34257. for (index = 0; index < totalIndices; index += 3) {
  34258. indices[index] = index;
  34259. indices[index + 1] = index + 1;
  34260. indices[index + 2] = index + 2;
  34261. }
  34262. this.setIndices(indices);
  34263. // Updating vertex buffers
  34264. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34265. kind = kinds[kindIndex];
  34266. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34267. }
  34268. // Updating submeshes
  34269. this.releaseSubMeshes();
  34270. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34271. var previousOne = previousSubmeshes[submeshIndex];
  34272. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34273. }
  34274. this._unIndexed = true;
  34275. this.synchronizeInstances();
  34276. return this;
  34277. };
  34278. /**
  34279. * Inverses facet orientations.
  34280. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34281. * @param flipNormals will also inverts the normals
  34282. * @returns current mesh
  34283. */
  34284. Mesh.prototype.flipFaces = function (flipNormals) {
  34285. if (flipNormals === void 0) { flipNormals = false; }
  34286. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34287. var i;
  34288. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34289. for (i = 0; i < vertex_data.normals.length; i++) {
  34290. vertex_data.normals[i] *= -1;
  34291. }
  34292. }
  34293. if (vertex_data.indices) {
  34294. var temp;
  34295. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34296. // reassign indices
  34297. temp = vertex_data.indices[i + 1];
  34298. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34299. vertex_data.indices[i + 2] = temp;
  34300. }
  34301. }
  34302. vertex_data.applyToMesh(this);
  34303. return this;
  34304. };
  34305. // Instances
  34306. /**
  34307. * Creates a new InstancedMesh object from the mesh model.
  34308. * Warning : this method is not supported for Line mesh and LineSystem
  34309. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34310. * @param name defines the name of the new instance
  34311. * @returns a new InstancedMesh
  34312. */
  34313. Mesh.prototype.createInstance = function (name) {
  34314. return new BABYLON.InstancedMesh(name, this);
  34315. };
  34316. /**
  34317. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34318. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34319. * @returns the current mesh
  34320. */
  34321. Mesh.prototype.synchronizeInstances = function () {
  34322. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34323. var instance = this.instances[instanceIndex];
  34324. instance._syncSubMeshes();
  34325. }
  34326. return this;
  34327. };
  34328. /**
  34329. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34330. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34331. * This should be used together with the simplification to avoid disappearing triangles.
  34332. * @param successCallback an optional success callback to be called after the optimization finished.
  34333. * @returns the current mesh
  34334. */
  34335. Mesh.prototype.optimizeIndices = function (successCallback) {
  34336. var _this = this;
  34337. var indices = this.getIndices();
  34338. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34339. if (!positions || !indices) {
  34340. return this;
  34341. }
  34342. var vectorPositions = new Array();
  34343. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34344. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34345. }
  34346. var dupes = new Array();
  34347. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34348. var realPos = vectorPositions.length - 1 - iteration;
  34349. var testedPosition = vectorPositions[realPos];
  34350. for (var j = 0; j < realPos; ++j) {
  34351. var againstPosition = vectorPositions[j];
  34352. if (testedPosition.equals(againstPosition)) {
  34353. dupes[realPos] = j;
  34354. break;
  34355. }
  34356. }
  34357. }, function () {
  34358. for (var i = 0; i < indices.length; ++i) {
  34359. indices[i] = dupes[indices[i]] || indices[i];
  34360. }
  34361. //indices are now reordered
  34362. var originalSubMeshes = _this.subMeshes.slice(0);
  34363. _this.setIndices(indices);
  34364. _this.subMeshes = originalSubMeshes;
  34365. if (successCallback) {
  34366. successCallback(_this);
  34367. }
  34368. });
  34369. return this;
  34370. };
  34371. /**
  34372. * Serialize current mesh
  34373. * @param serializationObject defines the object which will receive the serialization data
  34374. */
  34375. Mesh.prototype.serialize = function (serializationObject) {
  34376. serializationObject.name = this.name;
  34377. serializationObject.id = this.id;
  34378. serializationObject.type = this.getClassName();
  34379. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34380. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34381. }
  34382. serializationObject.position = this.position.asArray();
  34383. if (this.rotationQuaternion) {
  34384. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34385. }
  34386. else if (this.rotation) {
  34387. serializationObject.rotation = this.rotation.asArray();
  34388. }
  34389. serializationObject.scaling = this.scaling.asArray();
  34390. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34391. serializationObject.isEnabled = this.isEnabled(false);
  34392. serializationObject.isVisible = this.isVisible;
  34393. serializationObject.infiniteDistance = this.infiniteDistance;
  34394. serializationObject.pickable = this.isPickable;
  34395. serializationObject.receiveShadows = this.receiveShadows;
  34396. serializationObject.billboardMode = this.billboardMode;
  34397. serializationObject.visibility = this.visibility;
  34398. serializationObject.checkCollisions = this.checkCollisions;
  34399. serializationObject.isBlocker = this.isBlocker;
  34400. // Parent
  34401. if (this.parent) {
  34402. serializationObject.parentId = this.parent.id;
  34403. }
  34404. // Geometry
  34405. serializationObject.isUnIndexed = this.isUnIndexed;
  34406. var geometry = this._geometry;
  34407. if (geometry) {
  34408. var geometryId = geometry.id;
  34409. serializationObject.geometryId = geometryId;
  34410. // SubMeshes
  34411. serializationObject.subMeshes = [];
  34412. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34413. var subMesh = this.subMeshes[subIndex];
  34414. serializationObject.subMeshes.push({
  34415. materialIndex: subMesh.materialIndex,
  34416. verticesStart: subMesh.verticesStart,
  34417. verticesCount: subMesh.verticesCount,
  34418. indexStart: subMesh.indexStart,
  34419. indexCount: subMesh.indexCount
  34420. });
  34421. }
  34422. }
  34423. // Material
  34424. if (this.material) {
  34425. serializationObject.materialId = this.material.id;
  34426. }
  34427. else {
  34428. this.material = null;
  34429. }
  34430. // Morph targets
  34431. if (this.morphTargetManager) {
  34432. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34433. }
  34434. // Skeleton
  34435. if (this.skeleton) {
  34436. serializationObject.skeletonId = this.skeleton.id;
  34437. }
  34438. // Physics
  34439. //TODO implement correct serialization for physics impostors.
  34440. var impostor = this.getPhysicsImpostor();
  34441. if (impostor) {
  34442. serializationObject.physicsMass = impostor.getParam("mass");
  34443. serializationObject.physicsFriction = impostor.getParam("friction");
  34444. serializationObject.physicsRestitution = impostor.getParam("mass");
  34445. serializationObject.physicsImpostor = impostor.type;
  34446. }
  34447. // Metadata
  34448. if (this.metadata) {
  34449. serializationObject.metadata = this.metadata;
  34450. }
  34451. // Instances
  34452. serializationObject.instances = [];
  34453. for (var index = 0; index < this.instances.length; index++) {
  34454. var instance = this.instances[index];
  34455. if (instance.doNotSerialize) {
  34456. continue;
  34457. }
  34458. var serializationInstance = {
  34459. name: instance.name,
  34460. id: instance.id,
  34461. position: instance.position.asArray(),
  34462. scaling: instance.scaling.asArray()
  34463. };
  34464. if (instance.parent) {
  34465. serializationInstance.parentId = instance.parent.id;
  34466. }
  34467. if (instance.rotationQuaternion) {
  34468. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34469. }
  34470. else if (instance.rotation) {
  34471. serializationInstance.rotation = instance.rotation.asArray();
  34472. }
  34473. serializationObject.instances.push(serializationInstance);
  34474. // Animations
  34475. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34476. serializationInstance.ranges = instance.serializeAnimationRanges();
  34477. }
  34478. //
  34479. // Animations
  34480. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34481. serializationObject.ranges = this.serializeAnimationRanges();
  34482. // Layer mask
  34483. serializationObject.layerMask = this.layerMask;
  34484. // Alpha
  34485. serializationObject.alphaIndex = this.alphaIndex;
  34486. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34487. // Overlay
  34488. serializationObject.overlayAlpha = this.overlayAlpha;
  34489. serializationObject.overlayColor = this.overlayColor.asArray();
  34490. serializationObject.renderOverlay = this.renderOverlay;
  34491. // Fog
  34492. serializationObject.applyFog = this.applyFog;
  34493. // Action Manager
  34494. if (this.actionManager) {
  34495. serializationObject.actions = this.actionManager.serialize(this.name);
  34496. }
  34497. };
  34498. /** @hidden */
  34499. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34500. if (!this.geometry) {
  34501. return;
  34502. }
  34503. this._markSubMeshesAsAttributesDirty();
  34504. var morphTargetManager = this._morphTargetManager;
  34505. if (morphTargetManager && morphTargetManager.vertexCount) {
  34506. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34507. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34508. this.morphTargetManager = null;
  34509. return;
  34510. }
  34511. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34512. var morphTarget = morphTargetManager.getActiveTarget(index);
  34513. var positions = morphTarget.getPositions();
  34514. if (!positions) {
  34515. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34516. return;
  34517. }
  34518. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34519. var normals = morphTarget.getNormals();
  34520. if (normals) {
  34521. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34522. }
  34523. var tangents = morphTarget.getTangents();
  34524. if (tangents) {
  34525. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34526. }
  34527. }
  34528. }
  34529. else {
  34530. var index = 0;
  34531. // Positions
  34532. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34533. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34534. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34535. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34536. }
  34537. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34538. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34539. }
  34540. index++;
  34541. }
  34542. }
  34543. };
  34544. // Statics
  34545. /**
  34546. * Returns a new Mesh object parsed from the source provided.
  34547. * @param parsedMesh is the source
  34548. * @param scene defines the hosting scene
  34549. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34550. * @returns a new Mesh
  34551. */
  34552. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34553. var mesh;
  34554. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34555. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34556. }
  34557. else {
  34558. mesh = new Mesh(parsedMesh.name, scene);
  34559. }
  34560. mesh.id = parsedMesh.id;
  34561. if (BABYLON.Tags) {
  34562. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34563. }
  34564. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34565. if (parsedMesh.metadata !== undefined) {
  34566. mesh.metadata = parsedMesh.metadata;
  34567. }
  34568. if (parsedMesh.rotationQuaternion) {
  34569. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34570. }
  34571. else if (parsedMesh.rotation) {
  34572. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34573. }
  34574. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34575. if (parsedMesh.localMatrix) {
  34576. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34577. }
  34578. else if (parsedMesh.pivotMatrix) {
  34579. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34580. }
  34581. mesh.setEnabled(parsedMesh.isEnabled);
  34582. mesh.isVisible = parsedMesh.isVisible;
  34583. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34584. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34585. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34586. if (parsedMesh.applyFog !== undefined) {
  34587. mesh.applyFog = parsedMesh.applyFog;
  34588. }
  34589. if (parsedMesh.pickable !== undefined) {
  34590. mesh.isPickable = parsedMesh.pickable;
  34591. }
  34592. if (parsedMesh.alphaIndex !== undefined) {
  34593. mesh.alphaIndex = parsedMesh.alphaIndex;
  34594. }
  34595. mesh.receiveShadows = parsedMesh.receiveShadows;
  34596. mesh.billboardMode = parsedMesh.billboardMode;
  34597. if (parsedMesh.visibility !== undefined) {
  34598. mesh.visibility = parsedMesh.visibility;
  34599. }
  34600. mesh.checkCollisions = parsedMesh.checkCollisions;
  34601. if (parsedMesh.isBlocker !== undefined) {
  34602. mesh.isBlocker = parsedMesh.isBlocker;
  34603. }
  34604. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34605. // freezeWorldMatrix
  34606. if (parsedMesh.freezeWorldMatrix) {
  34607. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34608. }
  34609. // Parent
  34610. if (parsedMesh.parentId) {
  34611. mesh._waitingParentId = parsedMesh.parentId;
  34612. }
  34613. // Actions
  34614. if (parsedMesh.actions !== undefined) {
  34615. mesh._waitingActions = parsedMesh.actions;
  34616. }
  34617. // Overlay
  34618. if (parsedMesh.overlayAlpha !== undefined) {
  34619. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34620. }
  34621. if (parsedMesh.overlayColor !== undefined) {
  34622. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34623. }
  34624. if (parsedMesh.renderOverlay !== undefined) {
  34625. mesh.renderOverlay = parsedMesh.renderOverlay;
  34626. }
  34627. // Geometry
  34628. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34629. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34630. if (parsedMesh.delayLoadingFile) {
  34631. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34632. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34633. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34634. if (parsedMesh._binaryInfo) {
  34635. mesh._binaryInfo = parsedMesh._binaryInfo;
  34636. }
  34637. mesh._delayInfo = [];
  34638. if (parsedMesh.hasUVs) {
  34639. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34640. }
  34641. if (parsedMesh.hasUVs2) {
  34642. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34643. }
  34644. if (parsedMesh.hasUVs3) {
  34645. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34646. }
  34647. if (parsedMesh.hasUVs4) {
  34648. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34649. }
  34650. if (parsedMesh.hasUVs5) {
  34651. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34652. }
  34653. if (parsedMesh.hasUVs6) {
  34654. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34655. }
  34656. if (parsedMesh.hasColors) {
  34657. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34658. }
  34659. if (parsedMesh.hasMatricesIndices) {
  34660. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34661. }
  34662. if (parsedMesh.hasMatricesWeights) {
  34663. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34664. }
  34665. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34666. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34667. mesh._checkDelayState();
  34668. }
  34669. }
  34670. else {
  34671. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34672. }
  34673. // Material
  34674. if (parsedMesh.materialId) {
  34675. mesh.setMaterialByID(parsedMesh.materialId);
  34676. }
  34677. else {
  34678. mesh.material = null;
  34679. }
  34680. // Morph targets
  34681. if (parsedMesh.morphTargetManagerId > -1) {
  34682. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34683. }
  34684. // Skeleton
  34685. if (parsedMesh.skeletonId > -1) {
  34686. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34687. if (parsedMesh.numBoneInfluencers) {
  34688. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34689. }
  34690. }
  34691. // Animations
  34692. if (parsedMesh.animations) {
  34693. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34694. var parsedAnimation = parsedMesh.animations[animationIndex];
  34695. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34696. }
  34697. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34698. }
  34699. if (parsedMesh.autoAnimate) {
  34700. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34701. }
  34702. // Layer Mask
  34703. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34704. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34705. }
  34706. else {
  34707. mesh.layerMask = 0x0FFFFFFF;
  34708. }
  34709. // Physics
  34710. if (parsedMesh.physicsImpostor) {
  34711. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34712. mass: parsedMesh.physicsMass,
  34713. friction: parsedMesh.physicsFriction,
  34714. restitution: parsedMesh.physicsRestitution
  34715. }, scene);
  34716. }
  34717. // Instances
  34718. if (parsedMesh.instances) {
  34719. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34720. var parsedInstance = parsedMesh.instances[index];
  34721. var instance = mesh.createInstance(parsedInstance.name);
  34722. if (parsedInstance.id) {
  34723. instance.id = parsedInstance.id;
  34724. }
  34725. if (BABYLON.Tags) {
  34726. if (parsedInstance.tags) {
  34727. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34728. }
  34729. else {
  34730. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34731. }
  34732. }
  34733. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34734. if (parsedInstance.parentId) {
  34735. instance._waitingParentId = parsedInstance.parentId;
  34736. }
  34737. if (parsedInstance.rotationQuaternion) {
  34738. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34739. }
  34740. else if (parsedInstance.rotation) {
  34741. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34742. }
  34743. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34744. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34745. instance.checkCollisions = parsedInstance.checkCollisions;
  34746. }
  34747. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34748. instance.isPickable = parsedInstance.pickable;
  34749. }
  34750. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  34751. instance.showBoundingBox = parsedInstance.showBoundingBox;
  34752. }
  34753. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34754. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  34755. }
  34756. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34757. instance.alphaIndex = parsedInstance.alphaIndex;
  34758. }
  34759. // Physics
  34760. if (parsedInstance.physicsImpostor) {
  34761. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  34762. mass: parsedInstance.physicsMass,
  34763. friction: parsedInstance.physicsFriction,
  34764. restitution: parsedInstance.physicsRestitution
  34765. }, scene);
  34766. }
  34767. // Animation
  34768. if (parsedInstance.animations) {
  34769. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  34770. parsedAnimation = parsedInstance.animations[animationIndex];
  34771. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34772. }
  34773. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  34774. if (parsedInstance.autoAnimate) {
  34775. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  34776. }
  34777. }
  34778. }
  34779. }
  34780. return mesh;
  34781. };
  34782. /**
  34783. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  34784. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  34785. * @param name defines the name of the mesh to create
  34786. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  34787. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  34788. * @param closePath creates a seam between the first and the last points of each path of the path array
  34789. * @param offset is taken in account only if the `pathArray` is containing a single path
  34790. * @param scene defines the hosting scene
  34791. * @param updatable defines if the mesh must be flagged as updatable
  34792. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34793. * @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)
  34794. * @returns a new Mesh
  34795. */
  34796. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  34797. if (closeArray === void 0) { closeArray = false; }
  34798. if (updatable === void 0) { updatable = false; }
  34799. return BABYLON.MeshBuilder.CreateRibbon(name, {
  34800. pathArray: pathArray,
  34801. closeArray: closeArray,
  34802. closePath: closePath,
  34803. offset: offset,
  34804. updatable: updatable,
  34805. sideOrientation: sideOrientation,
  34806. instance: instance
  34807. }, scene);
  34808. };
  34809. /**
  34810. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  34811. * @param name defines the name of the mesh to create
  34812. * @param radius sets the radius size (float) of the polygon (default 0.5)
  34813. * @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
  34814. * @param scene defines the hosting scene
  34815. * @param updatable defines if the mesh must be flagged as updatable
  34816. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34817. * @returns a new Mesh
  34818. */
  34819. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  34820. if (scene === void 0) { scene = null; }
  34821. var options = {
  34822. radius: radius,
  34823. tessellation: tessellation,
  34824. sideOrientation: sideOrientation,
  34825. updatable: updatable
  34826. };
  34827. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  34828. };
  34829. /**
  34830. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  34831. * @param name defines the name of the mesh to create
  34832. * @param size sets the size (float) of each box side (default 1)
  34833. * @param scene defines the hosting scene
  34834. * @param updatable defines if the mesh must be flagged as updatable
  34835. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34836. * @returns a new Mesh
  34837. */
  34838. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  34839. if (scene === void 0) { scene = null; }
  34840. var options = {
  34841. size: size,
  34842. sideOrientation: sideOrientation,
  34843. updatable: updatable
  34844. };
  34845. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  34846. };
  34847. /**
  34848. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  34849. * @param name defines the name of the mesh to create
  34850. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  34851. * @param diameter sets the diameter size (float) of the sphere (default 1)
  34852. * @param scene defines the hosting scene
  34853. * @param updatable defines if the mesh must be flagged as updatable
  34854. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34855. * @returns a new Mesh
  34856. */
  34857. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  34858. var options = {
  34859. segments: segments,
  34860. diameterX: diameter,
  34861. diameterY: diameter,
  34862. diameterZ: diameter,
  34863. sideOrientation: sideOrientation,
  34864. updatable: updatable
  34865. };
  34866. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  34867. };
  34868. /**
  34869. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  34870. * @param name defines the name of the mesh to create
  34871. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  34872. * @param diameterTop set the top cap diameter (floats, default 1)
  34873. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  34874. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  34875. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  34876. * @param scene defines the hosting scene
  34877. * @param updatable defines if the mesh must be flagged as updatable
  34878. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34879. * @returns a new Mesh
  34880. */
  34881. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  34882. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  34883. if (scene !== undefined) {
  34884. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  34885. updatable = scene;
  34886. }
  34887. scene = subdivisions;
  34888. subdivisions = 1;
  34889. }
  34890. var options = {
  34891. height: height,
  34892. diameterTop: diameterTop,
  34893. diameterBottom: diameterBottom,
  34894. tessellation: tessellation,
  34895. subdivisions: subdivisions,
  34896. sideOrientation: sideOrientation,
  34897. updatable: updatable
  34898. };
  34899. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  34900. };
  34901. // Torus (Code from SharpDX.org)
  34902. /**
  34903. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  34904. * @param name defines the name of the mesh to create
  34905. * @param diameter sets the diameter size (float) of the torus (default 1)
  34906. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  34907. * @param tessellation sets the number of torus sides (postive integer, default 16)
  34908. * @param scene defines the hosting scene
  34909. * @param updatable defines if the mesh must be flagged as updatable
  34910. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34911. * @returns a new Mesh
  34912. */
  34913. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  34914. var options = {
  34915. diameter: diameter,
  34916. thickness: thickness,
  34917. tessellation: tessellation,
  34918. sideOrientation: sideOrientation,
  34919. updatable: updatable
  34920. };
  34921. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  34922. };
  34923. /**
  34924. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  34925. * @param name defines the name of the mesh to create
  34926. * @param radius sets the global radius size (float) of the torus knot (default 2)
  34927. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  34928. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  34929. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  34930. * @param p the number of windings on X axis (positive integers, default 2)
  34931. * @param q the number of windings on Y axis (positive integers, default 3)
  34932. * @param scene defines the hosting scene
  34933. * @param updatable defines if the mesh must be flagged as updatable
  34934. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34935. * @returns a new Mesh
  34936. */
  34937. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  34938. var options = {
  34939. radius: radius,
  34940. tube: tube,
  34941. radialSegments: radialSegments,
  34942. tubularSegments: tubularSegments,
  34943. p: p,
  34944. q: q,
  34945. sideOrientation: sideOrientation,
  34946. updatable: updatable
  34947. };
  34948. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  34949. };
  34950. /**
  34951. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  34952. * @param name defines the name of the mesh to create
  34953. * @param points is an array successive Vector3
  34954. * @param scene defines the hosting scene
  34955. * @param updatable defines if the mesh must be flagged as updatable
  34956. * @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).
  34957. * @returns a new Mesh
  34958. */
  34959. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  34960. if (scene === void 0) { scene = null; }
  34961. if (updatable === void 0) { updatable = false; }
  34962. if (instance === void 0) { instance = null; }
  34963. var options = {
  34964. points: points,
  34965. updatable: updatable,
  34966. instance: instance
  34967. };
  34968. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  34969. };
  34970. /**
  34971. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  34972. * @param name defines the name of the mesh to create
  34973. * @param points is an array successive Vector3
  34974. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  34975. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  34976. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  34977. * @param scene defines the hosting scene
  34978. * @param updatable defines if the mesh must be flagged as updatable
  34979. * @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)
  34980. * @returns a new Mesh
  34981. */
  34982. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  34983. if (scene === void 0) { scene = null; }
  34984. var options = {
  34985. points: points,
  34986. dashSize: dashSize,
  34987. gapSize: gapSize,
  34988. dashNb: dashNb,
  34989. updatable: updatable,
  34990. instance: instance
  34991. };
  34992. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  34993. };
  34994. /**
  34995. * Creates a polygon mesh.
  34996. * Please consider using the same method from the MeshBuilder class instead.
  34997. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  34998. * 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.
  34999. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35000. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35001. * Remember you can only change the shape positions, not their number when updating a polygon.
  35002. */
  35003. /**
  35004. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35005. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35006. * @param name defines the name of the mesh to create
  35007. * @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
  35008. * @param scene defines the hosting scene
  35009. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35010. * @param updatable defines if the mesh must be flagged as updatable
  35011. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35012. * @returns a new Mesh
  35013. */
  35014. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35015. var options = {
  35016. shape: shape,
  35017. holes: holes,
  35018. updatable: updatable,
  35019. sideOrientation: sideOrientation
  35020. };
  35021. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35022. };
  35023. /**
  35024. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35025. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35026. * @param name defines the name of the mesh to create
  35027. * @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
  35028. * @param depth defines the height of extrusion
  35029. * @param scene defines the hosting scene
  35030. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35031. * @param updatable defines if the mesh must be flagged as updatable
  35032. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35033. * @returns a new Mesh
  35034. */
  35035. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35036. var options = {
  35037. shape: shape,
  35038. holes: holes,
  35039. depth: depth,
  35040. updatable: updatable,
  35041. sideOrientation: sideOrientation
  35042. };
  35043. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35044. };
  35045. /**
  35046. * Creates an extruded shape mesh.
  35047. * 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
  35048. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35049. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35050. * @param name defines the name of the mesh to create
  35051. * @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
  35052. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35053. * @param scale is the value to scale the shape
  35054. * @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
  35055. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35056. * @param scene defines the hosting scene
  35057. * @param updatable defines if the mesh must be flagged as updatable
  35058. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35059. * @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)
  35060. * @returns a new Mesh
  35061. */
  35062. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35063. if (scene === void 0) { scene = null; }
  35064. var options = {
  35065. shape: shape,
  35066. path: path,
  35067. scale: scale,
  35068. rotation: rotation,
  35069. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35070. sideOrientation: sideOrientation,
  35071. instance: instance,
  35072. updatable: updatable
  35073. };
  35074. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35075. };
  35076. /**
  35077. * Creates an custom extruded shape mesh.
  35078. * The custom extrusion is a parametric shape.
  35079. * It has no predefined shape. Its final shape will depend on the input parameters.
  35080. * Please consider using the same method from the MeshBuilder class instead
  35081. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35082. * @param name defines the name of the mesh to create
  35083. * @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
  35084. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35085. * @param scaleFunction is a custom Javascript function called on each path point
  35086. * @param rotationFunction is a custom Javascript function called on each path point
  35087. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35088. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35089. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35090. * @param scene defines the hosting scene
  35091. * @param updatable defines if the mesh must be flagged as updatable
  35092. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35093. * @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)
  35094. * @returns a new Mesh
  35095. */
  35096. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35097. var options = {
  35098. shape: shape,
  35099. path: path,
  35100. scaleFunction: scaleFunction,
  35101. rotationFunction: rotationFunction,
  35102. ribbonCloseArray: ribbonCloseArray,
  35103. ribbonClosePath: ribbonClosePath,
  35104. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35105. sideOrientation: sideOrientation,
  35106. instance: instance,
  35107. updatable: updatable
  35108. };
  35109. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35110. };
  35111. /**
  35112. * Creates lathe mesh.
  35113. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35114. * Please consider using the same method from the MeshBuilder class instead
  35115. * @param name defines the name of the mesh to create
  35116. * @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
  35117. * @param radius is the radius value of the lathe
  35118. * @param tessellation is the side number of the lathe.
  35119. * @param scene defines the hosting scene
  35120. * @param updatable defines if the mesh must be flagged as updatable
  35121. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35122. * @returns a new Mesh
  35123. */
  35124. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35125. var options = {
  35126. shape: shape,
  35127. radius: radius,
  35128. tessellation: tessellation,
  35129. sideOrientation: sideOrientation,
  35130. updatable: updatable
  35131. };
  35132. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35133. };
  35134. /**
  35135. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35136. * @param name defines the name of the mesh to create
  35137. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35138. * @param scene defines the hosting scene
  35139. * @param updatable defines if the mesh must be flagged as updatable
  35140. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35141. * @returns a new Mesh
  35142. */
  35143. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35144. var options = {
  35145. size: size,
  35146. width: size,
  35147. height: size,
  35148. sideOrientation: sideOrientation,
  35149. updatable: updatable
  35150. };
  35151. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35152. };
  35153. /**
  35154. * Creates a ground mesh.
  35155. * Please consider using the same method from the MeshBuilder class instead
  35156. * @param name defines the name of the mesh to create
  35157. * @param width set the width of the ground
  35158. * @param height set the height of the ground
  35159. * @param subdivisions sets the number of subdivisions per side
  35160. * @param scene defines the hosting scene
  35161. * @param updatable defines if the mesh must be flagged as updatable
  35162. * @returns a new Mesh
  35163. */
  35164. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35165. var options = {
  35166. width: width,
  35167. height: height,
  35168. subdivisions: subdivisions,
  35169. updatable: updatable
  35170. };
  35171. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35172. };
  35173. /**
  35174. * Creates a tiled ground mesh.
  35175. * Please consider using the same method from the MeshBuilder class instead
  35176. * @param name defines the name of the mesh to create
  35177. * @param xmin set the ground minimum X coordinate
  35178. * @param zmin set the ground minimum Y coordinate
  35179. * @param xmax set the ground maximum X coordinate
  35180. * @param zmax set the ground maximum Z coordinate
  35181. * @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
  35182. * @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
  35183. * @param scene defines the hosting scene
  35184. * @param updatable defines if the mesh must be flagged as updatable
  35185. * @returns a new Mesh
  35186. */
  35187. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35188. var options = {
  35189. xmin: xmin,
  35190. zmin: zmin,
  35191. xmax: xmax,
  35192. zmax: zmax,
  35193. subdivisions: subdivisions,
  35194. precision: precision,
  35195. updatable: updatable
  35196. };
  35197. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35198. };
  35199. /**
  35200. * Creates a ground mesh from a height map.
  35201. * Please consider using the same method from the MeshBuilder class instead
  35202. * @see http://doc.babylonjs.com/babylon101/height_map
  35203. * @param name defines the name of the mesh to create
  35204. * @param url sets the URL of the height map image resource
  35205. * @param width set the ground width size
  35206. * @param height set the ground height size
  35207. * @param subdivisions sets the number of subdivision per side
  35208. * @param minHeight is the minimum altitude on the ground
  35209. * @param maxHeight is the maximum altitude on the ground
  35210. * @param scene defines the hosting scene
  35211. * @param updatable defines if the mesh must be flagged as updatable
  35212. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35213. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35214. * @returns a new Mesh
  35215. */
  35216. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35217. var options = {
  35218. width: width,
  35219. height: height,
  35220. subdivisions: subdivisions,
  35221. minHeight: minHeight,
  35222. maxHeight: maxHeight,
  35223. updatable: updatable,
  35224. onReady: onReady,
  35225. alphaFilter: alphaFilter
  35226. };
  35227. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35228. };
  35229. /**
  35230. * Creates a tube mesh.
  35231. * The tube is a parametric shape.
  35232. * It has no predefined shape. Its final shape will depend on the input parameters.
  35233. * Please consider using the same method from the MeshBuilder class instead
  35234. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35235. * @param name defines the name of the mesh to create
  35236. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35237. * @param radius sets the tube radius size
  35238. * @param tessellation is the number of sides on the tubular surface
  35239. * @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
  35240. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35241. * @param scene defines the hosting scene
  35242. * @param updatable defines if the mesh must be flagged as updatable
  35243. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35244. * @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)
  35245. * @returns a new Mesh
  35246. */
  35247. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35248. var options = {
  35249. path: path,
  35250. radius: radius,
  35251. tessellation: tessellation,
  35252. radiusFunction: radiusFunction,
  35253. arc: 1,
  35254. cap: cap,
  35255. updatable: updatable,
  35256. sideOrientation: sideOrientation,
  35257. instance: instance
  35258. };
  35259. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35260. };
  35261. /**
  35262. * Creates a polyhedron mesh.
  35263. * Please consider using the same method from the MeshBuilder class instead.
  35264. * * 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
  35265. * * The parameter `size` (positive float, default 1) sets the polygon size
  35266. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35267. * * 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`
  35268. * * 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
  35269. * * 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)`)
  35270. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  35271. * * 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
  35272. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35273. * * 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
  35274. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35275. * @param name defines the name of the mesh to create
  35276. * @param options defines the options used to create the mesh
  35277. * @param scene defines the hosting scene
  35278. * @returns a new Mesh
  35279. */
  35280. Mesh.CreatePolyhedron = function (name, options, scene) {
  35281. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35282. };
  35283. /**
  35284. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35285. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35286. * * 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`)
  35287. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35288. * * 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
  35289. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35290. * * 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
  35291. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35292. * @param name defines the name of the mesh
  35293. * @param options defines the options used to create the mesh
  35294. * @param scene defines the hosting scene
  35295. * @returns a new Mesh
  35296. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35297. */
  35298. Mesh.CreateIcoSphere = function (name, options, scene) {
  35299. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35300. };
  35301. /**
  35302. * Creates a decal mesh.
  35303. * Please consider using the same method from the MeshBuilder class instead.
  35304. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35305. * @param name defines the name of the mesh
  35306. * @param sourceMesh defines the mesh receiving the decal
  35307. * @param position sets the position of the decal in world coordinates
  35308. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35309. * @param size sets the decal scaling
  35310. * @param angle sets the angle to rotate the decal
  35311. * @returns a new Mesh
  35312. */
  35313. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35314. var options = {
  35315. position: position,
  35316. normal: normal,
  35317. size: size,
  35318. angle: angle
  35319. };
  35320. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35321. };
  35322. // Skeletons
  35323. /**
  35324. * Prepare internal position array for software CPU skinning
  35325. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35326. */
  35327. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35328. if (!this._sourcePositions) {
  35329. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35330. if (!source) {
  35331. return this._sourcePositions;
  35332. }
  35333. this._sourcePositions = new Float32Array(source);
  35334. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35335. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35336. }
  35337. }
  35338. return this._sourcePositions;
  35339. };
  35340. /**
  35341. * Prepare internal normal array for software CPU skinning
  35342. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35343. */
  35344. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35345. if (!this._sourceNormals) {
  35346. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35347. if (!source) {
  35348. return this._sourceNormals;
  35349. }
  35350. this._sourceNormals = new Float32Array(source);
  35351. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35352. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35353. }
  35354. }
  35355. return this._sourceNormals;
  35356. };
  35357. /**
  35358. * Updates the vertex buffer by applying transformation from the bones
  35359. * @param skeleton defines the skeleton to apply to current mesh
  35360. * @returns the current mesh
  35361. */
  35362. Mesh.prototype.applySkeleton = function (skeleton) {
  35363. if (!this.geometry) {
  35364. return this;
  35365. }
  35366. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35367. return this;
  35368. }
  35369. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35370. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35371. return this;
  35372. }
  35373. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35374. return this;
  35375. }
  35376. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35377. return this;
  35378. }
  35379. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35380. return this;
  35381. }
  35382. if (!this._sourcePositions) {
  35383. var submeshes = this.subMeshes.slice();
  35384. this.setPositionsForCPUSkinning();
  35385. this.subMeshes = submeshes;
  35386. }
  35387. if (!this._sourceNormals) {
  35388. this.setNormalsForCPUSkinning();
  35389. }
  35390. // positionsData checks for not being Float32Array will only pass at most once
  35391. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35392. if (!positionsData) {
  35393. return this;
  35394. }
  35395. if (!(positionsData instanceof Float32Array)) {
  35396. positionsData = new Float32Array(positionsData);
  35397. }
  35398. // normalsData checks for not being Float32Array will only pass at most once
  35399. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35400. if (!normalsData) {
  35401. return this;
  35402. }
  35403. if (!(normalsData instanceof Float32Array)) {
  35404. normalsData = new Float32Array(normalsData);
  35405. }
  35406. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35407. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35408. if (!matricesWeightsData || !matricesIndicesData) {
  35409. return this;
  35410. }
  35411. var needExtras = this.numBoneInfluencers > 4;
  35412. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35413. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35414. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35415. var tempVector3 = BABYLON.Vector3.Zero();
  35416. var finalMatrix = new BABYLON.Matrix();
  35417. var tempMatrix = new BABYLON.Matrix();
  35418. var matWeightIdx = 0;
  35419. var inf;
  35420. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35421. var weight;
  35422. for (inf = 0; inf < 4; inf++) {
  35423. weight = matricesWeightsData[matWeightIdx + inf];
  35424. if (weight > 0) {
  35425. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35426. finalMatrix.addToSelf(tempMatrix);
  35427. }
  35428. }
  35429. if (needExtras) {
  35430. for (inf = 0; inf < 4; inf++) {
  35431. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35432. if (weight > 0) {
  35433. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35434. finalMatrix.addToSelf(tempMatrix);
  35435. }
  35436. }
  35437. }
  35438. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35439. tempVector3.toArray(positionsData, index);
  35440. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35441. tempVector3.toArray(normalsData, index);
  35442. finalMatrix.reset();
  35443. }
  35444. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35445. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35446. return this;
  35447. };
  35448. // Tools
  35449. /**
  35450. * 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
  35451. * @param meshes defines the list of meshes to scan
  35452. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35453. */
  35454. Mesh.MinMax = function (meshes) {
  35455. var minVector = null;
  35456. var maxVector = null;
  35457. meshes.forEach(function (mesh, index, array) {
  35458. var boundingInfo = mesh.getBoundingInfo();
  35459. var boundingBox = boundingInfo.boundingBox;
  35460. if (!minVector || !maxVector) {
  35461. minVector = boundingBox.minimumWorld;
  35462. maxVector = boundingBox.maximumWorld;
  35463. }
  35464. else {
  35465. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35466. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35467. }
  35468. });
  35469. if (!minVector || !maxVector) {
  35470. return {
  35471. min: BABYLON.Vector3.Zero(),
  35472. max: BABYLON.Vector3.Zero()
  35473. };
  35474. }
  35475. return {
  35476. min: minVector,
  35477. max: maxVector
  35478. };
  35479. };
  35480. /**
  35481. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35482. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35483. * @returns a vector3
  35484. */
  35485. Mesh.Center = function (meshesOrMinMaxVector) {
  35486. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35487. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35488. };
  35489. /**
  35490. * Merge the array of meshes into a single mesh for performance reasons.
  35491. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35492. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35493. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35494. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35495. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35496. * @returns a new mesh
  35497. */
  35498. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35499. if (disposeSource === void 0) { disposeSource = true; }
  35500. var index;
  35501. if (!allow32BitsIndices) {
  35502. var totalVertices = 0;
  35503. // Counting vertices
  35504. for (index = 0; index < meshes.length; index++) {
  35505. if (meshes[index]) {
  35506. totalVertices += meshes[index].getTotalVertices();
  35507. if (totalVertices > 65536) {
  35508. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35509. return null;
  35510. }
  35511. }
  35512. }
  35513. }
  35514. // Merge
  35515. var vertexData = null;
  35516. var otherVertexData;
  35517. var indiceArray = new Array();
  35518. var source = null;
  35519. for (index = 0; index < meshes.length; index++) {
  35520. if (meshes[index]) {
  35521. var wm = meshes[index].computeWorldMatrix(true);
  35522. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35523. otherVertexData.transform(wm);
  35524. if (vertexData) {
  35525. vertexData.merge(otherVertexData, allow32BitsIndices);
  35526. }
  35527. else {
  35528. vertexData = otherVertexData;
  35529. source = meshes[index];
  35530. }
  35531. if (subdivideWithSubMeshes) {
  35532. indiceArray.push(meshes[index].getTotalIndices());
  35533. }
  35534. }
  35535. }
  35536. source = source;
  35537. if (!meshSubclass) {
  35538. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35539. }
  35540. vertexData.applyToMesh(meshSubclass);
  35541. // Setting properties
  35542. meshSubclass.material = source.material;
  35543. meshSubclass.checkCollisions = source.checkCollisions;
  35544. // Cleaning
  35545. if (disposeSource) {
  35546. for (index = 0; index < meshes.length; index++) {
  35547. if (meshes[index]) {
  35548. meshes[index].dispose();
  35549. }
  35550. }
  35551. }
  35552. // Subdivide
  35553. if (subdivideWithSubMeshes) {
  35554. //-- removal of global submesh
  35555. meshSubclass.releaseSubMeshes();
  35556. index = 0;
  35557. var offset = 0;
  35558. //-- apply subdivision according to index table
  35559. while (index < indiceArray.length) {
  35560. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35561. offset += indiceArray[index];
  35562. index++;
  35563. }
  35564. }
  35565. return meshSubclass;
  35566. };
  35567. // Consts
  35568. /**
  35569. * Mesh side orientation : usually the external or front surface
  35570. */
  35571. Mesh.FRONTSIDE = 0;
  35572. /**
  35573. * Mesh side orientation : usually the internal or back surface
  35574. */
  35575. Mesh.BACKSIDE = 1;
  35576. /**
  35577. * Mesh side orientation : both internal and external or front and back surfaces
  35578. */
  35579. Mesh.DOUBLESIDE = 2;
  35580. /**
  35581. * Mesh side orientation : by default, `FRONTSIDE`
  35582. */
  35583. Mesh.DEFAULTSIDE = 0;
  35584. /**
  35585. * Mesh cap setting : no cap
  35586. */
  35587. Mesh.NO_CAP = 0;
  35588. /**
  35589. * Mesh cap setting : one cap at the beginning of the mesh
  35590. */
  35591. Mesh.CAP_START = 1;
  35592. /**
  35593. * Mesh cap setting : one cap at the end of the mesh
  35594. */
  35595. Mesh.CAP_END = 2;
  35596. /**
  35597. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35598. */
  35599. Mesh.CAP_ALL = 3;
  35600. return Mesh;
  35601. }(BABYLON.AbstractMesh));
  35602. BABYLON.Mesh = Mesh;
  35603. })(BABYLON || (BABYLON = {}));
  35604. //# sourceMappingURL=babylon.mesh.js.map
  35605. var BABYLON;
  35606. (function (BABYLON) {
  35607. /**
  35608. * Base class for submeshes
  35609. */
  35610. var BaseSubMesh = /** @class */ (function () {
  35611. function BaseSubMesh() {
  35612. }
  35613. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35614. /**
  35615. * Gets associated effect
  35616. */
  35617. get: function () {
  35618. return this._materialEffect;
  35619. },
  35620. enumerable: true,
  35621. configurable: true
  35622. });
  35623. /**
  35624. * Sets associated effect (effect used to render this submesh)
  35625. * @param effect defines the effect to associate with
  35626. * @param defines defines the set of defines used to compile this effect
  35627. */
  35628. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35629. if (defines === void 0) { defines = null; }
  35630. if (this._materialEffect === effect) {
  35631. if (!effect) {
  35632. this._materialDefines = null;
  35633. }
  35634. return;
  35635. }
  35636. this._materialDefines = defines;
  35637. this._materialEffect = effect;
  35638. };
  35639. return BaseSubMesh;
  35640. }());
  35641. BABYLON.BaseSubMesh = BaseSubMesh;
  35642. /**
  35643. * Defines a subdivision inside a mesh
  35644. */
  35645. var SubMesh = /** @class */ (function (_super) {
  35646. __extends(SubMesh, _super);
  35647. /**
  35648. * Creates a new submesh
  35649. * @param materialIndex defines the material index to use
  35650. * @param verticesStart defines vertex index start
  35651. * @param verticesCount defines vertices count
  35652. * @param indexStart defines index start
  35653. * @param indexCount defines indices count
  35654. * @param mesh defines the parent mesh
  35655. * @param renderingMesh defines an optional rendering mesh
  35656. * @param createBoundingBox defines if bounding box should be created for this submesh
  35657. */
  35658. function SubMesh(
  35659. /** the material index to use */
  35660. materialIndex,
  35661. /** vertex index start */
  35662. verticesStart,
  35663. /** vertices count */
  35664. verticesCount,
  35665. /** index start */
  35666. indexStart,
  35667. /** indices count */
  35668. indexCount, mesh, renderingMesh, createBoundingBox) {
  35669. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35670. var _this = _super.call(this) || this;
  35671. _this.materialIndex = materialIndex;
  35672. _this.verticesStart = verticesStart;
  35673. _this.verticesCount = verticesCount;
  35674. _this.indexStart = indexStart;
  35675. _this.indexCount = indexCount;
  35676. /** @hidden */
  35677. _this._renderId = 0;
  35678. _this._mesh = mesh;
  35679. _this._renderingMesh = renderingMesh || mesh;
  35680. mesh.subMeshes.push(_this);
  35681. _this._trianglePlanes = [];
  35682. _this._id = mesh.subMeshes.length - 1;
  35683. if (createBoundingBox) {
  35684. _this.refreshBoundingInfo();
  35685. mesh.computeWorldMatrix(true);
  35686. }
  35687. return _this;
  35688. }
  35689. /**
  35690. * Add a new submesh to a mesh
  35691. * @param materialIndex defines the material index to use
  35692. * @param verticesStart defines vertex index start
  35693. * @param verticesCount defines vertices count
  35694. * @param indexStart defines index start
  35695. * @param indexCount defines indices count
  35696. * @param mesh defines the parent mesh
  35697. * @param renderingMesh defines an optional rendering mesh
  35698. * @param createBoundingBox defines if bounding box should be created for this submesh
  35699. * @returns the new submesh
  35700. */
  35701. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35702. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35703. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35704. };
  35705. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35706. /**
  35707. * Returns true if this submesh covers the entire parent mesh
  35708. * @ignorenaming
  35709. */
  35710. get: function () {
  35711. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35712. },
  35713. enumerable: true,
  35714. configurable: true
  35715. });
  35716. /**
  35717. * Returns the submesh BoudingInfo object
  35718. * @returns current bounding info (or mesh's one if the submesh is global)
  35719. */
  35720. SubMesh.prototype.getBoundingInfo = function () {
  35721. if (this.IsGlobal) {
  35722. return this._mesh.getBoundingInfo();
  35723. }
  35724. return this._boundingInfo;
  35725. };
  35726. /**
  35727. * Sets the submesh BoundingInfo
  35728. * @param boundingInfo defines the new bounding info to use
  35729. * @returns the SubMesh
  35730. */
  35731. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  35732. this._boundingInfo = boundingInfo;
  35733. return this;
  35734. };
  35735. /**
  35736. * Returns the mesh of the current submesh
  35737. * @return the parent mesh
  35738. */
  35739. SubMesh.prototype.getMesh = function () {
  35740. return this._mesh;
  35741. };
  35742. /**
  35743. * Returns the rendering mesh of the submesh
  35744. * @returns the rendering mesh (could be different from parent mesh)
  35745. */
  35746. SubMesh.prototype.getRenderingMesh = function () {
  35747. return this._renderingMesh;
  35748. };
  35749. /**
  35750. * Returns the submesh material
  35751. * @returns null or the current material
  35752. */
  35753. SubMesh.prototype.getMaterial = function () {
  35754. var rootMaterial = this._renderingMesh.material;
  35755. if (rootMaterial === null || rootMaterial === undefined) {
  35756. return this._mesh.getScene().defaultMaterial;
  35757. }
  35758. else if (rootMaterial.getSubMaterial) {
  35759. var multiMaterial = rootMaterial;
  35760. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  35761. if (this._currentMaterial !== effectiveMaterial) {
  35762. this._currentMaterial = effectiveMaterial;
  35763. this._materialDefines = null;
  35764. }
  35765. return effectiveMaterial;
  35766. }
  35767. return rootMaterial;
  35768. };
  35769. // Methods
  35770. /**
  35771. * Sets a new updated BoundingInfo object to the submesh
  35772. * @returns the SubMesh
  35773. */
  35774. SubMesh.prototype.refreshBoundingInfo = function () {
  35775. this._lastColliderWorldVertices = null;
  35776. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  35777. return this;
  35778. }
  35779. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35780. if (!data) {
  35781. this._boundingInfo = this._mesh.getBoundingInfo();
  35782. return this;
  35783. }
  35784. var indices = this._renderingMesh.getIndices();
  35785. var extend;
  35786. //is this the only submesh?
  35787. if (this.indexStart === 0 && this.indexCount === indices.length) {
  35788. var boundingInfo = this._renderingMesh.getBoundingInfo();
  35789. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  35790. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  35791. }
  35792. else {
  35793. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  35794. }
  35795. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  35796. return this;
  35797. };
  35798. /** @hidden */
  35799. SubMesh.prototype._checkCollision = function (collider) {
  35800. var boundingInfo = this.getBoundingInfo();
  35801. return boundingInfo._checkCollision(collider);
  35802. };
  35803. /**
  35804. * Updates the submesh BoundingInfo
  35805. * @param world defines the world matrix to use to update the bounding info
  35806. * @returns the submesh
  35807. */
  35808. SubMesh.prototype.updateBoundingInfo = function (world) {
  35809. var boundingInfo = this.getBoundingInfo();
  35810. if (!boundingInfo) {
  35811. this.refreshBoundingInfo();
  35812. boundingInfo = this.getBoundingInfo();
  35813. }
  35814. boundingInfo.update(world);
  35815. return this;
  35816. };
  35817. /**
  35818. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  35819. * @param frustumPlanes defines the frustum planes
  35820. * @returns true if the submesh is intersecting with the frustum
  35821. */
  35822. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  35823. var boundingInfo = this.getBoundingInfo();
  35824. if (!boundingInfo) {
  35825. return false;
  35826. }
  35827. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  35828. };
  35829. /**
  35830. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  35831. * @param frustumPlanes defines the frustum planes
  35832. * @returns true if the submesh is inside the frustum
  35833. */
  35834. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  35835. var boundingInfo = this.getBoundingInfo();
  35836. if (!boundingInfo) {
  35837. return false;
  35838. }
  35839. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  35840. };
  35841. /**
  35842. * Renders the submesh
  35843. * @param enableAlphaMode defines if alpha needs to be used
  35844. * @returns the submesh
  35845. */
  35846. SubMesh.prototype.render = function (enableAlphaMode) {
  35847. this._renderingMesh.render(this, enableAlphaMode);
  35848. return this;
  35849. };
  35850. /**
  35851. * @hidden
  35852. */
  35853. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  35854. if (!this._linesIndexBuffer) {
  35855. var linesIndices = [];
  35856. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35857. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  35858. }
  35859. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  35860. this._linesIndexCount = linesIndices.length;
  35861. }
  35862. return this._linesIndexBuffer;
  35863. };
  35864. /**
  35865. * Checks if the submesh intersects with a ray
  35866. * @param ray defines the ray to test
  35867. * @returns true is the passed ray intersects the submesh bounding box
  35868. */
  35869. SubMesh.prototype.canIntersects = function (ray) {
  35870. var boundingInfo = this.getBoundingInfo();
  35871. if (!boundingInfo) {
  35872. return false;
  35873. }
  35874. return ray.intersectsBox(boundingInfo.boundingBox);
  35875. };
  35876. /**
  35877. * Intersects current submesh with a ray
  35878. * @param ray defines the ray to test
  35879. * @param positions defines mesh's positions array
  35880. * @param indices defines mesh's indices array
  35881. * @param fastCheck defines if only bounding info should be used
  35882. * @returns intersection info or null if no intersection
  35883. */
  35884. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  35885. var material = this.getMaterial();
  35886. if (!material) {
  35887. return null;
  35888. }
  35889. switch (material.fillMode) {
  35890. case BABYLON.Material.PointListDrawMode:
  35891. case BABYLON.Material.LineListDrawMode:
  35892. case BABYLON.Material.LineLoopDrawMode:
  35893. case BABYLON.Material.LineStripDrawMode:
  35894. case BABYLON.Material.TriangleFanDrawMode:
  35895. case BABYLON.Material.TriangleStripDrawMode:
  35896. return null;
  35897. }
  35898. // LineMesh first as it's also a Mesh...
  35899. if (BABYLON.LinesMesh) {
  35900. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  35901. if (mesh instanceof BABYLON.LinesMesh) {
  35902. var linesMesh = mesh;
  35903. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  35904. }
  35905. }
  35906. return this._intersectTriangles(ray, positions, indices, fastCheck);
  35907. };
  35908. /** @hidden */
  35909. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  35910. var intersectInfo = null;
  35911. // Line test
  35912. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  35913. var p0 = positions[indices[index]];
  35914. var p1 = positions[indices[index + 1]];
  35915. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  35916. if (length < 0) {
  35917. continue;
  35918. }
  35919. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  35920. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  35921. if (fastCheck) {
  35922. break;
  35923. }
  35924. }
  35925. }
  35926. return intersectInfo;
  35927. };
  35928. /** @hidden */
  35929. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  35930. var intersectInfo = null;
  35931. // Triangles test
  35932. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35933. var p0 = positions[indices[index]];
  35934. var p1 = positions[indices[index + 1]];
  35935. var p2 = positions[indices[index + 2]];
  35936. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  35937. if (currentIntersectInfo) {
  35938. if (currentIntersectInfo.distance < 0) {
  35939. continue;
  35940. }
  35941. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  35942. intersectInfo = currentIntersectInfo;
  35943. intersectInfo.faceId = index / 3;
  35944. if (fastCheck) {
  35945. break;
  35946. }
  35947. }
  35948. }
  35949. }
  35950. return intersectInfo;
  35951. };
  35952. /** @hidden */
  35953. SubMesh.prototype._rebuild = function () {
  35954. if (this._linesIndexBuffer) {
  35955. this._linesIndexBuffer = null;
  35956. }
  35957. };
  35958. // Clone
  35959. /**
  35960. * Creates a new submesh from the passed mesh
  35961. * @param newMesh defines the new hosting mesh
  35962. * @param newRenderingMesh defines an optional rendering mesh
  35963. * @returns the new submesh
  35964. */
  35965. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  35966. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  35967. if (!this.IsGlobal) {
  35968. var boundingInfo = this.getBoundingInfo();
  35969. if (!boundingInfo) {
  35970. return result;
  35971. }
  35972. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  35973. }
  35974. return result;
  35975. };
  35976. // Dispose
  35977. /**
  35978. * Release associated resources
  35979. */
  35980. SubMesh.prototype.dispose = function () {
  35981. if (this._linesIndexBuffer) {
  35982. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  35983. this._linesIndexBuffer = null;
  35984. }
  35985. // Remove from mesh
  35986. var index = this._mesh.subMeshes.indexOf(this);
  35987. this._mesh.subMeshes.splice(index, 1);
  35988. };
  35989. // Statics
  35990. /**
  35991. * Creates a new submesh from indices data
  35992. * @param materialIndex the index of the main mesh material
  35993. * @param startIndex the index where to start the copy in the mesh indices array
  35994. * @param indexCount the number of indices to copy then from the startIndex
  35995. * @param mesh the main mesh to create the submesh from
  35996. * @param renderingMesh the optional rendering mesh
  35997. * @returns a new submesh
  35998. */
  35999. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36000. var minVertexIndex = Number.MAX_VALUE;
  36001. var maxVertexIndex = -Number.MAX_VALUE;
  36002. renderingMesh = (renderingMesh || mesh);
  36003. var indices = renderingMesh.getIndices();
  36004. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36005. var vertexIndex = indices[index];
  36006. if (vertexIndex < minVertexIndex) {
  36007. minVertexIndex = vertexIndex;
  36008. }
  36009. if (vertexIndex > maxVertexIndex) {
  36010. maxVertexIndex = vertexIndex;
  36011. }
  36012. }
  36013. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36014. };
  36015. return SubMesh;
  36016. }(BaseSubMesh));
  36017. BABYLON.SubMesh = SubMesh;
  36018. })(BABYLON || (BABYLON = {}));
  36019. //# sourceMappingURL=babylon.subMesh.js.map
  36020. var __assign = (this && this.__assign) || function () {
  36021. __assign = Object.assign || function(t) {
  36022. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36023. s = arguments[i];
  36024. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36025. t[p] = s[p];
  36026. }
  36027. return t;
  36028. };
  36029. return __assign.apply(this, arguments);
  36030. };
  36031. var BABYLON;
  36032. (function (BABYLON) {
  36033. /**
  36034. * Manages the defines for the Material
  36035. */
  36036. var MaterialDefines = /** @class */ (function () {
  36037. function MaterialDefines() {
  36038. this._isDirty = true;
  36039. /** @hidden */
  36040. this._areLightsDirty = true;
  36041. /** @hidden */
  36042. this._areAttributesDirty = true;
  36043. /** @hidden */
  36044. this._areTexturesDirty = true;
  36045. /** @hidden */
  36046. this._areFresnelDirty = true;
  36047. /** @hidden */
  36048. this._areMiscDirty = true;
  36049. /** @hidden */
  36050. this._areImageProcessingDirty = true;
  36051. /** @hidden */
  36052. this._normals = false;
  36053. /** @hidden */
  36054. this._uvs = false;
  36055. /** @hidden */
  36056. this._needNormals = false;
  36057. /** @hidden */
  36058. this._needUVs = false;
  36059. }
  36060. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36061. /**
  36062. * Specifies if the material needs to be re-calculated
  36063. */
  36064. get: function () {
  36065. return this._isDirty;
  36066. },
  36067. enumerable: true,
  36068. configurable: true
  36069. });
  36070. /**
  36071. * Marks the material to indicate that it has been re-calculated
  36072. */
  36073. MaterialDefines.prototype.markAsProcessed = function () {
  36074. this._isDirty = false;
  36075. this._areAttributesDirty = false;
  36076. this._areTexturesDirty = false;
  36077. this._areFresnelDirty = false;
  36078. this._areLightsDirty = false;
  36079. this._areMiscDirty = false;
  36080. this._areImageProcessingDirty = false;
  36081. };
  36082. /**
  36083. * Marks the material to indicate that it needs to be re-calculated
  36084. */
  36085. MaterialDefines.prototype.markAsUnprocessed = function () {
  36086. this._isDirty = true;
  36087. };
  36088. /**
  36089. * Marks the material to indicate all of its defines need to be re-calculated
  36090. */
  36091. MaterialDefines.prototype.markAllAsDirty = function () {
  36092. this._areTexturesDirty = true;
  36093. this._areAttributesDirty = true;
  36094. this._areLightsDirty = true;
  36095. this._areFresnelDirty = true;
  36096. this._areMiscDirty = true;
  36097. this._areImageProcessingDirty = true;
  36098. this._isDirty = true;
  36099. };
  36100. /**
  36101. * Marks the material to indicate that image processing needs to be re-calculated
  36102. */
  36103. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36104. this._areImageProcessingDirty = true;
  36105. this._isDirty = true;
  36106. };
  36107. /**
  36108. * Marks the material to indicate the lights need to be re-calculated
  36109. */
  36110. MaterialDefines.prototype.markAsLightDirty = function () {
  36111. this._areLightsDirty = true;
  36112. this._isDirty = true;
  36113. };
  36114. /**
  36115. * Marks the attribute state as changed
  36116. */
  36117. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36118. this._areAttributesDirty = true;
  36119. this._isDirty = true;
  36120. };
  36121. /**
  36122. * Marks the texture state as changed
  36123. */
  36124. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36125. this._areTexturesDirty = true;
  36126. this._isDirty = true;
  36127. };
  36128. /**
  36129. * Marks the fresnel state as changed
  36130. */
  36131. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36132. this._areFresnelDirty = true;
  36133. this._isDirty = true;
  36134. };
  36135. /**
  36136. * Marks the misc state as changed
  36137. */
  36138. MaterialDefines.prototype.markAsMiscDirty = function () {
  36139. this._areMiscDirty = true;
  36140. this._isDirty = true;
  36141. };
  36142. /**
  36143. * Rebuilds the material defines
  36144. */
  36145. MaterialDefines.prototype.rebuild = function () {
  36146. if (this._keys) {
  36147. delete this._keys;
  36148. }
  36149. this._keys = [];
  36150. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36151. var key = _a[_i];
  36152. if (key[0] === "_") {
  36153. continue;
  36154. }
  36155. this._keys.push(key);
  36156. }
  36157. };
  36158. /**
  36159. * Specifies if two material defines are equal
  36160. * @param other - A material define instance to compare to
  36161. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36162. */
  36163. MaterialDefines.prototype.isEqual = function (other) {
  36164. if (this._keys.length !== other._keys.length) {
  36165. return false;
  36166. }
  36167. for (var index = 0; index < this._keys.length; index++) {
  36168. var prop = this._keys[index];
  36169. if (this[prop] !== other[prop]) {
  36170. return false;
  36171. }
  36172. }
  36173. return true;
  36174. };
  36175. /**
  36176. * Clones this instance's defines to another instance
  36177. * @param other - material defines to clone values to
  36178. */
  36179. MaterialDefines.prototype.cloneTo = function (other) {
  36180. if (this._keys.length !== other._keys.length) {
  36181. other._keys = this._keys.slice(0);
  36182. }
  36183. for (var index = 0; index < this._keys.length; index++) {
  36184. var prop = this._keys[index];
  36185. other[prop] = this[prop];
  36186. }
  36187. };
  36188. /**
  36189. * Resets the material define values
  36190. */
  36191. MaterialDefines.prototype.reset = function () {
  36192. for (var index = 0; index < this._keys.length; index++) {
  36193. var prop = this._keys[index];
  36194. var type = typeof this[prop];
  36195. switch (type) {
  36196. case "number":
  36197. this[prop] = 0;
  36198. break;
  36199. case "string":
  36200. this[prop] = "";
  36201. break;
  36202. default:
  36203. this[prop] = false;
  36204. break;
  36205. }
  36206. }
  36207. };
  36208. /**
  36209. * Converts the material define values to a string
  36210. * @returns - String of material define information
  36211. */
  36212. MaterialDefines.prototype.toString = function () {
  36213. var result = "";
  36214. for (var index = 0; index < this._keys.length; index++) {
  36215. var prop = this._keys[index];
  36216. var value = this[prop];
  36217. var type = typeof value;
  36218. switch (type) {
  36219. case "number":
  36220. case "string":
  36221. result += "#define " + prop + " " + value + "\n";
  36222. break;
  36223. default:
  36224. if (value) {
  36225. result += "#define " + prop + "\n";
  36226. }
  36227. break;
  36228. }
  36229. }
  36230. return result;
  36231. };
  36232. return MaterialDefines;
  36233. }());
  36234. BABYLON.MaterialDefines = MaterialDefines;
  36235. /**
  36236. * Base class for the main features of a material in Babylon.js
  36237. */
  36238. var Material = /** @class */ (function () {
  36239. /**
  36240. * Creates a material instance
  36241. * @param name defines the name of the material
  36242. * @param scene defines the scene to reference
  36243. * @param doNotAdd specifies if the material should be added to the scene
  36244. */
  36245. function Material(name, scene, doNotAdd) {
  36246. /**
  36247. * Specifies if the ready state should be checked on each call
  36248. */
  36249. this.checkReadyOnEveryCall = false;
  36250. /**
  36251. * Specifies if the ready state should be checked once
  36252. */
  36253. this.checkReadyOnlyOnce = false;
  36254. /**
  36255. * The state of the material
  36256. */
  36257. this.state = "";
  36258. /**
  36259. * The alpha value of the material
  36260. */
  36261. this._alpha = 1.0;
  36262. /**
  36263. * Specifies if back face culling is enabled
  36264. */
  36265. this._backFaceCulling = true;
  36266. /**
  36267. * Specifies if the material should be serialized
  36268. */
  36269. this.doNotSerialize = false;
  36270. /**
  36271. * @hidden
  36272. */
  36273. this._storeEffectOnSubMeshes = false;
  36274. /**
  36275. * An event triggered when the material is disposed
  36276. */
  36277. this.onDisposeObservable = new BABYLON.Observable();
  36278. /**
  36279. * Stores the value of the alpha mode
  36280. */
  36281. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36282. /**
  36283. * Stores the state of the need depth pre-pass value
  36284. */
  36285. this._needDepthPrePass = false;
  36286. /**
  36287. * Specifies if depth writing should be disabled
  36288. */
  36289. this.disableDepthWrite = false;
  36290. /**
  36291. * Specifies if depth writing should be forced
  36292. */
  36293. this.forceDepthWrite = false;
  36294. /**
  36295. * Specifies if there should be a separate pass for culling
  36296. */
  36297. this.separateCullingPass = false;
  36298. /**
  36299. * Stores the state specifing if fog should be enabled
  36300. */
  36301. this._fogEnabled = true;
  36302. /**
  36303. * Stores the size of points
  36304. */
  36305. this.pointSize = 1.0;
  36306. /**
  36307. * Stores the z offset value
  36308. */
  36309. this.zOffset = 0;
  36310. /**
  36311. * @hidden
  36312. * Specifies if the material was previously ready
  36313. */
  36314. this._wasPreviouslyReady = false;
  36315. /**
  36316. * Stores the fill mode state
  36317. */
  36318. this._fillMode = Material.TriangleFillMode;
  36319. this.name = name;
  36320. this.id = name || BABYLON.Tools.RandomId();
  36321. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36322. this.uniqueId = this._scene.getUniqueId();
  36323. if (this._scene.useRightHandedSystem) {
  36324. this.sideOrientation = Material.ClockWiseSideOrientation;
  36325. }
  36326. else {
  36327. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36328. }
  36329. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36330. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36331. if (!doNotAdd) {
  36332. this._scene.materials.push(this);
  36333. this._scene.onNewMaterialAddedObservable.notifyObservers(this);
  36334. }
  36335. }
  36336. Object.defineProperty(Material, "TriangleFillMode", {
  36337. /**
  36338. * Returns the triangle fill mode
  36339. */
  36340. get: function () {
  36341. return Material._TriangleFillMode;
  36342. },
  36343. enumerable: true,
  36344. configurable: true
  36345. });
  36346. Object.defineProperty(Material, "WireFrameFillMode", {
  36347. /**
  36348. * Returns the wireframe mode
  36349. */
  36350. get: function () {
  36351. return Material._WireFrameFillMode;
  36352. },
  36353. enumerable: true,
  36354. configurable: true
  36355. });
  36356. Object.defineProperty(Material, "PointFillMode", {
  36357. /**
  36358. * Returns the point fill mode
  36359. */
  36360. get: function () {
  36361. return Material._PointFillMode;
  36362. },
  36363. enumerable: true,
  36364. configurable: true
  36365. });
  36366. Object.defineProperty(Material, "PointListDrawMode", {
  36367. /**
  36368. * Returns the point list draw mode
  36369. */
  36370. get: function () {
  36371. return Material._PointListDrawMode;
  36372. },
  36373. enumerable: true,
  36374. configurable: true
  36375. });
  36376. Object.defineProperty(Material, "LineListDrawMode", {
  36377. /**
  36378. * Returns the line list draw mode
  36379. */
  36380. get: function () {
  36381. return Material._LineListDrawMode;
  36382. },
  36383. enumerable: true,
  36384. configurable: true
  36385. });
  36386. Object.defineProperty(Material, "LineLoopDrawMode", {
  36387. /**
  36388. * Returns the line loop draw mode
  36389. */
  36390. get: function () {
  36391. return Material._LineLoopDrawMode;
  36392. },
  36393. enumerable: true,
  36394. configurable: true
  36395. });
  36396. Object.defineProperty(Material, "LineStripDrawMode", {
  36397. /**
  36398. * Returns the line strip draw mode
  36399. */
  36400. get: function () {
  36401. return Material._LineStripDrawMode;
  36402. },
  36403. enumerable: true,
  36404. configurable: true
  36405. });
  36406. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36407. /**
  36408. * Returns the triangle strip draw mode
  36409. */
  36410. get: function () {
  36411. return Material._TriangleStripDrawMode;
  36412. },
  36413. enumerable: true,
  36414. configurable: true
  36415. });
  36416. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36417. /**
  36418. * Returns the triangle fan draw mode
  36419. */
  36420. get: function () {
  36421. return Material._TriangleFanDrawMode;
  36422. },
  36423. enumerable: true,
  36424. configurable: true
  36425. });
  36426. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36427. /**
  36428. * Returns the clock-wise side orientation
  36429. */
  36430. get: function () {
  36431. return Material._ClockWiseSideOrientation;
  36432. },
  36433. enumerable: true,
  36434. configurable: true
  36435. });
  36436. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36437. /**
  36438. * Returns the counter clock-wise side orientation
  36439. */
  36440. get: function () {
  36441. return Material._CounterClockWiseSideOrientation;
  36442. },
  36443. enumerable: true,
  36444. configurable: true
  36445. });
  36446. Object.defineProperty(Material.prototype, "alpha", {
  36447. /**
  36448. * Gets the alpha value of the material
  36449. */
  36450. get: function () {
  36451. return this._alpha;
  36452. },
  36453. /**
  36454. * Sets the alpha value of the material
  36455. */
  36456. set: function (value) {
  36457. if (this._alpha === value) {
  36458. return;
  36459. }
  36460. this._alpha = value;
  36461. this.markAsDirty(Material.MiscDirtyFlag);
  36462. },
  36463. enumerable: true,
  36464. configurable: true
  36465. });
  36466. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36467. /**
  36468. * Gets the back-face culling state
  36469. */
  36470. get: function () {
  36471. return this._backFaceCulling;
  36472. },
  36473. /**
  36474. * Sets the back-face culling state
  36475. */
  36476. set: function (value) {
  36477. if (this._backFaceCulling === value) {
  36478. return;
  36479. }
  36480. this._backFaceCulling = value;
  36481. this.markAsDirty(Material.TextureDirtyFlag);
  36482. },
  36483. enumerable: true,
  36484. configurable: true
  36485. });
  36486. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36487. /**
  36488. * Gets a boolean indicating that current material needs to register RTT
  36489. */
  36490. get: function () {
  36491. return false;
  36492. },
  36493. enumerable: true,
  36494. configurable: true
  36495. });
  36496. Object.defineProperty(Material.prototype, "onDispose", {
  36497. /**
  36498. * Called during a dispose event
  36499. */
  36500. set: function (callback) {
  36501. if (this._onDisposeObserver) {
  36502. this.onDisposeObservable.remove(this._onDisposeObserver);
  36503. }
  36504. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36505. },
  36506. enumerable: true,
  36507. configurable: true
  36508. });
  36509. Object.defineProperty(Material.prototype, "onBindObservable", {
  36510. /**
  36511. * An event triggered when the material is bound
  36512. */
  36513. get: function () {
  36514. if (!this._onBindObservable) {
  36515. this._onBindObservable = new BABYLON.Observable();
  36516. }
  36517. return this._onBindObservable;
  36518. },
  36519. enumerable: true,
  36520. configurable: true
  36521. });
  36522. Object.defineProperty(Material.prototype, "onBind", {
  36523. /**
  36524. * Called during a bind event
  36525. */
  36526. set: function (callback) {
  36527. if (this._onBindObserver) {
  36528. this.onBindObservable.remove(this._onBindObserver);
  36529. }
  36530. this._onBindObserver = this.onBindObservable.add(callback);
  36531. },
  36532. enumerable: true,
  36533. configurable: true
  36534. });
  36535. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36536. /**
  36537. * An event triggered when the material is unbound
  36538. */
  36539. get: function () {
  36540. if (!this._onUnBindObservable) {
  36541. this._onUnBindObservable = new BABYLON.Observable();
  36542. }
  36543. return this._onUnBindObservable;
  36544. },
  36545. enumerable: true,
  36546. configurable: true
  36547. });
  36548. Object.defineProperty(Material.prototype, "alphaMode", {
  36549. /**
  36550. * Gets the value of the alpha mode
  36551. */
  36552. get: function () {
  36553. return this._alphaMode;
  36554. },
  36555. /**
  36556. * Sets the value of the alpha mode.
  36557. *
  36558. * | Value | Type | Description |
  36559. * | --- | --- | --- |
  36560. * | 0 | ALPHA_DISABLE | |
  36561. * | 1 | ALPHA_ADD | |
  36562. * | 2 | ALPHA_COMBINE | |
  36563. * | 3 | ALPHA_SUBTRACT | |
  36564. * | 4 | ALPHA_MULTIPLY | |
  36565. * | 5 | ALPHA_MAXIMIZED | |
  36566. * | 6 | ALPHA_ONEONE | |
  36567. * | 7 | ALPHA_PREMULTIPLIED | |
  36568. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36569. * | 9 | ALPHA_INTERPOLATE | |
  36570. * | 10 | ALPHA_SCREENMODE | |
  36571. *
  36572. */
  36573. set: function (value) {
  36574. if (this._alphaMode === value) {
  36575. return;
  36576. }
  36577. this._alphaMode = value;
  36578. this.markAsDirty(Material.TextureDirtyFlag);
  36579. },
  36580. enumerable: true,
  36581. configurable: true
  36582. });
  36583. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36584. /**
  36585. * Gets the depth pre-pass value
  36586. */
  36587. get: function () {
  36588. return this._needDepthPrePass;
  36589. },
  36590. /**
  36591. * Sets the need depth pre-pass value
  36592. */
  36593. set: function (value) {
  36594. if (this._needDepthPrePass === value) {
  36595. return;
  36596. }
  36597. this._needDepthPrePass = value;
  36598. if (this._needDepthPrePass) {
  36599. this.checkReadyOnEveryCall = true;
  36600. }
  36601. },
  36602. enumerable: true,
  36603. configurable: true
  36604. });
  36605. Object.defineProperty(Material.prototype, "fogEnabled", {
  36606. /**
  36607. * Gets the value of the fog enabled state
  36608. */
  36609. get: function () {
  36610. return this._fogEnabled;
  36611. },
  36612. /**
  36613. * Sets the state for enabling fog
  36614. */
  36615. set: function (value) {
  36616. if (this._fogEnabled === value) {
  36617. return;
  36618. }
  36619. this._fogEnabled = value;
  36620. this.markAsDirty(Material.MiscDirtyFlag);
  36621. },
  36622. enumerable: true,
  36623. configurable: true
  36624. });
  36625. Object.defineProperty(Material.prototype, "wireframe", {
  36626. /**
  36627. * Gets a value specifying if wireframe mode is enabled
  36628. */
  36629. get: function () {
  36630. switch (this._fillMode) {
  36631. case Material.WireFrameFillMode:
  36632. case Material.LineListDrawMode:
  36633. case Material.LineLoopDrawMode:
  36634. case Material.LineStripDrawMode:
  36635. return true;
  36636. }
  36637. return this._scene.forceWireframe;
  36638. },
  36639. /**
  36640. * Sets the state of wireframe mode
  36641. */
  36642. set: function (value) {
  36643. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36644. },
  36645. enumerable: true,
  36646. configurable: true
  36647. });
  36648. Object.defineProperty(Material.prototype, "pointsCloud", {
  36649. /**
  36650. * Gets the value specifying if point clouds are enabled
  36651. */
  36652. get: function () {
  36653. switch (this._fillMode) {
  36654. case Material.PointFillMode:
  36655. case Material.PointListDrawMode:
  36656. return true;
  36657. }
  36658. return this._scene.forcePointsCloud;
  36659. },
  36660. /**
  36661. * Sets the state of point cloud mode
  36662. */
  36663. set: function (value) {
  36664. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36665. },
  36666. enumerable: true,
  36667. configurable: true
  36668. });
  36669. Object.defineProperty(Material.prototype, "fillMode", {
  36670. /**
  36671. * Gets the material fill mode
  36672. */
  36673. get: function () {
  36674. return this._fillMode;
  36675. },
  36676. /**
  36677. * Sets the material fill mode
  36678. */
  36679. set: function (value) {
  36680. if (this._fillMode === value) {
  36681. return;
  36682. }
  36683. this._fillMode = value;
  36684. this.markAsDirty(Material.MiscDirtyFlag);
  36685. },
  36686. enumerable: true,
  36687. configurable: true
  36688. });
  36689. /**
  36690. * Returns a string representation of the current material
  36691. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36692. * @returns a string with material information
  36693. */
  36694. Material.prototype.toString = function (fullDetails) {
  36695. var ret = "Name: " + this.name;
  36696. if (fullDetails) {
  36697. }
  36698. return ret;
  36699. };
  36700. /**
  36701. * Gets the class name of the material
  36702. * @returns a string with the class name of the material
  36703. */
  36704. Material.prototype.getClassName = function () {
  36705. return "Material";
  36706. };
  36707. Object.defineProperty(Material.prototype, "isFrozen", {
  36708. /**
  36709. * Specifies if updates for the material been locked
  36710. */
  36711. get: function () {
  36712. return this.checkReadyOnlyOnce;
  36713. },
  36714. enumerable: true,
  36715. configurable: true
  36716. });
  36717. /**
  36718. * Locks updates for the material
  36719. */
  36720. Material.prototype.freeze = function () {
  36721. this.checkReadyOnlyOnce = true;
  36722. };
  36723. /**
  36724. * Unlocks updates for the material
  36725. */
  36726. Material.prototype.unfreeze = function () {
  36727. this.checkReadyOnlyOnce = false;
  36728. };
  36729. /**
  36730. * Specifies if the material is ready to be used
  36731. * @param mesh defines the mesh to check
  36732. * @param useInstances specifies if instances should be used
  36733. * @returns a boolean indicating if the material is ready to be used
  36734. */
  36735. Material.prototype.isReady = function (mesh, useInstances) {
  36736. return true;
  36737. };
  36738. /**
  36739. * Specifies that the submesh is ready to be used
  36740. * @param mesh defines the mesh to check
  36741. * @param subMesh defines which submesh to check
  36742. * @param useInstances specifies that instances should be used
  36743. * @returns a boolean indicating that the submesh is ready or not
  36744. */
  36745. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  36746. return false;
  36747. };
  36748. /**
  36749. * Returns the material effect
  36750. * @returns the effect associated with the material
  36751. */
  36752. Material.prototype.getEffect = function () {
  36753. return this._effect;
  36754. };
  36755. /**
  36756. * Returns the current scene
  36757. * @returns a Scene
  36758. */
  36759. Material.prototype.getScene = function () {
  36760. return this._scene;
  36761. };
  36762. /**
  36763. * Specifies if the material will require alpha blending
  36764. * @returns a boolean specifying if alpha blending is needed
  36765. */
  36766. Material.prototype.needAlphaBlending = function () {
  36767. return (this.alpha < 1.0);
  36768. };
  36769. /**
  36770. * Specifies if the mesh will require alpha blending
  36771. * @param mesh defines the mesh to check
  36772. * @returns a boolean specifying if alpha blending is needed for the mesh
  36773. */
  36774. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  36775. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  36776. };
  36777. /**
  36778. * Specifies if this material should be rendered in alpha test mode
  36779. * @returns a boolean specifying if an alpha test is needed.
  36780. */
  36781. Material.prototype.needAlphaTesting = function () {
  36782. return false;
  36783. };
  36784. /**
  36785. * Gets the texture used for the alpha test
  36786. * @returns the texture to use for alpha testing
  36787. */
  36788. Material.prototype.getAlphaTestTexture = function () {
  36789. return null;
  36790. };
  36791. /**
  36792. * Marks the material to indicate that it needs to be re-calculated
  36793. */
  36794. Material.prototype.markDirty = function () {
  36795. this._wasPreviouslyReady = false;
  36796. };
  36797. /** @hidden */
  36798. Material.prototype._preBind = function (effect, overrideOrientation) {
  36799. if (overrideOrientation === void 0) { overrideOrientation = null; }
  36800. var engine = this._scene.getEngine();
  36801. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  36802. var reverse = orientation === Material.ClockWiseSideOrientation;
  36803. engine.enableEffect(effect ? effect : this._effect);
  36804. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  36805. return reverse;
  36806. };
  36807. /**
  36808. * Binds the material to the mesh
  36809. * @param world defines the world transformation matrix
  36810. * @param mesh defines the mesh to bind the material to
  36811. */
  36812. Material.prototype.bind = function (world, mesh) {
  36813. };
  36814. /**
  36815. * Binds the submesh to the material
  36816. * @param world defines the world transformation matrix
  36817. * @param mesh defines the mesh containing the submesh
  36818. * @param subMesh defines the submesh to bind the material to
  36819. */
  36820. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  36821. };
  36822. /**
  36823. * Binds the world matrix to the material
  36824. * @param world defines the world transformation matrix
  36825. */
  36826. Material.prototype.bindOnlyWorldMatrix = function (world) {
  36827. };
  36828. /**
  36829. * Binds the scene's uniform buffer to the effect.
  36830. * @param effect defines the effect to bind to the scene uniform buffer
  36831. * @param sceneUbo defines the uniform buffer storing scene data
  36832. */
  36833. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  36834. sceneUbo.bindToEffect(effect, "Scene");
  36835. };
  36836. /**
  36837. * Binds the view matrix to the effect
  36838. * @param effect defines the effect to bind the view matrix to
  36839. */
  36840. Material.prototype.bindView = function (effect) {
  36841. if (!this._useUBO) {
  36842. effect.setMatrix("view", this.getScene().getViewMatrix());
  36843. }
  36844. else {
  36845. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36846. }
  36847. };
  36848. /**
  36849. * Binds the view projection matrix to the effect
  36850. * @param effect defines the effect to bind the view projection matrix to
  36851. */
  36852. Material.prototype.bindViewProjection = function (effect) {
  36853. if (!this._useUBO) {
  36854. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  36855. }
  36856. else {
  36857. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36858. }
  36859. };
  36860. /**
  36861. * Specifies if material alpha testing should be turned on for the mesh
  36862. * @param mesh defines the mesh to check
  36863. */
  36864. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  36865. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  36866. };
  36867. /**
  36868. * Processes to execute after binding the material to a mesh
  36869. * @param mesh defines the rendered mesh
  36870. */
  36871. Material.prototype._afterBind = function (mesh) {
  36872. this._scene._cachedMaterial = this;
  36873. if (mesh) {
  36874. this._scene._cachedVisibility = mesh.visibility;
  36875. }
  36876. else {
  36877. this._scene._cachedVisibility = 1;
  36878. }
  36879. if (this._onBindObservable && mesh) {
  36880. this._onBindObservable.notifyObservers(mesh);
  36881. }
  36882. if (this.disableDepthWrite) {
  36883. var engine = this._scene.getEngine();
  36884. this._cachedDepthWriteState = engine.getDepthWrite();
  36885. engine.setDepthWrite(false);
  36886. }
  36887. };
  36888. /**
  36889. * Unbinds the material from the mesh
  36890. */
  36891. Material.prototype.unbind = function () {
  36892. if (this._onUnBindObservable) {
  36893. this._onUnBindObservable.notifyObservers(this);
  36894. }
  36895. if (this.disableDepthWrite) {
  36896. var engine = this._scene.getEngine();
  36897. engine.setDepthWrite(this._cachedDepthWriteState);
  36898. }
  36899. };
  36900. /**
  36901. * Gets the active textures from the material
  36902. * @returns an array of textures
  36903. */
  36904. Material.prototype.getActiveTextures = function () {
  36905. return [];
  36906. };
  36907. /**
  36908. * Specifies if the material uses a texture
  36909. * @param texture defines the texture to check against the material
  36910. * @returns a boolean specifying if the material uses the texture
  36911. */
  36912. Material.prototype.hasTexture = function (texture) {
  36913. return false;
  36914. };
  36915. /**
  36916. * Makes a duplicate of the material, and gives it a new name
  36917. * @param name defines the new name for the duplicated material
  36918. * @returns the cloned material
  36919. */
  36920. Material.prototype.clone = function (name) {
  36921. return null;
  36922. };
  36923. /**
  36924. * Gets the meshes bound to the material
  36925. * @returns an array of meshes bound to the material
  36926. */
  36927. Material.prototype.getBindedMeshes = function () {
  36928. var result = new Array();
  36929. for (var index = 0; index < this._scene.meshes.length; index++) {
  36930. var mesh = this._scene.meshes[index];
  36931. if (mesh.material === this) {
  36932. result.push(mesh);
  36933. }
  36934. }
  36935. return result;
  36936. };
  36937. /**
  36938. * Force shader compilation
  36939. * @param mesh defines the mesh associated with this material
  36940. * @param onCompiled defines a function to execute once the material is compiled
  36941. * @param options defines the options to configure the compilation
  36942. */
  36943. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  36944. var _this = this;
  36945. var localOptions = __assign({ clipPlane: false }, options);
  36946. var subMesh = new BABYLON.BaseSubMesh();
  36947. var scene = this.getScene();
  36948. var checkReady = function () {
  36949. if (!_this._scene || !_this._scene.getEngine()) {
  36950. return;
  36951. }
  36952. if (subMesh._materialDefines) {
  36953. subMesh._materialDefines._renderId = -1;
  36954. }
  36955. var clipPlaneState = scene.clipPlane;
  36956. if (localOptions.clipPlane) {
  36957. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  36958. }
  36959. if (_this._storeEffectOnSubMeshes) {
  36960. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  36961. if (onCompiled) {
  36962. onCompiled(_this);
  36963. }
  36964. }
  36965. else {
  36966. setTimeout(checkReady, 16);
  36967. }
  36968. }
  36969. else {
  36970. if (_this.isReady(mesh)) {
  36971. if (onCompiled) {
  36972. onCompiled(_this);
  36973. }
  36974. }
  36975. else {
  36976. setTimeout(checkReady, 16);
  36977. }
  36978. }
  36979. if (localOptions.clipPlane) {
  36980. scene.clipPlane = clipPlaneState;
  36981. }
  36982. };
  36983. checkReady();
  36984. };
  36985. /**
  36986. * Force shader compilation
  36987. * @param mesh defines the mesh that will use this material
  36988. * @param options defines additional options for compiling the shaders
  36989. * @returns a promise that resolves when the compilation completes
  36990. */
  36991. Material.prototype.forceCompilationAsync = function (mesh, options) {
  36992. var _this = this;
  36993. return new Promise(function (resolve) {
  36994. _this.forceCompilation(mesh, function () {
  36995. resolve();
  36996. }, options);
  36997. });
  36998. };
  36999. /**
  37000. * Marks a define in the material to indicate that it needs to be re-computed
  37001. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37002. */
  37003. Material.prototype.markAsDirty = function (flag) {
  37004. if (flag & Material.TextureDirtyFlag) {
  37005. this._markAllSubMeshesAsTexturesDirty();
  37006. }
  37007. if (flag & Material.LightDirtyFlag) {
  37008. this._markAllSubMeshesAsLightsDirty();
  37009. }
  37010. if (flag & Material.FresnelDirtyFlag) {
  37011. this._markAllSubMeshesAsFresnelDirty();
  37012. }
  37013. if (flag & Material.AttributesDirtyFlag) {
  37014. this._markAllSubMeshesAsAttributesDirty();
  37015. }
  37016. if (flag & Material.MiscDirtyFlag) {
  37017. this._markAllSubMeshesAsMiscDirty();
  37018. }
  37019. this.getScene().resetCachedMaterial();
  37020. };
  37021. /**
  37022. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37023. * @param func defines a function which checks material defines against the submeshes
  37024. */
  37025. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37026. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  37027. var mesh = _a[_i];
  37028. if (!mesh.subMeshes) {
  37029. continue;
  37030. }
  37031. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  37032. var subMesh = _c[_b];
  37033. if (subMesh.getMaterial() !== this) {
  37034. continue;
  37035. }
  37036. if (!subMesh._materialDefines) {
  37037. continue;
  37038. }
  37039. func(subMesh._materialDefines);
  37040. }
  37041. }
  37042. };
  37043. /**
  37044. * Indicates that image processing needs to be re-calculated for all submeshes
  37045. */
  37046. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37047. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  37048. };
  37049. /**
  37050. * Indicates that textures need to be re-calculated for all submeshes
  37051. */
  37052. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37053. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  37054. };
  37055. /**
  37056. * Indicates that fresnel needs to be re-calculated for all submeshes
  37057. */
  37058. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37059. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  37060. };
  37061. /**
  37062. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37063. */
  37064. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37065. this._markAllSubMeshesAsDirty(function (defines) {
  37066. defines.markAsFresnelDirty();
  37067. defines.markAsMiscDirty();
  37068. });
  37069. };
  37070. /**
  37071. * Indicates that lights need to be re-calculated for all submeshes
  37072. */
  37073. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37074. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  37075. };
  37076. /**
  37077. * Indicates that attributes need to be re-calculated for all submeshes
  37078. */
  37079. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37080. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  37081. };
  37082. /**
  37083. * Indicates that misc needs to be re-calculated for all submeshes
  37084. */
  37085. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37086. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  37087. };
  37088. /**
  37089. * Indicates that textures and misc need to be re-calculated for all submeshes
  37090. */
  37091. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37092. this._markAllSubMeshesAsDirty(function (defines) {
  37093. defines.markAsTexturesDirty();
  37094. defines.markAsMiscDirty();
  37095. });
  37096. };
  37097. /**
  37098. * Disposes the material
  37099. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37100. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37101. */
  37102. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  37103. // Animations
  37104. this.getScene().stopAnimation(this);
  37105. this.getScene().freeProcessedMaterials();
  37106. // Remove from scene
  37107. var index = this._scene.materials.indexOf(this);
  37108. if (index >= 0) {
  37109. this._scene.materials.splice(index, 1);
  37110. }
  37111. this._scene.onMaterialRemovedObservable.notifyObservers(this);
  37112. // Remove from meshes
  37113. for (index = 0; index < this._scene.meshes.length; index++) {
  37114. var mesh = this._scene.meshes[index];
  37115. if (mesh.material === this) {
  37116. mesh.material = null;
  37117. if (mesh.geometry) {
  37118. var geometry = (mesh.geometry);
  37119. if (this._storeEffectOnSubMeshes) {
  37120. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37121. var subMesh = _a[_i];
  37122. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37123. if (forceDisposeEffect && subMesh._materialEffect) {
  37124. this._scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37125. }
  37126. }
  37127. }
  37128. else {
  37129. geometry._releaseVertexArrayObject(this._effect);
  37130. }
  37131. }
  37132. }
  37133. }
  37134. this._uniformBuffer.dispose();
  37135. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37136. if (forceDisposeEffect && this._effect) {
  37137. if (!this._storeEffectOnSubMeshes) {
  37138. this._scene.getEngine()._releaseEffect(this._effect);
  37139. }
  37140. this._effect = null;
  37141. }
  37142. // Callback
  37143. this.onDisposeObservable.notifyObservers(this);
  37144. this.onDisposeObservable.clear();
  37145. if (this._onBindObservable) {
  37146. this._onBindObservable.clear();
  37147. }
  37148. if (this._onUnBindObservable) {
  37149. this._onUnBindObservable.clear();
  37150. }
  37151. };
  37152. /**
  37153. * Serializes this material
  37154. * @returns the serialized material object
  37155. */
  37156. Material.prototype.serialize = function () {
  37157. return BABYLON.SerializationHelper.Serialize(this);
  37158. };
  37159. /**
  37160. * Creates a MultiMaterial from parsed MultiMaterial data.
  37161. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37162. * @param scene defines the hosting scene
  37163. * @returns a new MultiMaterial
  37164. */
  37165. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37166. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37167. multiMaterial.id = parsedMultiMaterial.id;
  37168. if (BABYLON.Tags) {
  37169. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37170. }
  37171. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37172. var subMatId = parsedMultiMaterial.materials[matIndex];
  37173. if (subMatId) {
  37174. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37175. }
  37176. else {
  37177. multiMaterial.subMaterials.push(null);
  37178. }
  37179. }
  37180. return multiMaterial;
  37181. };
  37182. /**
  37183. * Creates a material from parsed material data
  37184. * @param parsedMaterial defines parsed material data
  37185. * @param scene defines the hosting scene
  37186. * @param rootUrl defines the root URL to use to load textures
  37187. * @returns a new material
  37188. */
  37189. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37190. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37191. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37192. }
  37193. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37194. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37195. if (!BABYLON.LegacyPBRMaterial) {
  37196. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37197. return;
  37198. }
  37199. }
  37200. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37201. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37202. };
  37203. // Triangle views
  37204. Material._TriangleFillMode = 0;
  37205. Material._WireFrameFillMode = 1;
  37206. Material._PointFillMode = 2;
  37207. // Draw modes
  37208. Material._PointListDrawMode = 3;
  37209. Material._LineListDrawMode = 4;
  37210. Material._LineLoopDrawMode = 5;
  37211. Material._LineStripDrawMode = 6;
  37212. Material._TriangleStripDrawMode = 7;
  37213. Material._TriangleFanDrawMode = 8;
  37214. /**
  37215. * Stores the clock-wise side orientation
  37216. */
  37217. Material._ClockWiseSideOrientation = 0;
  37218. /**
  37219. * Stores the counter clock-wise side orientation
  37220. */
  37221. Material._CounterClockWiseSideOrientation = 1;
  37222. /**
  37223. * The dirty texture flag value
  37224. */
  37225. Material.TextureDirtyFlag = 1;
  37226. /**
  37227. * The dirty light flag value
  37228. */
  37229. Material.LightDirtyFlag = 2;
  37230. /**
  37231. * The dirty fresnel flag value
  37232. */
  37233. Material.FresnelDirtyFlag = 4;
  37234. /**
  37235. * The dirty attribute flag value
  37236. */
  37237. Material.AttributesDirtyFlag = 8;
  37238. /**
  37239. * The dirty misc flag value
  37240. */
  37241. Material.MiscDirtyFlag = 16;
  37242. /**
  37243. * The all dirty flag value
  37244. */
  37245. Material.AllDirtyFlag = 31;
  37246. __decorate([
  37247. BABYLON.serialize()
  37248. ], Material.prototype, "id", void 0);
  37249. __decorate([
  37250. BABYLON.serialize()
  37251. ], Material.prototype, "uniqueId", void 0);
  37252. __decorate([
  37253. BABYLON.serialize()
  37254. ], Material.prototype, "name", void 0);
  37255. __decorate([
  37256. BABYLON.serialize()
  37257. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37258. __decorate([
  37259. BABYLON.serialize()
  37260. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37261. __decorate([
  37262. BABYLON.serialize()
  37263. ], Material.prototype, "state", void 0);
  37264. __decorate([
  37265. BABYLON.serialize("alpha")
  37266. ], Material.prototype, "_alpha", void 0);
  37267. __decorate([
  37268. BABYLON.serialize("backFaceCulling")
  37269. ], Material.prototype, "_backFaceCulling", void 0);
  37270. __decorate([
  37271. BABYLON.serialize()
  37272. ], Material.prototype, "sideOrientation", void 0);
  37273. __decorate([
  37274. BABYLON.serialize("alphaMode")
  37275. ], Material.prototype, "_alphaMode", void 0);
  37276. __decorate([
  37277. BABYLON.serialize()
  37278. ], Material.prototype, "_needDepthPrePass", void 0);
  37279. __decorate([
  37280. BABYLON.serialize()
  37281. ], Material.prototype, "disableDepthWrite", void 0);
  37282. __decorate([
  37283. BABYLON.serialize()
  37284. ], Material.prototype, "forceDepthWrite", void 0);
  37285. __decorate([
  37286. BABYLON.serialize()
  37287. ], Material.prototype, "separateCullingPass", void 0);
  37288. __decorate([
  37289. BABYLON.serialize("fogEnabled")
  37290. ], Material.prototype, "_fogEnabled", void 0);
  37291. __decorate([
  37292. BABYLON.serialize()
  37293. ], Material.prototype, "pointSize", void 0);
  37294. __decorate([
  37295. BABYLON.serialize()
  37296. ], Material.prototype, "zOffset", void 0);
  37297. __decorate([
  37298. BABYLON.serialize()
  37299. ], Material.prototype, "wireframe", null);
  37300. __decorate([
  37301. BABYLON.serialize()
  37302. ], Material.prototype, "pointsCloud", null);
  37303. __decorate([
  37304. BABYLON.serialize()
  37305. ], Material.prototype, "fillMode", null);
  37306. return Material;
  37307. }());
  37308. BABYLON.Material = Material;
  37309. })(BABYLON || (BABYLON = {}));
  37310. //# sourceMappingURL=babylon.material.js.map
  37311. var BABYLON;
  37312. (function (BABYLON) {
  37313. /**
  37314. * Uniform buffer objects.
  37315. *
  37316. * Handles blocks of uniform on the GPU.
  37317. *
  37318. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37319. *
  37320. * For more information, please refer to :
  37321. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37322. */
  37323. var UniformBuffer = /** @class */ (function () {
  37324. /**
  37325. * Instantiates a new Uniform buffer objects.
  37326. *
  37327. * Handles blocks of uniform on the GPU.
  37328. *
  37329. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37330. *
  37331. * For more information, please refer to :
  37332. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37333. * @param engine Define the engine the buffer is associated with
  37334. * @param data Define the data contained in the buffer
  37335. * @param dynamic Define if the buffer is updatable
  37336. */
  37337. function UniformBuffer(engine, data, dynamic) {
  37338. this._engine = engine;
  37339. this._noUBO = !engine.supportsUniformBuffers;
  37340. this._dynamic = dynamic;
  37341. this._data = data || [];
  37342. this._uniformLocations = {};
  37343. this._uniformSizes = {};
  37344. this._uniformLocationPointer = 0;
  37345. this._needSync = false;
  37346. if (this._noUBO) {
  37347. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37348. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37349. this.updateFloat = this._updateFloatForEffect;
  37350. this.updateFloat2 = this._updateFloat2ForEffect;
  37351. this.updateFloat3 = this._updateFloat3ForEffect;
  37352. this.updateFloat4 = this._updateFloat4ForEffect;
  37353. this.updateMatrix = this._updateMatrixForEffect;
  37354. this.updateVector3 = this._updateVector3ForEffect;
  37355. this.updateVector4 = this._updateVector4ForEffect;
  37356. this.updateColor3 = this._updateColor3ForEffect;
  37357. this.updateColor4 = this._updateColor4ForEffect;
  37358. }
  37359. else {
  37360. this._engine._uniformBuffers.push(this);
  37361. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37362. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37363. this.updateFloat = this._updateFloatForUniform;
  37364. this.updateFloat2 = this._updateFloat2ForUniform;
  37365. this.updateFloat3 = this._updateFloat3ForUniform;
  37366. this.updateFloat4 = this._updateFloat4ForUniform;
  37367. this.updateMatrix = this._updateMatrixForUniform;
  37368. this.updateVector3 = this._updateVector3ForUniform;
  37369. this.updateVector4 = this._updateVector4ForUniform;
  37370. this.updateColor3 = this._updateColor3ForUniform;
  37371. this.updateColor4 = this._updateColor4ForUniform;
  37372. }
  37373. }
  37374. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37375. /**
  37376. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37377. * or just falling back on setUniformXXX calls.
  37378. */
  37379. get: function () {
  37380. return !this._noUBO;
  37381. },
  37382. enumerable: true,
  37383. configurable: true
  37384. });
  37385. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37386. /**
  37387. * Indicates if the WebGL underlying uniform buffer is in sync
  37388. * with the javascript cache data.
  37389. */
  37390. get: function () {
  37391. return !this._needSync;
  37392. },
  37393. enumerable: true,
  37394. configurable: true
  37395. });
  37396. /**
  37397. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37398. * Also, a dynamic UniformBuffer will disable cache verification and always
  37399. * update the underlying WebGL uniform buffer to the GPU.
  37400. * @returns if Dynamic, otherwise false
  37401. */
  37402. UniformBuffer.prototype.isDynamic = function () {
  37403. return this._dynamic !== undefined;
  37404. };
  37405. /**
  37406. * The data cache on JS side.
  37407. * @returns the underlying data as a float array
  37408. */
  37409. UniformBuffer.prototype.getData = function () {
  37410. return this._bufferData;
  37411. };
  37412. /**
  37413. * The underlying WebGL Uniform buffer.
  37414. * @returns the webgl buffer
  37415. */
  37416. UniformBuffer.prototype.getBuffer = function () {
  37417. return this._buffer;
  37418. };
  37419. /**
  37420. * std140 layout specifies how to align data within an UBO structure.
  37421. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37422. * for specs.
  37423. */
  37424. UniformBuffer.prototype._fillAlignment = function (size) {
  37425. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37426. // and 4x4 matrices
  37427. // TODO : change if other types are used
  37428. var alignment;
  37429. if (size <= 2) {
  37430. alignment = size;
  37431. }
  37432. else {
  37433. alignment = 4;
  37434. }
  37435. if ((this._uniformLocationPointer % alignment) !== 0) {
  37436. var oldPointer = this._uniformLocationPointer;
  37437. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37438. var diff = this._uniformLocationPointer - oldPointer;
  37439. for (var i = 0; i < diff; i++) {
  37440. this._data.push(0);
  37441. }
  37442. }
  37443. };
  37444. /**
  37445. * Adds an uniform in the buffer.
  37446. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37447. * for the layout to be correct !
  37448. * @param name Name of the uniform, as used in the uniform block in the shader.
  37449. * @param size Data size, or data directly.
  37450. */
  37451. UniformBuffer.prototype.addUniform = function (name, size) {
  37452. if (this._noUBO) {
  37453. return;
  37454. }
  37455. if (this._uniformLocations[name] !== undefined) {
  37456. // Already existing uniform
  37457. return;
  37458. }
  37459. // This function must be called in the order of the shader layout !
  37460. // size can be the size of the uniform, or data directly
  37461. var data;
  37462. if (size instanceof Array) {
  37463. data = size;
  37464. size = data.length;
  37465. }
  37466. else {
  37467. size = size;
  37468. data = [];
  37469. // Fill with zeros
  37470. for (var i = 0; i < size; i++) {
  37471. data.push(0);
  37472. }
  37473. }
  37474. this._fillAlignment(size);
  37475. this._uniformSizes[name] = size;
  37476. this._uniformLocations[name] = this._uniformLocationPointer;
  37477. this._uniformLocationPointer += size;
  37478. for (var i = 0; i < size; i++) {
  37479. this._data.push(data[i]);
  37480. }
  37481. this._needSync = true;
  37482. };
  37483. /**
  37484. * Adds a Matrix 4x4 to the uniform buffer.
  37485. * @param name Name of the uniform, as used in the uniform block in the shader.
  37486. * @param mat A 4x4 matrix.
  37487. */
  37488. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37489. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37490. };
  37491. /**
  37492. * Adds a vec2 to the uniform buffer.
  37493. * @param name Name of the uniform, as used in the uniform block in the shader.
  37494. * @param x Define the x component value of the vec2
  37495. * @param y Define the y component value of the vec2
  37496. */
  37497. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37498. var temp = [x, y];
  37499. this.addUniform(name, temp);
  37500. };
  37501. /**
  37502. * Adds a vec3 to the uniform buffer.
  37503. * @param name Name of the uniform, as used in the uniform block in the shader.
  37504. * @param x Define the x component value of the vec3
  37505. * @param y Define the y component value of the vec3
  37506. * @param z Define the z component value of the vec3
  37507. */
  37508. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37509. var temp = [x, y, z];
  37510. this.addUniform(name, temp);
  37511. };
  37512. /**
  37513. * Adds a vec3 to the uniform buffer.
  37514. * @param name Name of the uniform, as used in the uniform block in the shader.
  37515. * @param color Define the vec3 from a Color
  37516. */
  37517. UniformBuffer.prototype.addColor3 = function (name, color) {
  37518. var temp = new Array();
  37519. color.toArray(temp);
  37520. this.addUniform(name, temp);
  37521. };
  37522. /**
  37523. * Adds a vec4 to the uniform buffer.
  37524. * @param name Name of the uniform, as used in the uniform block in the shader.
  37525. * @param color Define the rgb components from a Color
  37526. * @param alpha Define the a component of the vec4
  37527. */
  37528. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37529. var temp = new Array();
  37530. color.toArray(temp);
  37531. temp.push(alpha);
  37532. this.addUniform(name, temp);
  37533. };
  37534. /**
  37535. * Adds a vec3 to the uniform buffer.
  37536. * @param name Name of the uniform, as used in the uniform block in the shader.
  37537. * @param vector Define the vec3 components from a Vector
  37538. */
  37539. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37540. var temp = new Array();
  37541. vector.toArray(temp);
  37542. this.addUniform(name, temp);
  37543. };
  37544. /**
  37545. * Adds a Matrix 3x3 to the uniform buffer.
  37546. * @param name Name of the uniform, as used in the uniform block in the shader.
  37547. */
  37548. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37549. this.addUniform(name, 12);
  37550. };
  37551. /**
  37552. * Adds a Matrix 2x2 to the uniform buffer.
  37553. * @param name Name of the uniform, as used in the uniform block in the shader.
  37554. */
  37555. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37556. this.addUniform(name, 8);
  37557. };
  37558. /**
  37559. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37560. */
  37561. UniformBuffer.prototype.create = function () {
  37562. if (this._noUBO) {
  37563. return;
  37564. }
  37565. if (this._buffer) {
  37566. return; // nothing to do
  37567. }
  37568. // See spec, alignment must be filled as a vec4
  37569. this._fillAlignment(4);
  37570. this._bufferData = new Float32Array(this._data);
  37571. this._rebuild();
  37572. this._needSync = true;
  37573. };
  37574. /** @hidden */
  37575. UniformBuffer.prototype._rebuild = function () {
  37576. if (this._noUBO) {
  37577. return;
  37578. }
  37579. if (this._dynamic) {
  37580. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37581. }
  37582. else {
  37583. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37584. }
  37585. };
  37586. /**
  37587. * Updates the WebGL Uniform Buffer on the GPU.
  37588. * If the `dynamic` flag is set to true, no cache comparison is done.
  37589. * Otherwise, the buffer will be updated only if the cache differs.
  37590. */
  37591. UniformBuffer.prototype.update = function () {
  37592. if (!this._buffer) {
  37593. this.create();
  37594. return;
  37595. }
  37596. if (!this._dynamic && !this._needSync) {
  37597. return;
  37598. }
  37599. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37600. this._needSync = false;
  37601. };
  37602. /**
  37603. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37604. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37605. * @param data Define the flattened data
  37606. * @param size Define the size of the data.
  37607. */
  37608. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37609. var location = this._uniformLocations[uniformName];
  37610. if (location === undefined) {
  37611. if (this._buffer) {
  37612. // Cannot add an uniform if the buffer is already created
  37613. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37614. return;
  37615. }
  37616. this.addUniform(uniformName, size);
  37617. location = this._uniformLocations[uniformName];
  37618. }
  37619. if (!this._buffer) {
  37620. this.create();
  37621. }
  37622. if (!this._dynamic) {
  37623. // Cache for static uniform buffers
  37624. var changed = false;
  37625. for (var i = 0; i < size; i++) {
  37626. if (this._bufferData[location + i] !== data[i]) {
  37627. changed = true;
  37628. this._bufferData[location + i] = data[i];
  37629. }
  37630. }
  37631. this._needSync = this._needSync || changed;
  37632. }
  37633. else {
  37634. // No cache for dynamic
  37635. for (var i = 0; i < size; i++) {
  37636. this._bufferData[location + i] = data[i];
  37637. }
  37638. }
  37639. };
  37640. // Update methods
  37641. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37642. // To match std140, matrix must be realigned
  37643. for (var i = 0; i < 3; i++) {
  37644. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37645. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37646. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37647. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37648. }
  37649. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37650. };
  37651. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37652. this._currentEffect.setMatrix3x3(name, matrix);
  37653. };
  37654. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37655. this._currentEffect.setMatrix2x2(name, matrix);
  37656. };
  37657. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37658. // To match std140, matrix must be realigned
  37659. for (var i = 0; i < 2; i++) {
  37660. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37661. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37662. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37663. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37664. }
  37665. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37666. };
  37667. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37668. this._currentEffect.setFloat(name, x);
  37669. };
  37670. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37671. UniformBuffer._tempBuffer[0] = x;
  37672. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37673. };
  37674. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  37675. if (suffix === void 0) { suffix = ""; }
  37676. this._currentEffect.setFloat2(name + suffix, x, y);
  37677. };
  37678. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  37679. if (suffix === void 0) { suffix = ""; }
  37680. UniformBuffer._tempBuffer[0] = x;
  37681. UniformBuffer._tempBuffer[1] = y;
  37682. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  37683. };
  37684. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  37685. if (suffix === void 0) { suffix = ""; }
  37686. this._currentEffect.setFloat3(name + suffix, x, y, z);
  37687. };
  37688. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  37689. if (suffix === void 0) { suffix = ""; }
  37690. UniformBuffer._tempBuffer[0] = x;
  37691. UniformBuffer._tempBuffer[1] = y;
  37692. UniformBuffer._tempBuffer[2] = z;
  37693. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37694. };
  37695. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  37696. if (suffix === void 0) { suffix = ""; }
  37697. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  37698. };
  37699. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  37700. if (suffix === void 0) { suffix = ""; }
  37701. UniformBuffer._tempBuffer[0] = x;
  37702. UniformBuffer._tempBuffer[1] = y;
  37703. UniformBuffer._tempBuffer[2] = z;
  37704. UniformBuffer._tempBuffer[3] = w;
  37705. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37706. };
  37707. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  37708. this._currentEffect.setMatrix(name, mat);
  37709. };
  37710. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  37711. this.updateUniform(name, mat.toArray(), 16);
  37712. };
  37713. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  37714. this._currentEffect.setVector3(name, vector);
  37715. };
  37716. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  37717. vector.toArray(UniformBuffer._tempBuffer);
  37718. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37719. };
  37720. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  37721. this._currentEffect.setVector4(name, vector);
  37722. };
  37723. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  37724. vector.toArray(UniformBuffer._tempBuffer);
  37725. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37726. };
  37727. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  37728. if (suffix === void 0) { suffix = ""; }
  37729. this._currentEffect.setColor3(name + suffix, color);
  37730. };
  37731. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  37732. if (suffix === void 0) { suffix = ""; }
  37733. color.toArray(UniformBuffer._tempBuffer);
  37734. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37735. };
  37736. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  37737. if (suffix === void 0) { suffix = ""; }
  37738. this._currentEffect.setColor4(name + suffix, color, alpha);
  37739. };
  37740. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  37741. if (suffix === void 0) { suffix = ""; }
  37742. color.toArray(UniformBuffer._tempBuffer);
  37743. UniformBuffer._tempBuffer[3] = alpha;
  37744. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37745. };
  37746. /**
  37747. * Sets a sampler uniform on the effect.
  37748. * @param name Define the name of the sampler.
  37749. * @param texture Define the texture to set in the sampler
  37750. */
  37751. UniformBuffer.prototype.setTexture = function (name, texture) {
  37752. this._currentEffect.setTexture(name, texture);
  37753. };
  37754. /**
  37755. * Directly updates the value of the uniform in the cache AND on the GPU.
  37756. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37757. * @param data Define the flattened data
  37758. */
  37759. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  37760. this.updateUniform(uniformName, data, data.length);
  37761. this.update();
  37762. };
  37763. /**
  37764. * Binds this uniform buffer to an effect.
  37765. * @param effect Define the effect to bind the buffer to
  37766. * @param name Name of the uniform block in the shader.
  37767. */
  37768. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  37769. this._currentEffect = effect;
  37770. if (this._noUBO || !this._buffer) {
  37771. return;
  37772. }
  37773. effect.bindUniformBuffer(this._buffer, name);
  37774. };
  37775. /**
  37776. * Disposes the uniform buffer.
  37777. */
  37778. UniformBuffer.prototype.dispose = function () {
  37779. if (this._noUBO) {
  37780. return;
  37781. }
  37782. var index = this._engine._uniformBuffers.indexOf(this);
  37783. if (index !== -1) {
  37784. this._engine._uniformBuffers.splice(index, 1);
  37785. }
  37786. if (!this._buffer) {
  37787. return;
  37788. }
  37789. if (this._engine._releaseBuffer(this._buffer)) {
  37790. this._buffer = null;
  37791. }
  37792. };
  37793. // Pool for avoiding memory leaks
  37794. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  37795. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  37796. return UniformBuffer;
  37797. }());
  37798. BABYLON.UniformBuffer = UniformBuffer;
  37799. })(BABYLON || (BABYLON = {}));
  37800. //# sourceMappingURL=babylon.uniformBuffer.js.map
  37801. var BABYLON;
  37802. (function (BABYLON) {
  37803. /**
  37804. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  37805. */
  37806. var VertexData = /** @class */ (function () {
  37807. function VertexData() {
  37808. }
  37809. /**
  37810. * Uses the passed data array to set the set the values for the specified kind of data
  37811. * @param data a linear array of floating numbers
  37812. * @param kind the type of data that is being set, eg positions, colors etc
  37813. */
  37814. VertexData.prototype.set = function (data, kind) {
  37815. switch (kind) {
  37816. case BABYLON.VertexBuffer.PositionKind:
  37817. this.positions = data;
  37818. break;
  37819. case BABYLON.VertexBuffer.NormalKind:
  37820. this.normals = data;
  37821. break;
  37822. case BABYLON.VertexBuffer.TangentKind:
  37823. this.tangents = data;
  37824. break;
  37825. case BABYLON.VertexBuffer.UVKind:
  37826. this.uvs = data;
  37827. break;
  37828. case BABYLON.VertexBuffer.UV2Kind:
  37829. this.uvs2 = data;
  37830. break;
  37831. case BABYLON.VertexBuffer.UV3Kind:
  37832. this.uvs3 = data;
  37833. break;
  37834. case BABYLON.VertexBuffer.UV4Kind:
  37835. this.uvs4 = data;
  37836. break;
  37837. case BABYLON.VertexBuffer.UV5Kind:
  37838. this.uvs5 = data;
  37839. break;
  37840. case BABYLON.VertexBuffer.UV6Kind:
  37841. this.uvs6 = data;
  37842. break;
  37843. case BABYLON.VertexBuffer.ColorKind:
  37844. this.colors = data;
  37845. break;
  37846. case BABYLON.VertexBuffer.MatricesIndicesKind:
  37847. this.matricesIndices = data;
  37848. break;
  37849. case BABYLON.VertexBuffer.MatricesWeightsKind:
  37850. this.matricesWeights = data;
  37851. break;
  37852. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  37853. this.matricesIndicesExtra = data;
  37854. break;
  37855. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  37856. this.matricesWeightsExtra = data;
  37857. break;
  37858. }
  37859. };
  37860. /**
  37861. * Associates the vertexData to the passed Mesh.
  37862. * Sets it as updatable or not (default `false`)
  37863. * @param mesh the mesh the vertexData is applied to
  37864. * @param updatable when used and having the value true allows new data to update the vertexData
  37865. * @returns the VertexData
  37866. */
  37867. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  37868. this._applyTo(mesh, updatable);
  37869. return this;
  37870. };
  37871. /**
  37872. * Associates the vertexData to the passed Geometry.
  37873. * Sets it as updatable or not (default `false`)
  37874. * @param geometry the geometry the vertexData is applied to
  37875. * @param updatable when used and having the value true allows new data to update the vertexData
  37876. * @returns VertexData
  37877. */
  37878. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  37879. this._applyTo(geometry, updatable);
  37880. return this;
  37881. };
  37882. /**
  37883. * Updates the associated mesh
  37884. * @param mesh the mesh to be updated
  37885. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37886. * @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
  37887. * @returns VertexData
  37888. */
  37889. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  37890. this._update(mesh);
  37891. return this;
  37892. };
  37893. /**
  37894. * Updates the associated geometry
  37895. * @param geometry the geometry to be updated
  37896. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37897. * @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
  37898. * @returns VertexData.
  37899. */
  37900. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  37901. this._update(geometry);
  37902. return this;
  37903. };
  37904. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  37905. if (updatable === void 0) { updatable = false; }
  37906. if (this.positions) {
  37907. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  37908. }
  37909. if (this.normals) {
  37910. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  37911. }
  37912. if (this.tangents) {
  37913. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  37914. }
  37915. if (this.uvs) {
  37916. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  37917. }
  37918. if (this.uvs2) {
  37919. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  37920. }
  37921. if (this.uvs3) {
  37922. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  37923. }
  37924. if (this.uvs4) {
  37925. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  37926. }
  37927. if (this.uvs5) {
  37928. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  37929. }
  37930. if (this.uvs6) {
  37931. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  37932. }
  37933. if (this.colors) {
  37934. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  37935. }
  37936. if (this.matricesIndices) {
  37937. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  37938. }
  37939. if (this.matricesWeights) {
  37940. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  37941. }
  37942. if (this.matricesIndicesExtra) {
  37943. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  37944. }
  37945. if (this.matricesWeightsExtra) {
  37946. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  37947. }
  37948. if (this.indices) {
  37949. meshOrGeometry.setIndices(this.indices, null, updatable);
  37950. }
  37951. else {
  37952. meshOrGeometry.setIndices([], null);
  37953. }
  37954. return this;
  37955. };
  37956. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  37957. if (this.positions) {
  37958. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  37959. }
  37960. if (this.normals) {
  37961. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  37962. }
  37963. if (this.tangents) {
  37964. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  37965. }
  37966. if (this.uvs) {
  37967. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  37968. }
  37969. if (this.uvs2) {
  37970. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  37971. }
  37972. if (this.uvs3) {
  37973. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  37974. }
  37975. if (this.uvs4) {
  37976. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  37977. }
  37978. if (this.uvs5) {
  37979. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  37980. }
  37981. if (this.uvs6) {
  37982. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  37983. }
  37984. if (this.colors) {
  37985. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  37986. }
  37987. if (this.matricesIndices) {
  37988. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  37989. }
  37990. if (this.matricesWeights) {
  37991. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  37992. }
  37993. if (this.matricesIndicesExtra) {
  37994. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  37995. }
  37996. if (this.matricesWeightsExtra) {
  37997. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  37998. }
  37999. if (this.indices) {
  38000. meshOrGeometry.setIndices(this.indices, null);
  38001. }
  38002. return this;
  38003. };
  38004. /**
  38005. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38006. * @param matrix the transforming matrix
  38007. * @returns the VertexData
  38008. */
  38009. VertexData.prototype.transform = function (matrix) {
  38010. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38011. var transformed = BABYLON.Vector3.Zero();
  38012. var index;
  38013. if (this.positions) {
  38014. var position = BABYLON.Vector3.Zero();
  38015. for (index = 0; index < this.positions.length; index += 3) {
  38016. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38017. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38018. this.positions[index] = transformed.x;
  38019. this.positions[index + 1] = transformed.y;
  38020. this.positions[index + 2] = transformed.z;
  38021. }
  38022. }
  38023. if (this.normals) {
  38024. var normal = BABYLON.Vector3.Zero();
  38025. for (index = 0; index < this.normals.length; index += 3) {
  38026. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38027. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38028. this.normals[index] = transformed.x;
  38029. this.normals[index + 1] = transformed.y;
  38030. this.normals[index + 2] = transformed.z;
  38031. }
  38032. }
  38033. if (this.tangents) {
  38034. var tangent = BABYLON.Vector4.Zero();
  38035. var tangentTransformed = BABYLON.Vector4.Zero();
  38036. for (index = 0; index < this.tangents.length; index += 4) {
  38037. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38038. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38039. this.tangents[index] = tangentTransformed.x;
  38040. this.tangents[index + 1] = tangentTransformed.y;
  38041. this.tangents[index + 2] = tangentTransformed.z;
  38042. this.tangents[index + 3] = tangentTransformed.w;
  38043. }
  38044. }
  38045. if (flip && this.indices) {
  38046. for (index = 0; index < this.indices.length; index += 3) {
  38047. var tmp = this.indices[index + 1];
  38048. this.indices[index + 1] = this.indices[index + 2];
  38049. this.indices[index + 2] = tmp;
  38050. }
  38051. }
  38052. return this;
  38053. };
  38054. /**
  38055. * Merges the passed VertexData into the current one
  38056. * @param other the VertexData to be merged into the current one
  38057. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38058. * @returns the modified VertexData
  38059. */
  38060. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38061. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38062. this._validate();
  38063. other._validate();
  38064. if (!this.normals !== !other.normals ||
  38065. !this.tangents !== !other.tangents ||
  38066. !this.uvs !== !other.uvs ||
  38067. !this.uvs2 !== !other.uvs2 ||
  38068. !this.uvs3 !== !other.uvs3 ||
  38069. !this.uvs4 !== !other.uvs4 ||
  38070. !this.uvs5 !== !other.uvs5 ||
  38071. !this.uvs6 !== !other.uvs6 ||
  38072. !this.colors !== !other.colors ||
  38073. !this.matricesIndices !== !other.matricesIndices ||
  38074. !this.matricesWeights !== !other.matricesWeights ||
  38075. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38076. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38077. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38078. }
  38079. if (other.indices) {
  38080. if (!this.indices) {
  38081. this.indices = [];
  38082. }
  38083. var offset = this.positions ? this.positions.length / 3 : 0;
  38084. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38085. if (isSrcTypedArray) {
  38086. var len = this.indices.length + other.indices.length;
  38087. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38088. temp.set(this.indices);
  38089. var decal = this.indices.length;
  38090. for (var index = 0; index < other.indices.length; index++) {
  38091. temp[decal + index] = other.indices[index] + offset;
  38092. }
  38093. this.indices = temp;
  38094. }
  38095. else {
  38096. for (var index = 0; index < other.indices.length; index++) {
  38097. this.indices.push(other.indices[index] + offset);
  38098. }
  38099. }
  38100. }
  38101. this.positions = this._mergeElement(this.positions, other.positions);
  38102. this.normals = this._mergeElement(this.normals, other.normals);
  38103. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38104. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38105. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38106. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38107. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38108. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38109. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38110. this.colors = this._mergeElement(this.colors, other.colors);
  38111. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38112. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38113. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38114. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38115. return this;
  38116. };
  38117. VertexData.prototype._mergeElement = function (source, other) {
  38118. if (!source) {
  38119. return other;
  38120. }
  38121. if (!other) {
  38122. return source;
  38123. }
  38124. var len = other.length + source.length;
  38125. var isSrcTypedArray = source instanceof Float32Array;
  38126. var isOthTypedArray = other instanceof Float32Array;
  38127. // use non-loop method when the source is Float32Array
  38128. if (isSrcTypedArray) {
  38129. var ret32 = new Float32Array(len);
  38130. ret32.set(source);
  38131. ret32.set(other, source.length);
  38132. return ret32;
  38133. // source is number[], when other is also use concat
  38134. }
  38135. else if (!isOthTypedArray) {
  38136. return source.concat(other);
  38137. // source is a number[], but other is a Float32Array, loop required
  38138. }
  38139. else {
  38140. var ret = source.slice(0); // copy source to a separate array
  38141. for (var i = 0, len = other.length; i < len; i++) {
  38142. ret.push(other[i]);
  38143. }
  38144. return ret;
  38145. }
  38146. };
  38147. VertexData.prototype._validate = function () {
  38148. if (!this.positions) {
  38149. throw new Error("Positions are required");
  38150. }
  38151. var getElementCount = function (kind, values) {
  38152. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38153. if ((values.length % stride) !== 0) {
  38154. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38155. }
  38156. return values.length / stride;
  38157. };
  38158. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38159. var validateElementCount = function (kind, values) {
  38160. var elementCount = getElementCount(kind, values);
  38161. if (elementCount !== positionsElementCount) {
  38162. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38163. }
  38164. };
  38165. if (this.normals) {
  38166. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38167. }
  38168. if (this.tangents) {
  38169. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38170. }
  38171. if (this.uvs) {
  38172. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38173. }
  38174. if (this.uvs2) {
  38175. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38176. }
  38177. if (this.uvs3) {
  38178. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38179. }
  38180. if (this.uvs4) {
  38181. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38182. }
  38183. if (this.uvs5) {
  38184. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38185. }
  38186. if (this.uvs6) {
  38187. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38188. }
  38189. if (this.colors) {
  38190. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38191. }
  38192. if (this.matricesIndices) {
  38193. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38194. }
  38195. if (this.matricesWeights) {
  38196. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38197. }
  38198. if (this.matricesIndicesExtra) {
  38199. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38200. }
  38201. if (this.matricesWeightsExtra) {
  38202. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38203. }
  38204. };
  38205. /**
  38206. * Serializes the VertexData
  38207. * @returns a serialized object
  38208. */
  38209. VertexData.prototype.serialize = function () {
  38210. var serializationObject = this.serialize();
  38211. if (this.positions) {
  38212. serializationObject.positions = this.positions;
  38213. }
  38214. if (this.normals) {
  38215. serializationObject.normals = this.normals;
  38216. }
  38217. if (this.tangents) {
  38218. serializationObject.tangents = this.tangents;
  38219. }
  38220. if (this.uvs) {
  38221. serializationObject.uvs = this.uvs;
  38222. }
  38223. if (this.uvs2) {
  38224. serializationObject.uvs2 = this.uvs2;
  38225. }
  38226. if (this.uvs3) {
  38227. serializationObject.uvs3 = this.uvs3;
  38228. }
  38229. if (this.uvs4) {
  38230. serializationObject.uvs4 = this.uvs4;
  38231. }
  38232. if (this.uvs5) {
  38233. serializationObject.uvs5 = this.uvs5;
  38234. }
  38235. if (this.uvs6) {
  38236. serializationObject.uvs6 = this.uvs6;
  38237. }
  38238. if (this.colors) {
  38239. serializationObject.colors = this.colors;
  38240. }
  38241. if (this.matricesIndices) {
  38242. serializationObject.matricesIndices = this.matricesIndices;
  38243. serializationObject.matricesIndices._isExpanded = true;
  38244. }
  38245. if (this.matricesWeights) {
  38246. serializationObject.matricesWeights = this.matricesWeights;
  38247. }
  38248. if (this.matricesIndicesExtra) {
  38249. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38250. serializationObject.matricesIndicesExtra._isExpanded = true;
  38251. }
  38252. if (this.matricesWeightsExtra) {
  38253. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38254. }
  38255. serializationObject.indices = this.indices;
  38256. return serializationObject;
  38257. };
  38258. // Statics
  38259. /**
  38260. * Extracts the vertexData from a mesh
  38261. * @param mesh the mesh from which to extract the VertexData
  38262. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38263. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38264. * @returns the object VertexData associated to the passed mesh
  38265. */
  38266. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38267. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38268. };
  38269. /**
  38270. * Extracts the vertexData from the geometry
  38271. * @param geometry the geometry from which to extract the VertexData
  38272. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38273. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38274. * @returns the object VertexData associated to the passed mesh
  38275. */
  38276. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38277. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38278. };
  38279. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38280. var result = new VertexData();
  38281. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38282. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38283. }
  38284. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38285. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38286. }
  38287. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38288. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38289. }
  38290. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38291. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38292. }
  38293. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38294. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38295. }
  38296. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38297. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38298. }
  38299. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38300. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38301. }
  38302. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38303. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38304. }
  38305. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38306. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38307. }
  38308. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38309. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38310. }
  38311. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38312. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38313. }
  38314. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38315. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38316. }
  38317. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38318. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38319. }
  38320. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38321. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38322. }
  38323. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38324. return result;
  38325. };
  38326. /**
  38327. * Creates the VertexData for a Ribbon
  38328. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38329. * * pathArray array of paths, each of which an array of successive Vector3
  38330. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38331. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38332. * * 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
  38333. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38334. * * 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)
  38335. * * 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)
  38336. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38337. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38338. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38339. * @returns the VertexData of the ribbon
  38340. */
  38341. VertexData.CreateRibbon = function (options) {
  38342. var pathArray = options.pathArray;
  38343. var closeArray = options.closeArray || false;
  38344. var closePath = options.closePath || false;
  38345. var invertUV = options.invertUV || false;
  38346. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38347. var offset = options.offset || defaultOffset;
  38348. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38349. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38350. var customUV = options.uvs;
  38351. var customColors = options.colors;
  38352. var positions = [];
  38353. var indices = [];
  38354. var normals = [];
  38355. var uvs = [];
  38356. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38357. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38358. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38359. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38360. var minlg; // minimal length among all paths from pathArray
  38361. var lg = []; // array of path lengths : nb of vertex per path
  38362. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38363. var p; // path iterator
  38364. var i; // point iterator
  38365. var j; // point iterator
  38366. // if single path in pathArray
  38367. if (pathArray.length < 2) {
  38368. var ar1 = [];
  38369. var ar2 = [];
  38370. for (i = 0; i < pathArray[0].length - offset; i++) {
  38371. ar1.push(pathArray[0][i]);
  38372. ar2.push(pathArray[0][i + offset]);
  38373. }
  38374. pathArray = [ar1, ar2];
  38375. }
  38376. // positions and horizontal distances (u)
  38377. var idc = 0;
  38378. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38379. var path;
  38380. var l;
  38381. minlg = pathArray[0].length;
  38382. var vectlg;
  38383. var dist;
  38384. for (p = 0; p < pathArray.length; p++) {
  38385. uTotalDistance[p] = 0;
  38386. us[p] = [0];
  38387. path = pathArray[p];
  38388. l = path.length;
  38389. minlg = (minlg < l) ? minlg : l;
  38390. j = 0;
  38391. while (j < l) {
  38392. positions.push(path[j].x, path[j].y, path[j].z);
  38393. if (j > 0) {
  38394. vectlg = path[j].subtract(path[j - 1]).length();
  38395. dist = vectlg + uTotalDistance[p];
  38396. us[p].push(dist);
  38397. uTotalDistance[p] = dist;
  38398. }
  38399. j++;
  38400. }
  38401. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38402. j--;
  38403. positions.push(path[0].x, path[0].y, path[0].z);
  38404. vectlg = path[j].subtract(path[0]).length();
  38405. dist = vectlg + uTotalDistance[p];
  38406. us[p].push(dist);
  38407. uTotalDistance[p] = dist;
  38408. }
  38409. lg[p] = l + closePathCorr;
  38410. idx[p] = idc;
  38411. idc += (l + closePathCorr);
  38412. }
  38413. // vertical distances (v)
  38414. var path1;
  38415. var path2;
  38416. var vertex1 = null;
  38417. var vertex2 = null;
  38418. for (i = 0; i < minlg + closePathCorr; i++) {
  38419. vTotalDistance[i] = 0;
  38420. vs[i] = [0];
  38421. for (p = 0; p < pathArray.length - 1; p++) {
  38422. path1 = pathArray[p];
  38423. path2 = pathArray[p + 1];
  38424. if (i === minlg) { // closePath
  38425. vertex1 = path1[0];
  38426. vertex2 = path2[0];
  38427. }
  38428. else {
  38429. vertex1 = path1[i];
  38430. vertex2 = path2[i];
  38431. }
  38432. vectlg = vertex2.subtract(vertex1).length();
  38433. dist = vectlg + vTotalDistance[i];
  38434. vs[i].push(dist);
  38435. vTotalDistance[i] = dist;
  38436. }
  38437. if (closeArray && vertex2 && vertex1) {
  38438. path1 = pathArray[p];
  38439. path2 = pathArray[0];
  38440. if (i === minlg) { // closePath
  38441. vertex2 = path2[0];
  38442. }
  38443. vectlg = vertex2.subtract(vertex1).length();
  38444. dist = vectlg + vTotalDistance[i];
  38445. vTotalDistance[i] = dist;
  38446. }
  38447. }
  38448. // uvs
  38449. var u;
  38450. var v;
  38451. if (customUV) {
  38452. for (p = 0; p < customUV.length; p++) {
  38453. uvs.push(customUV[p].x, customUV[p].y);
  38454. }
  38455. }
  38456. else {
  38457. for (p = 0; p < pathArray.length; p++) {
  38458. for (i = 0; i < minlg + closePathCorr; i++) {
  38459. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38460. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38461. if (invertUV) {
  38462. uvs.push(v, u);
  38463. }
  38464. else {
  38465. uvs.push(u, v);
  38466. }
  38467. }
  38468. }
  38469. }
  38470. // indices
  38471. p = 0; // path index
  38472. var pi = 0; // positions array index
  38473. var l1 = lg[p] - 1; // path1 length
  38474. var l2 = lg[p + 1] - 1; // path2 length
  38475. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38476. var shft = idx[1] - idx[0]; // shift
  38477. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38478. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38479. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  38480. indices.push(pi, pi + shft, pi + 1);
  38481. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38482. pi += 1;
  38483. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38484. p++;
  38485. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38486. shft = idx[0] - idx[p];
  38487. l1 = lg[p] - 1;
  38488. l2 = lg[0] - 1;
  38489. }
  38490. else {
  38491. shft = idx[p + 1] - idx[p];
  38492. l1 = lg[p] - 1;
  38493. l2 = lg[p + 1] - 1;
  38494. }
  38495. pi = idx[p];
  38496. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38497. }
  38498. }
  38499. // normals
  38500. VertexData.ComputeNormals(positions, indices, normals);
  38501. if (closePath) { // update both the first and last vertex normals to their average value
  38502. var indexFirst = 0;
  38503. var indexLast = 0;
  38504. for (p = 0; p < pathArray.length; p++) {
  38505. indexFirst = idx[p] * 3;
  38506. if (p + 1 < pathArray.length) {
  38507. indexLast = (idx[p + 1] - 1) * 3;
  38508. }
  38509. else {
  38510. indexLast = normals.length - 3;
  38511. }
  38512. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38513. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38514. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38515. normals[indexLast] = normals[indexFirst];
  38516. normals[indexLast + 1] = normals[indexFirst + 1];
  38517. normals[indexLast + 2] = normals[indexFirst + 2];
  38518. }
  38519. }
  38520. // sides
  38521. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38522. // Colors
  38523. var colors = null;
  38524. if (customColors) {
  38525. colors = new Float32Array(customColors.length * 4);
  38526. for (var c = 0; c < customColors.length; c++) {
  38527. colors[c * 4] = customColors[c].r;
  38528. colors[c * 4 + 1] = customColors[c].g;
  38529. colors[c * 4 + 2] = customColors[c].b;
  38530. colors[c * 4 + 3] = customColors[c].a;
  38531. }
  38532. }
  38533. // Result
  38534. var vertexData = new VertexData();
  38535. var positions32 = new Float32Array(positions);
  38536. var normals32 = new Float32Array(normals);
  38537. var uvs32 = new Float32Array(uvs);
  38538. vertexData.indices = indices;
  38539. vertexData.positions = positions32;
  38540. vertexData.normals = normals32;
  38541. vertexData.uvs = uvs32;
  38542. if (colors) {
  38543. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38544. }
  38545. if (closePath) {
  38546. vertexData._idx = idx;
  38547. }
  38548. return vertexData;
  38549. };
  38550. /**
  38551. * Creates the VertexData for a box
  38552. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38553. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38554. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38555. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38556. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38557. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38558. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38559. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38560. * * 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)
  38561. * * 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)
  38562. * @returns the VertexData of the box
  38563. */
  38564. VertexData.CreateBox = function (options) {
  38565. var normalsSource = [
  38566. new BABYLON.Vector3(0, 0, 1),
  38567. new BABYLON.Vector3(0, 0, -1),
  38568. new BABYLON.Vector3(1, 0, 0),
  38569. new BABYLON.Vector3(-1, 0, 0),
  38570. new BABYLON.Vector3(0, 1, 0),
  38571. new BABYLON.Vector3(0, -1, 0)
  38572. ];
  38573. var indices = [];
  38574. var positions = [];
  38575. var normals = [];
  38576. var uvs = [];
  38577. var width = options.width || options.size || 1;
  38578. var height = options.height || options.size || 1;
  38579. var depth = options.depth || options.size || 1;
  38580. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38581. var faceUV = options.faceUV || new Array(6);
  38582. var faceColors = options.faceColors;
  38583. var colors = [];
  38584. // default face colors and UV if undefined
  38585. for (var f = 0; f < 6; f++) {
  38586. if (faceUV[f] === undefined) {
  38587. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38588. }
  38589. if (faceColors && faceColors[f] === undefined) {
  38590. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38591. }
  38592. }
  38593. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38594. // Create each face in turn.
  38595. for (var index = 0; index < normalsSource.length; index++) {
  38596. var normal = normalsSource[index];
  38597. // Get two vectors perpendicular to the face normal and to each other.
  38598. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38599. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38600. // Six indices (two triangles) per face.
  38601. var verticesLength = positions.length / 3;
  38602. indices.push(verticesLength);
  38603. indices.push(verticesLength + 1);
  38604. indices.push(verticesLength + 2);
  38605. indices.push(verticesLength);
  38606. indices.push(verticesLength + 2);
  38607. indices.push(verticesLength + 3);
  38608. // Four vertices per face.
  38609. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38610. positions.push(vertex.x, vertex.y, vertex.z);
  38611. normals.push(normal.x, normal.y, normal.z);
  38612. uvs.push(faceUV[index].z, faceUV[index].w);
  38613. if (faceColors) {
  38614. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38615. }
  38616. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38617. positions.push(vertex.x, vertex.y, vertex.z);
  38618. normals.push(normal.x, normal.y, normal.z);
  38619. uvs.push(faceUV[index].x, faceUV[index].w);
  38620. if (faceColors) {
  38621. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38622. }
  38623. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38624. positions.push(vertex.x, vertex.y, vertex.z);
  38625. normals.push(normal.x, normal.y, normal.z);
  38626. uvs.push(faceUV[index].x, faceUV[index].y);
  38627. if (faceColors) {
  38628. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38629. }
  38630. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38631. positions.push(vertex.x, vertex.y, vertex.z);
  38632. normals.push(normal.x, normal.y, normal.z);
  38633. uvs.push(faceUV[index].z, faceUV[index].y);
  38634. if (faceColors) {
  38635. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38636. }
  38637. }
  38638. // sides
  38639. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38640. // Result
  38641. var vertexData = new VertexData();
  38642. vertexData.indices = indices;
  38643. vertexData.positions = positions;
  38644. vertexData.normals = normals;
  38645. vertexData.uvs = uvs;
  38646. if (faceColors) {
  38647. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38648. vertexData.colors = totalColors;
  38649. }
  38650. return vertexData;
  38651. };
  38652. /**
  38653. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38654. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38655. * * segments sets the number of horizontal strips optional, default 32
  38656. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38657. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38658. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38659. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38660. * * 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
  38661. * * 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
  38662. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38663. * * 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)
  38664. * * 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)
  38665. * @returns the VertexData of the ellipsoid
  38666. */
  38667. VertexData.CreateSphere = function (options) {
  38668. var segments = options.segments || 32;
  38669. var diameterX = options.diameterX || options.diameter || 1;
  38670. var diameterY = options.diameterY || options.diameter || 1;
  38671. var diameterZ = options.diameterZ || options.diameter || 1;
  38672. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38673. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  38674. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38675. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  38676. var totalZRotationSteps = 2 + segments;
  38677. var totalYRotationSteps = 2 * totalZRotationSteps;
  38678. var indices = [];
  38679. var positions = [];
  38680. var normals = [];
  38681. var uvs = [];
  38682. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  38683. var normalizedZ = zRotationStep / totalZRotationSteps;
  38684. var angleZ = normalizedZ * Math.PI * slice;
  38685. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  38686. var normalizedY = yRotationStep / totalYRotationSteps;
  38687. var angleY = normalizedY * Math.PI * 2 * arc;
  38688. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  38689. var rotationY = BABYLON.Matrix.RotationY(angleY);
  38690. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  38691. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  38692. var vertex = complete.multiply(radius);
  38693. var normal = complete.divide(radius).normalize();
  38694. positions.push(vertex.x, vertex.y, vertex.z);
  38695. normals.push(normal.x, normal.y, normal.z);
  38696. uvs.push(normalizedY, normalizedZ);
  38697. }
  38698. if (zRotationStep > 0) {
  38699. var verticesCount = positions.length / 3;
  38700. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  38701. indices.push((firstIndex));
  38702. indices.push((firstIndex + 1));
  38703. indices.push(firstIndex + totalYRotationSteps + 1);
  38704. indices.push((firstIndex + totalYRotationSteps + 1));
  38705. indices.push((firstIndex + 1));
  38706. indices.push((firstIndex + totalYRotationSteps + 2));
  38707. }
  38708. }
  38709. }
  38710. // Sides
  38711. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38712. // Result
  38713. var vertexData = new VertexData();
  38714. vertexData.indices = indices;
  38715. vertexData.positions = positions;
  38716. vertexData.normals = normals;
  38717. vertexData.uvs = uvs;
  38718. return vertexData;
  38719. };
  38720. /**
  38721. * Creates the VertexData for a cylinder, cone or prism
  38722. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38723. * * height sets the height (y direction) of the cylinder, optional, default 2
  38724. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  38725. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  38726. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  38727. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38728. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  38729. * * 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
  38730. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38731. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38732. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  38733. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  38734. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38735. * * 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)
  38736. * * 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)
  38737. * @returns the VertexData of the cylinder, cone or prism
  38738. */
  38739. VertexData.CreateCylinder = function (options) {
  38740. var height = options.height || 2;
  38741. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  38742. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  38743. var tessellation = options.tessellation || 24;
  38744. var subdivisions = options.subdivisions || 1;
  38745. var hasRings = options.hasRings ? true : false;
  38746. var enclose = options.enclose ? true : false;
  38747. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38748. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38749. var faceUV = options.faceUV || new Array(3);
  38750. var faceColors = options.faceColors;
  38751. // default face colors and UV if undefined
  38752. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  38753. var ringNb = (hasRings) ? subdivisions : 1;
  38754. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  38755. var f;
  38756. for (f = 0; f < surfaceNb; f++) {
  38757. if (faceColors && faceColors[f] === undefined) {
  38758. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38759. }
  38760. }
  38761. for (f = 0; f < surfaceNb; f++) {
  38762. if (faceUV && faceUV[f] === undefined) {
  38763. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38764. }
  38765. }
  38766. var indices = new Array();
  38767. var positions = new Array();
  38768. var normals = new Array();
  38769. var uvs = new Array();
  38770. var colors = new Array();
  38771. var angle_step = Math.PI * 2 * arc / tessellation;
  38772. var angle;
  38773. var h;
  38774. var radius;
  38775. var tan = (diameterBottom - diameterTop) / 2 / height;
  38776. var ringVertex = BABYLON.Vector3.Zero();
  38777. var ringNormal = BABYLON.Vector3.Zero();
  38778. var ringFirstVertex = BABYLON.Vector3.Zero();
  38779. var ringFirstNormal = BABYLON.Vector3.Zero();
  38780. var quadNormal = BABYLON.Vector3.Zero();
  38781. var Y = BABYLON.Axis.Y;
  38782. // positions, normals, uvs
  38783. var i;
  38784. var j;
  38785. var r;
  38786. var ringIdx = 1;
  38787. var s = 1; // surface index
  38788. var cs = 0;
  38789. var v = 0;
  38790. for (i = 0; i <= subdivisions; i++) {
  38791. h = i / subdivisions;
  38792. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  38793. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  38794. for (r = 0; r < ringIdx; r++) {
  38795. if (hasRings) {
  38796. s += r;
  38797. }
  38798. if (enclose) {
  38799. s += 2 * r;
  38800. }
  38801. for (j = 0; j <= tessellation; j++) {
  38802. angle = j * angle_step;
  38803. // position
  38804. ringVertex.x = Math.cos(-angle) * radius;
  38805. ringVertex.y = -height / 2 + h * height;
  38806. ringVertex.z = Math.sin(-angle) * radius;
  38807. // normal
  38808. if (diameterTop === 0 && i === subdivisions) {
  38809. // if no top cap, reuse former normals
  38810. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  38811. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  38812. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  38813. }
  38814. else {
  38815. ringNormal.x = ringVertex.x;
  38816. ringNormal.z = ringVertex.z;
  38817. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  38818. ringNormal.normalize();
  38819. }
  38820. // keep first ring vertex values for enclose
  38821. if (j === 0) {
  38822. ringFirstVertex.copyFrom(ringVertex);
  38823. ringFirstNormal.copyFrom(ringNormal);
  38824. }
  38825. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38826. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  38827. if (hasRings) {
  38828. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  38829. }
  38830. else {
  38831. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  38832. }
  38833. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  38834. if (faceColors) {
  38835. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  38836. }
  38837. }
  38838. // if enclose, add four vertices and their dedicated normals
  38839. if (arc !== 1 && enclose) {
  38840. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38841. positions.push(0, ringVertex.y, 0);
  38842. positions.push(0, ringVertex.y, 0);
  38843. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  38844. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  38845. quadNormal.normalize();
  38846. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38847. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  38848. quadNormal.normalize();
  38849. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38850. if (hasRings) {
  38851. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  38852. }
  38853. else {
  38854. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  38855. }
  38856. uvs.push(faceUV[s + 1].x, v);
  38857. uvs.push(faceUV[s + 1].z, v);
  38858. if (hasRings) {
  38859. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  38860. }
  38861. else {
  38862. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  38863. }
  38864. uvs.push(faceUV[s + 2].x, v);
  38865. uvs.push(faceUV[s + 2].z, v);
  38866. if (faceColors) {
  38867. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38868. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38869. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38870. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38871. }
  38872. }
  38873. if (cs !== s) {
  38874. cs = s;
  38875. }
  38876. }
  38877. }
  38878. // indices
  38879. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  38880. var s;
  38881. i = 0;
  38882. for (s = 0; s < subdivisions; s++) {
  38883. var i0 = 0;
  38884. var i1 = 0;
  38885. var i2 = 0;
  38886. var i3 = 0;
  38887. for (j = 0; j < tessellation; j++) {
  38888. i0 = i * (e + 1) + j;
  38889. i1 = (i + 1) * (e + 1) + j;
  38890. i2 = i * (e + 1) + (j + 1);
  38891. i3 = (i + 1) * (e + 1) + (j + 1);
  38892. indices.push(i0, i1, i2);
  38893. indices.push(i3, i2, i1);
  38894. }
  38895. if (arc !== 1 && enclose) { // if enclose, add two quads
  38896. indices.push(i0 + 2, i1 + 2, i2 + 2);
  38897. indices.push(i3 + 2, i2 + 2, i1 + 2);
  38898. indices.push(i0 + 4, i1 + 4, i2 + 4);
  38899. indices.push(i3 + 4, i2 + 4, i1 + 4);
  38900. }
  38901. i = (hasRings) ? (i + 2) : (i + 1);
  38902. }
  38903. // Caps
  38904. var createCylinderCap = function (isTop) {
  38905. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  38906. if (radius === 0) {
  38907. return;
  38908. }
  38909. // Cap positions, normals & uvs
  38910. var angle;
  38911. var circleVector;
  38912. var i;
  38913. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  38914. var c = null;
  38915. if (faceColors) {
  38916. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  38917. }
  38918. // cap center
  38919. var vbase = positions.length / 3;
  38920. var offset = isTop ? height / 2 : -height / 2;
  38921. var center = new BABYLON.Vector3(0, offset, 0);
  38922. positions.push(center.x, center.y, center.z);
  38923. normals.push(0, isTop ? 1 : -1, 0);
  38924. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  38925. if (c) {
  38926. colors.push(c.r, c.g, c.b, c.a);
  38927. }
  38928. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  38929. for (i = 0; i <= tessellation; i++) {
  38930. angle = Math.PI * 2 * i * arc / tessellation;
  38931. var cos = Math.cos(-angle);
  38932. var sin = Math.sin(-angle);
  38933. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  38934. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  38935. positions.push(circleVector.x, circleVector.y, circleVector.z);
  38936. normals.push(0, isTop ? 1 : -1, 0);
  38937. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  38938. if (c) {
  38939. colors.push(c.r, c.g, c.b, c.a);
  38940. }
  38941. }
  38942. // Cap indices
  38943. for (i = 0; i < tessellation; i++) {
  38944. if (!isTop) {
  38945. indices.push(vbase);
  38946. indices.push(vbase + (i + 1));
  38947. indices.push(vbase + (i + 2));
  38948. }
  38949. else {
  38950. indices.push(vbase);
  38951. indices.push(vbase + (i + 2));
  38952. indices.push(vbase + (i + 1));
  38953. }
  38954. }
  38955. };
  38956. // add caps to geometry
  38957. createCylinderCap(false);
  38958. createCylinderCap(true);
  38959. // Sides
  38960. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38961. var vertexData = new VertexData();
  38962. vertexData.indices = indices;
  38963. vertexData.positions = positions;
  38964. vertexData.normals = normals;
  38965. vertexData.uvs = uvs;
  38966. if (faceColors) {
  38967. vertexData.colors = colors;
  38968. }
  38969. return vertexData;
  38970. };
  38971. /**
  38972. * Creates the VertexData for a torus
  38973. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38974. * * diameter the diameter of the torus, optional default 1
  38975. * * thickness the diameter of the tube forming the torus, optional default 0.5
  38976. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38977. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38978. * * 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)
  38979. * * 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)
  38980. * @returns the VertexData of the torus
  38981. */
  38982. VertexData.CreateTorus = function (options) {
  38983. var indices = [];
  38984. var positions = [];
  38985. var normals = [];
  38986. var uvs = [];
  38987. var diameter = options.diameter || 1;
  38988. var thickness = options.thickness || 0.5;
  38989. var tessellation = options.tessellation || 16;
  38990. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38991. var stride = tessellation + 1;
  38992. for (var i = 0; i <= tessellation; i++) {
  38993. var u = i / tessellation;
  38994. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  38995. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  38996. for (var j = 0; j <= tessellation; j++) {
  38997. var v = 1 - j / tessellation;
  38998. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  38999. var dx = Math.cos(innerAngle);
  39000. var dy = Math.sin(innerAngle);
  39001. // Create a vertex.
  39002. var normal = new BABYLON.Vector3(dx, dy, 0);
  39003. var position = normal.scale(thickness / 2);
  39004. var textureCoordinate = new BABYLON.Vector2(u, v);
  39005. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39006. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39007. positions.push(position.x, position.y, position.z);
  39008. normals.push(normal.x, normal.y, normal.z);
  39009. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39010. // And create indices for two triangles.
  39011. var nextI = (i + 1) % stride;
  39012. var nextJ = (j + 1) % stride;
  39013. indices.push(i * stride + j);
  39014. indices.push(i * stride + nextJ);
  39015. indices.push(nextI * stride + j);
  39016. indices.push(i * stride + nextJ);
  39017. indices.push(nextI * stride + nextJ);
  39018. indices.push(nextI * stride + j);
  39019. }
  39020. }
  39021. // Sides
  39022. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39023. // Result
  39024. var vertexData = new VertexData();
  39025. vertexData.indices = indices;
  39026. vertexData.positions = positions;
  39027. vertexData.normals = normals;
  39028. vertexData.uvs = uvs;
  39029. return vertexData;
  39030. };
  39031. /**
  39032. * Creates the VertexData of the LineSystem
  39033. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39034. * - lines an array of lines, each line being an array of successive Vector3
  39035. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39036. * @returns the VertexData of the LineSystem
  39037. */
  39038. VertexData.CreateLineSystem = function (options) {
  39039. var indices = [];
  39040. var positions = [];
  39041. var lines = options.lines;
  39042. var colors = options.colors;
  39043. var vertexColors = [];
  39044. var idx = 0;
  39045. for (var l = 0; l < lines.length; l++) {
  39046. var points = lines[l];
  39047. for (var index = 0; index < points.length; index++) {
  39048. positions.push(points[index].x, points[index].y, points[index].z);
  39049. if (colors) {
  39050. var color = colors[l];
  39051. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39052. }
  39053. if (index > 0) {
  39054. indices.push(idx - 1);
  39055. indices.push(idx);
  39056. }
  39057. idx++;
  39058. }
  39059. }
  39060. var vertexData = new VertexData();
  39061. vertexData.indices = indices;
  39062. vertexData.positions = positions;
  39063. if (colors) {
  39064. vertexData.colors = vertexColors;
  39065. }
  39066. return vertexData;
  39067. };
  39068. /**
  39069. * Create the VertexData for a DashedLines
  39070. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39071. * - points an array successive Vector3
  39072. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39073. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39074. * - dashNb the intended total number of dashes, optional, default 200
  39075. * @returns the VertexData for the DashedLines
  39076. */
  39077. VertexData.CreateDashedLines = function (options) {
  39078. var dashSize = options.dashSize || 3;
  39079. var gapSize = options.gapSize || 1;
  39080. var dashNb = options.dashNb || 200;
  39081. var points = options.points;
  39082. var positions = new Array();
  39083. var indices = new Array();
  39084. var curvect = BABYLON.Vector3.Zero();
  39085. var lg = 0;
  39086. var nb = 0;
  39087. var shft = 0;
  39088. var dashshft = 0;
  39089. var curshft = 0;
  39090. var idx = 0;
  39091. var i = 0;
  39092. for (i = 0; i < points.length - 1; i++) {
  39093. points[i + 1].subtractToRef(points[i], curvect);
  39094. lg += curvect.length();
  39095. }
  39096. shft = lg / dashNb;
  39097. dashshft = dashSize * shft / (dashSize + gapSize);
  39098. for (i = 0; i < points.length - 1; i++) {
  39099. points[i + 1].subtractToRef(points[i], curvect);
  39100. nb = Math.floor(curvect.length() / shft);
  39101. curvect.normalize();
  39102. for (var j = 0; j < nb; j++) {
  39103. curshft = shft * j;
  39104. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39105. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39106. indices.push(idx, idx + 1);
  39107. idx += 2;
  39108. }
  39109. }
  39110. // Result
  39111. var vertexData = new VertexData();
  39112. vertexData.positions = positions;
  39113. vertexData.indices = indices;
  39114. return vertexData;
  39115. };
  39116. /**
  39117. * Creates the VertexData for a Ground
  39118. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39119. * - width the width (x direction) of the ground, optional, default 1
  39120. * - height the height (z direction) of the ground, optional, default 1
  39121. * - subdivisions the number of subdivisions per side, optional, default 1
  39122. * @returns the VertexData of the Ground
  39123. */
  39124. VertexData.CreateGround = function (options) {
  39125. var indices = [];
  39126. var positions = [];
  39127. var normals = [];
  39128. var uvs = [];
  39129. var row, col;
  39130. var width = options.width || 1;
  39131. var height = options.height || 1;
  39132. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39133. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39134. for (row = 0; row <= subdivisionsY; row++) {
  39135. for (col = 0; col <= subdivisionsX; col++) {
  39136. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39137. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39138. positions.push(position.x, position.y, position.z);
  39139. normals.push(normal.x, normal.y, normal.z);
  39140. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39141. }
  39142. }
  39143. for (row = 0; row < subdivisionsY; row++) {
  39144. for (col = 0; col < subdivisionsX; col++) {
  39145. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39146. indices.push(col + 1 + row * (subdivisionsX + 1));
  39147. indices.push(col + row * (subdivisionsX + 1));
  39148. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39149. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39150. indices.push(col + row * (subdivisionsX + 1));
  39151. }
  39152. }
  39153. // Result
  39154. var vertexData = new VertexData();
  39155. vertexData.indices = indices;
  39156. vertexData.positions = positions;
  39157. vertexData.normals = normals;
  39158. vertexData.uvs = uvs;
  39159. return vertexData;
  39160. };
  39161. /**
  39162. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39163. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39164. * * xmin the ground minimum X coordinate, optional, default -1
  39165. * * zmin the ground minimum Z coordinate, optional, default -1
  39166. * * xmax the ground maximum X coordinate, optional, default 1
  39167. * * zmax the ground maximum Z coordinate, optional, default 1
  39168. * * 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}
  39169. * * 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}
  39170. * @returns the VertexData of the TiledGround
  39171. */
  39172. VertexData.CreateTiledGround = function (options) {
  39173. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39174. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39175. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39176. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39177. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39178. var precision = options.precision || { w: 1, h: 1 };
  39179. var indices = new Array();
  39180. var positions = new Array();
  39181. var normals = new Array();
  39182. var uvs = new Array();
  39183. var row, col, tileRow, tileCol;
  39184. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39185. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39186. precision.w = (precision.w < 1) ? 1 : precision.w;
  39187. precision.h = (precision.h < 1) ? 1 : precision.h;
  39188. var tileSize = {
  39189. 'w': (xmax - xmin) / subdivisions.w,
  39190. 'h': (zmax - zmin) / subdivisions.h
  39191. };
  39192. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39193. // Indices
  39194. var base = positions.length / 3;
  39195. var rowLength = precision.w + 1;
  39196. for (row = 0; row < precision.h; row++) {
  39197. for (col = 0; col < precision.w; col++) {
  39198. var square = [
  39199. base + col + row * rowLength,
  39200. base + (col + 1) + row * rowLength,
  39201. base + (col + 1) + (row + 1) * rowLength,
  39202. base + col + (row + 1) * rowLength
  39203. ];
  39204. indices.push(square[1]);
  39205. indices.push(square[2]);
  39206. indices.push(square[3]);
  39207. indices.push(square[0]);
  39208. indices.push(square[1]);
  39209. indices.push(square[3]);
  39210. }
  39211. }
  39212. // Position, normals and uvs
  39213. var position = BABYLON.Vector3.Zero();
  39214. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39215. for (row = 0; row <= precision.h; row++) {
  39216. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39217. for (col = 0; col <= precision.w; col++) {
  39218. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39219. position.y = 0;
  39220. positions.push(position.x, position.y, position.z);
  39221. normals.push(normal.x, normal.y, normal.z);
  39222. uvs.push(col / precision.w, row / precision.h);
  39223. }
  39224. }
  39225. }
  39226. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39227. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39228. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39229. }
  39230. }
  39231. // Result
  39232. var vertexData = new VertexData();
  39233. vertexData.indices = indices;
  39234. vertexData.positions = positions;
  39235. vertexData.normals = normals;
  39236. vertexData.uvs = uvs;
  39237. return vertexData;
  39238. };
  39239. /**
  39240. * Creates the VertexData of the Ground designed from a heightmap
  39241. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39242. * * width the width (x direction) of the ground
  39243. * * height the height (z direction) of the ground
  39244. * * subdivisions the number of subdivisions per side
  39245. * * minHeight the minimum altitude on the ground, optional, default 0
  39246. * * maxHeight the maximum altitude on the ground, optional default 1
  39247. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39248. * * buffer the array holding the image color data
  39249. * * bufferWidth the width of image
  39250. * * bufferHeight the height of image
  39251. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39252. * @returns the VertexData of the Ground designed from a heightmap
  39253. */
  39254. VertexData.CreateGroundFromHeightMap = function (options) {
  39255. var indices = [];
  39256. var positions = [];
  39257. var normals = [];
  39258. var uvs = [];
  39259. var row, col;
  39260. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39261. var alphaFilter = options.alphaFilter || 0.0;
  39262. // Vertices
  39263. for (row = 0; row <= options.subdivisions; row++) {
  39264. for (col = 0; col <= options.subdivisions; col++) {
  39265. var position = new BABYLON.Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));
  39266. // Compute height
  39267. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39268. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39269. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39270. var r = options.buffer[pos] / 255.0;
  39271. var g = options.buffer[pos + 1] / 255.0;
  39272. var b = options.buffer[pos + 2] / 255.0;
  39273. var a = options.buffer[pos + 3] / 255.0;
  39274. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39275. // If our alpha channel is not within our filter then we will assign a 'special' height
  39276. // Then when building the indices, we will ignore any vertex that is using the special height
  39277. if (a >= alphaFilter) {
  39278. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39279. }
  39280. else {
  39281. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39282. }
  39283. // Add vertex
  39284. positions.push(position.x, position.y, position.z);
  39285. normals.push(0, 0, 0);
  39286. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39287. }
  39288. }
  39289. // Indices
  39290. for (row = 0; row < options.subdivisions; row++) {
  39291. for (col = 0; col < options.subdivisions; col++) {
  39292. // Calculate Indices
  39293. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39294. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39295. var idx3 = (col + row * (options.subdivisions + 1));
  39296. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39297. // Check that all indices are visible (based on our special height)
  39298. // Only display the vertex if all Indices are visible
  39299. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39300. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39301. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39302. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39303. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39304. indices.push(idx1);
  39305. indices.push(idx2);
  39306. indices.push(idx3);
  39307. }
  39308. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39309. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39310. indices.push(idx4);
  39311. indices.push(idx1);
  39312. indices.push(idx3);
  39313. }
  39314. }
  39315. }
  39316. // Normals
  39317. VertexData.ComputeNormals(positions, indices, normals);
  39318. // Result
  39319. var vertexData = new VertexData();
  39320. vertexData.indices = indices;
  39321. vertexData.positions = positions;
  39322. vertexData.normals = normals;
  39323. vertexData.uvs = uvs;
  39324. return vertexData;
  39325. };
  39326. /**
  39327. * Creates the VertexData for a Plane
  39328. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39329. * * size sets the width and height of the plane to the value of size, optional default 1
  39330. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39331. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39332. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39333. * * 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)
  39334. * * 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)
  39335. * @returns the VertexData of the box
  39336. */
  39337. VertexData.CreatePlane = function (options) {
  39338. var indices = [];
  39339. var positions = [];
  39340. var normals = [];
  39341. var uvs = [];
  39342. var width = options.width || options.size || 1;
  39343. var height = options.height || options.size || 1;
  39344. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39345. // Vertices
  39346. var halfWidth = width / 2.0;
  39347. var halfHeight = height / 2.0;
  39348. positions.push(-halfWidth, -halfHeight, 0);
  39349. normals.push(0, 0, -1.0);
  39350. uvs.push(0.0, 0.0);
  39351. positions.push(halfWidth, -halfHeight, 0);
  39352. normals.push(0, 0, -1.0);
  39353. uvs.push(1.0, 0.0);
  39354. positions.push(halfWidth, halfHeight, 0);
  39355. normals.push(0, 0, -1.0);
  39356. uvs.push(1.0, 1.0);
  39357. positions.push(-halfWidth, halfHeight, 0);
  39358. normals.push(0, 0, -1.0);
  39359. uvs.push(0.0, 1.0);
  39360. // Indices
  39361. indices.push(0);
  39362. indices.push(1);
  39363. indices.push(2);
  39364. indices.push(0);
  39365. indices.push(2);
  39366. indices.push(3);
  39367. // Sides
  39368. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39369. // Result
  39370. var vertexData = new VertexData();
  39371. vertexData.indices = indices;
  39372. vertexData.positions = positions;
  39373. vertexData.normals = normals;
  39374. vertexData.uvs = uvs;
  39375. return vertexData;
  39376. };
  39377. /**
  39378. * Creates the VertexData of the Disc or regular Polygon
  39379. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39380. * * radius the radius of the disc, optional default 0.5
  39381. * * tessellation the number of polygon sides, optional, default 64
  39382. * * 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
  39383. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39384. * * 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)
  39385. * * 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)
  39386. * @returns the VertexData of the box
  39387. */
  39388. VertexData.CreateDisc = function (options) {
  39389. var positions = new Array();
  39390. var indices = new Array();
  39391. var normals = new Array();
  39392. var uvs = new Array();
  39393. var radius = options.radius || 0.5;
  39394. var tessellation = options.tessellation || 64;
  39395. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39396. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39397. // positions and uvs
  39398. positions.push(0, 0, 0); // disc center first
  39399. uvs.push(0.5, 0.5);
  39400. var theta = Math.PI * 2 * arc;
  39401. var step = theta / tessellation;
  39402. for (var a = 0; a < theta; a += step) {
  39403. var x = Math.cos(a);
  39404. var y = Math.sin(a);
  39405. var u = (x + 1) / 2;
  39406. var v = (1 - y) / 2;
  39407. positions.push(radius * x, radius * y, 0);
  39408. uvs.push(u, v);
  39409. }
  39410. if (arc === 1) {
  39411. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39412. uvs.push(uvs[2], uvs[3]);
  39413. }
  39414. //indices
  39415. var vertexNb = positions.length / 3;
  39416. for (var i = 1; i < vertexNb - 1; i++) {
  39417. indices.push(i + 1, 0, i);
  39418. }
  39419. // result
  39420. VertexData.ComputeNormals(positions, indices, normals);
  39421. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39422. var vertexData = new VertexData();
  39423. vertexData.indices = indices;
  39424. vertexData.positions = positions;
  39425. vertexData.normals = normals;
  39426. vertexData.uvs = uvs;
  39427. return vertexData;
  39428. };
  39429. /**
  39430. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39431. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39432. * @param polygon a mesh built from polygonTriangulation.build()
  39433. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39434. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39435. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39436. * @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)
  39437. * @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)
  39438. * @returns the VertexData of the Polygon
  39439. */
  39440. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39441. var faceUV = fUV || new Array(3);
  39442. var faceColors = fColors;
  39443. var colors = [];
  39444. // default face colors and UV if undefined
  39445. for (var f = 0; f < 3; f++) {
  39446. if (faceUV[f] === undefined) {
  39447. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39448. }
  39449. if (faceColors && faceColors[f] === undefined) {
  39450. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39451. }
  39452. }
  39453. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39454. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39455. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39456. var indices = polygon.getIndices();
  39457. // set face colours and textures
  39458. var idx = 0;
  39459. var face = 0;
  39460. for (var index = 0; index < normals.length; index += 3) {
  39461. //Edge Face no. 1
  39462. if (Math.abs(normals[index + 1]) < 0.001) {
  39463. face = 1;
  39464. }
  39465. //Top Face no. 0
  39466. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39467. face = 0;
  39468. }
  39469. //Bottom Face no. 2
  39470. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39471. face = 2;
  39472. }
  39473. idx = index / 3;
  39474. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39475. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39476. if (faceColors) {
  39477. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39478. }
  39479. }
  39480. // sides
  39481. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39482. // Result
  39483. var vertexData = new VertexData();
  39484. vertexData.indices = indices;
  39485. vertexData.positions = positions;
  39486. vertexData.normals = normals;
  39487. vertexData.uvs = uvs;
  39488. if (faceColors) {
  39489. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39490. vertexData.colors = totalColors;
  39491. }
  39492. return vertexData;
  39493. };
  39494. /**
  39495. * Creates the VertexData of the IcoSphere
  39496. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39497. * * radius the radius of the IcoSphere, optional default 1
  39498. * * radiusX allows stretching in the x direction, optional, default radius
  39499. * * radiusY allows stretching in the y direction, optional, default radius
  39500. * * radiusZ allows stretching in the z direction, optional, default radius
  39501. * * flat when true creates a flat shaded mesh, optional, default true
  39502. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39503. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39504. * * 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)
  39505. * * 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)
  39506. * @returns the VertexData of the IcoSphere
  39507. */
  39508. VertexData.CreateIcoSphere = function (options) {
  39509. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39510. var radius = options.radius || 1;
  39511. var flat = (options.flat === undefined) ? true : options.flat;
  39512. var subdivisions = options.subdivisions || 4;
  39513. var radiusX = options.radiusX || radius;
  39514. var radiusY = options.radiusY || radius;
  39515. var radiusZ = options.radiusZ || radius;
  39516. var t = (1 + Math.sqrt(5)) / 2;
  39517. // 12 vertex x,y,z
  39518. var ico_vertices = [
  39519. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39520. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39521. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39522. ];
  39523. // index of 3 vertex makes a face of icopshere
  39524. var ico_indices = [
  39525. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39526. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39527. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39528. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39529. ];
  39530. // vertex for uv have aliased position, not for UV
  39531. var vertices_unalias_id = [
  39532. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39533. // vertex alias
  39534. 0,
  39535. 2,
  39536. 3,
  39537. 3,
  39538. 3,
  39539. 4,
  39540. 7,
  39541. 8,
  39542. 9,
  39543. 9,
  39544. 10,
  39545. 11 // 23: B + 12
  39546. ];
  39547. // uv as integer step (not pixels !)
  39548. var ico_vertexuv = [
  39549. 5, 1, 3, 1, 6, 4, 0, 0,
  39550. 5, 3, 4, 2, 2, 2, 4, 0,
  39551. 2, 0, 1, 1, 6, 0, 6, 2,
  39552. // vertex alias (for same vertex on different faces)
  39553. 0, 4,
  39554. 3, 3,
  39555. 4, 4,
  39556. 3, 1,
  39557. 4, 2,
  39558. 4, 4,
  39559. 0, 2,
  39560. 1, 1,
  39561. 2, 2,
  39562. 3, 3,
  39563. 1, 3,
  39564. 2, 4 // 23: B + 12
  39565. ];
  39566. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39567. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39568. // First island of uv mapping
  39569. // v = 4h 3+ 2
  39570. // v = 3h 9+ 4
  39571. // v = 2h 9+ 5 B
  39572. // v = 1h 9 1 0
  39573. // v = 0h 3 8 7 A
  39574. // u = 0 1 2 3 4 5 6 *a
  39575. // Second island of uv mapping
  39576. // v = 4h 0+ B+ 4+
  39577. // v = 3h A+ 2+
  39578. // v = 2h 7+ 6 3+
  39579. // v = 1h 8+ 3+
  39580. // v = 0h
  39581. // u = 0 1 2 3 4 5 6 *a
  39582. // Face layout on texture UV mapping
  39583. // ============
  39584. // \ 4 /\ 16 / ======
  39585. // \ / \ / /\ 11 /
  39586. // \/ 7 \/ / \ /
  39587. // ======= / 10 \/
  39588. // /\ 17 /\ =======
  39589. // / \ / \ \ 15 /\
  39590. // / 8 \/ 12 \ \ / \
  39591. // ============ \/ 6 \
  39592. // \ 18 /\ ============
  39593. // \ / \ \ 5 /\ 0 /
  39594. // \/ 13 \ \ / \ /
  39595. // ======= \/ 1 \/
  39596. // =============
  39597. // /\ 19 /\ 2 /\
  39598. // / \ / \ / \
  39599. // / 14 \/ 9 \/ 3 \
  39600. // ===================
  39601. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39602. var ustep = 138 / 1024;
  39603. var vstep = 239 / 1024;
  39604. var uoffset = 60 / 1024;
  39605. var voffset = 26 / 1024;
  39606. // Second island should have margin, not to touch the first island
  39607. // avoid any borderline artefact in pixel rounding
  39608. var island_u_offset = -40 / 1024;
  39609. var island_v_offset = +20 / 1024;
  39610. // face is either island 0 or 1 :
  39611. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39612. var island = [
  39613. 0, 0, 0, 0, 1,
  39614. 0, 0, 1, 1, 0,
  39615. 0, 0, 1, 1, 0,
  39616. 0, 1, 1, 1, 0 // 15 - 19
  39617. ];
  39618. var indices = new Array();
  39619. var positions = new Array();
  39620. var normals = new Array();
  39621. var uvs = new Array();
  39622. var current_indice = 0;
  39623. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39624. var face_vertex_pos = new Array(3);
  39625. var face_vertex_uv = new Array(3);
  39626. var v012;
  39627. for (v012 = 0; v012 < 3; v012++) {
  39628. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39629. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39630. }
  39631. // create all with normals
  39632. for (var face = 0; face < 20; face++) {
  39633. // 3 vertex per face
  39634. for (v012 = 0; v012 < 3; v012++) {
  39635. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39636. var v_id = ico_indices[3 * face + v012];
  39637. // vertex have 3D position (x,y,z)
  39638. face_vertex_pos[v012].copyFromFloats(ico_vertices[3 * vertices_unalias_id[v_id]], ico_vertices[3 * vertices_unalias_id[v_id] + 1], ico_vertices[3 * vertices_unalias_id[v_id] + 2]);
  39639. // Normalize to get normal, then scale to radius
  39640. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39641. // uv Coordinates from vertex ID
  39642. face_vertex_uv[v012].copyFromFloats(ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset, ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset);
  39643. }
  39644. // Subdivide the face (interpolate pos, norm, uv)
  39645. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39646. // - norm is linear interpolation of vertex corner normal
  39647. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39648. // - uv is linear interpolation
  39649. //
  39650. // Topology is as below for sub-divide by 2
  39651. // vertex shown as v0,v1,v2
  39652. // interp index is i1 to progress in range [v0,v1[
  39653. // interp index is i2 to progress in range [v0,v2[
  39654. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39655. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39656. //
  39657. //
  39658. // i2 v2
  39659. // ^ ^
  39660. // / / \
  39661. // / / \
  39662. // / / \
  39663. // / / (0,1) \
  39664. // / #---------\
  39665. // / / \ (0,0)'/ \
  39666. // / / \ / \
  39667. // / / \ / \
  39668. // / / (0,0) \ / (1,0) \
  39669. // / #---------#---------\
  39670. // v0 v1
  39671. //
  39672. // --------------------> i1
  39673. //
  39674. // interp of (i1,i2):
  39675. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  39676. // along i1 : lerp(x0,x1, i1/(S-i2))
  39677. //
  39678. // centroid of triangle is needed to get help normal computation
  39679. // (c1,c2) are used for centroid location
  39680. var interp_vertex = function (i1, i2, c1, c2) {
  39681. // vertex is interpolated from
  39682. // - face_vertex_pos[0..2]
  39683. // - face_vertex_uv[0..2]
  39684. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  39685. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  39686. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  39687. pos_interp.normalize();
  39688. var vertex_normal;
  39689. if (flat) {
  39690. // in flat mode, recalculate normal as face centroid normal
  39691. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  39692. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  39693. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  39694. }
  39695. else {
  39696. // in smooth mode, recalculate normal from each single vertex position
  39697. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  39698. }
  39699. // Vertex normal need correction due to X,Y,Z radius scaling
  39700. vertex_normal.x /= radiusX;
  39701. vertex_normal.y /= radiusY;
  39702. vertex_normal.z /= radiusZ;
  39703. vertex_normal.normalize();
  39704. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  39705. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  39706. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  39707. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  39708. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  39709. uvs.push(uv_interp.x, uv_interp.y);
  39710. // push each vertex has member of a face
  39711. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  39712. indices.push(current_indice);
  39713. current_indice++;
  39714. };
  39715. for (var i2 = 0; i2 < subdivisions; i2++) {
  39716. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  39717. // face : (i1,i2) for /\ :
  39718. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  39719. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39720. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39721. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39722. if (i1 + i2 + 1 < subdivisions) {
  39723. // face : (i1,i2)' for \/ :
  39724. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39725. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39726. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39727. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39728. }
  39729. }
  39730. }
  39731. }
  39732. // Sides
  39733. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39734. // Result
  39735. var vertexData = new VertexData();
  39736. vertexData.indices = indices;
  39737. vertexData.positions = positions;
  39738. vertexData.normals = normals;
  39739. vertexData.uvs = uvs;
  39740. return vertexData;
  39741. };
  39742. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  39743. /**
  39744. * Creates the VertexData for a Polyhedron
  39745. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  39746. * * type provided types are:
  39747. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39748. * * 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)
  39749. * * size the size of the IcoSphere, optional default 1
  39750. * * sizeX allows stretching in the x direction, optional, default size
  39751. * * sizeY allows stretching in the y direction, optional, default size
  39752. * * sizeZ allows stretching in the z direction, optional, default size
  39753. * * 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
  39754. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39755. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39756. * * flat when true creates a flat shaded mesh, optional, default true
  39757. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39758. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39759. * * 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)
  39760. * * 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)
  39761. * @returns the VertexData of the Polyhedron
  39762. */
  39763. VertexData.CreatePolyhedron = function (options) {
  39764. // provided polyhedron types :
  39765. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39766. // 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)
  39767. var polyhedra = [];
  39768. polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };
  39769. polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };
  39770. polyhedra[2] = {
  39771. vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],
  39772. face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]
  39773. };
  39774. polyhedra[3] = {
  39775. vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],
  39776. face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]
  39777. };
  39778. polyhedra[4] = {
  39779. vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],
  39780. face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]
  39781. };
  39782. polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };
  39783. polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };
  39784. polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };
  39785. polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };
  39786. polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };
  39787. polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };
  39788. polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };
  39789. polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };
  39790. polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };
  39791. polyhedra[14] = {
  39792. vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],
  39793. face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]
  39794. };
  39795. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  39796. var size = options.size;
  39797. var sizeX = options.sizeX || size || 1;
  39798. var sizeY = options.sizeY || size || 1;
  39799. var sizeZ = options.sizeZ || size || 1;
  39800. var data = options.custom || polyhedra[type];
  39801. var nbfaces = data.face.length;
  39802. var faceUV = options.faceUV || new Array(nbfaces);
  39803. var faceColors = options.faceColors;
  39804. var flat = (options.flat === undefined) ? true : options.flat;
  39805. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39806. var positions = new Array();
  39807. var indices = new Array();
  39808. var normals = new Array();
  39809. var uvs = new Array();
  39810. var colors = new Array();
  39811. var index = 0;
  39812. var faceIdx = 0; // face cursor in the array "indexes"
  39813. var indexes = new Array();
  39814. var i = 0;
  39815. var f = 0;
  39816. var u, v, ang, x, y, tmp;
  39817. // default face colors and UV if undefined
  39818. if (flat) {
  39819. for (f = 0; f < nbfaces; f++) {
  39820. if (faceColors && faceColors[f] === undefined) {
  39821. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39822. }
  39823. if (faceUV && faceUV[f] === undefined) {
  39824. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39825. }
  39826. }
  39827. }
  39828. if (!flat) {
  39829. for (i = 0; i < data.vertex.length; i++) {
  39830. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  39831. uvs.push(0, 0);
  39832. }
  39833. for (f = 0; f < nbfaces; f++) {
  39834. for (i = 0; i < data.face[f].length - 2; i++) {
  39835. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  39836. }
  39837. }
  39838. }
  39839. else {
  39840. for (f = 0; f < nbfaces; f++) {
  39841. var fl = data.face[f].length; // number of vertices of the current face
  39842. ang = 2 * Math.PI / fl;
  39843. x = 0.5 * Math.tan(ang / 2);
  39844. y = 0.5;
  39845. // positions, uvs, colors
  39846. for (i = 0; i < fl; i++) {
  39847. // positions
  39848. positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);
  39849. indexes.push(index);
  39850. index++;
  39851. // uvs
  39852. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  39853. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  39854. uvs.push(u, v);
  39855. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  39856. y = x * Math.sin(ang) + y * Math.cos(ang);
  39857. x = tmp;
  39858. // colors
  39859. if (faceColors) {
  39860. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  39861. }
  39862. }
  39863. // indices from indexes
  39864. for (i = 0; i < fl - 2; i++) {
  39865. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  39866. }
  39867. faceIdx += fl;
  39868. }
  39869. }
  39870. VertexData.ComputeNormals(positions, indices, normals);
  39871. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39872. var vertexData = new VertexData();
  39873. vertexData.positions = positions;
  39874. vertexData.indices = indices;
  39875. vertexData.normals = normals;
  39876. vertexData.uvs = uvs;
  39877. if (faceColors && flat) {
  39878. vertexData.colors = colors;
  39879. }
  39880. return vertexData;
  39881. };
  39882. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  39883. /**
  39884. * Creates the VertexData for a TorusKnot
  39885. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  39886. * * radius the radius of the torus knot, optional, default 2
  39887. * * tube the thickness of the tube, optional, default 0.5
  39888. * * radialSegments the number of sides on each tube segments, optional, default 32
  39889. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  39890. * * p the number of windings around the z axis, optional, default 2
  39891. * * q the number of windings around the x axis, optional, default 3
  39892. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39893. * * 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)
  39894. * * 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)
  39895. * @returns the VertexData of the Torus Knot
  39896. */
  39897. VertexData.CreateTorusKnot = function (options) {
  39898. var indices = new Array();
  39899. var positions = new Array();
  39900. var normals = new Array();
  39901. var uvs = new Array();
  39902. var radius = options.radius || 2;
  39903. var tube = options.tube || 0.5;
  39904. var radialSegments = options.radialSegments || 32;
  39905. var tubularSegments = options.tubularSegments || 32;
  39906. var p = options.p || 2;
  39907. var q = options.q || 3;
  39908. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39909. // Helper
  39910. var getPos = function (angle) {
  39911. var cu = Math.cos(angle);
  39912. var su = Math.sin(angle);
  39913. var quOverP = q / p * angle;
  39914. var cs = Math.cos(quOverP);
  39915. var tx = radius * (2 + cs) * 0.5 * cu;
  39916. var ty = radius * (2 + cs) * su * 0.5;
  39917. var tz = radius * Math.sin(quOverP) * 0.5;
  39918. return new BABYLON.Vector3(tx, ty, tz);
  39919. };
  39920. // Vertices
  39921. var i;
  39922. var j;
  39923. for (i = 0; i <= radialSegments; i++) {
  39924. var modI = i % radialSegments;
  39925. var u = modI / radialSegments * 2 * p * Math.PI;
  39926. var p1 = getPos(u);
  39927. var p2 = getPos(u + 0.01);
  39928. var tang = p2.subtract(p1);
  39929. var n = p2.add(p1);
  39930. var bitan = BABYLON.Vector3.Cross(tang, n);
  39931. n = BABYLON.Vector3.Cross(bitan, tang);
  39932. bitan.normalize();
  39933. n.normalize();
  39934. for (j = 0; j < tubularSegments; j++) {
  39935. var modJ = j % tubularSegments;
  39936. var v = modJ / tubularSegments * 2 * Math.PI;
  39937. var cx = -tube * Math.cos(v);
  39938. var cy = tube * Math.sin(v);
  39939. positions.push(p1.x + cx * n.x + cy * bitan.x);
  39940. positions.push(p1.y + cx * n.y + cy * bitan.y);
  39941. positions.push(p1.z + cx * n.z + cy * bitan.z);
  39942. uvs.push(i / radialSegments);
  39943. uvs.push(j / tubularSegments);
  39944. }
  39945. }
  39946. for (i = 0; i < radialSegments; i++) {
  39947. for (j = 0; j < tubularSegments; j++) {
  39948. var jNext = (j + 1) % tubularSegments;
  39949. var a = i * tubularSegments + j;
  39950. var b = (i + 1) * tubularSegments + j;
  39951. var c = (i + 1) * tubularSegments + jNext;
  39952. var d = i * tubularSegments + jNext;
  39953. indices.push(d);
  39954. indices.push(b);
  39955. indices.push(a);
  39956. indices.push(d);
  39957. indices.push(c);
  39958. indices.push(b);
  39959. }
  39960. }
  39961. // Normals
  39962. VertexData.ComputeNormals(positions, indices, normals);
  39963. // Sides
  39964. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39965. // Result
  39966. var vertexData = new VertexData();
  39967. vertexData.indices = indices;
  39968. vertexData.positions = positions;
  39969. vertexData.normals = normals;
  39970. vertexData.uvs = uvs;
  39971. return vertexData;
  39972. };
  39973. // Tools
  39974. /**
  39975. * Compute normals for given positions and indices
  39976. * @param positions an array of vertex positions, [...., x, y, z, ......]
  39977. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  39978. * @param normals an array of vertex normals, [...., x, y, z, ......]
  39979. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  39980. * * facetNormals : optional array of facet normals (vector3)
  39981. * * facetPositions : optional array of facet positions (vector3)
  39982. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  39983. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  39984. * * bInfo : optional bounding info, required for facetPartitioning computation
  39985. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  39986. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  39987. * * useRightHandedSystem: optional boolean to for right handed system computation
  39988. * * depthSort : optional boolean to enable the facet depth sort computation
  39989. * * distanceTo : optional Vector3 to compute the facet depth from this location
  39990. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  39991. */
  39992. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  39993. // temporary scalar variables
  39994. var index = 0; // facet index
  39995. var p1p2x = 0.0; // p1p2 vector x coordinate
  39996. var p1p2y = 0.0; // p1p2 vector y coordinate
  39997. var p1p2z = 0.0; // p1p2 vector z coordinate
  39998. var p3p2x = 0.0; // p3p2 vector x coordinate
  39999. var p3p2y = 0.0; // p3p2 vector y coordinate
  40000. var p3p2z = 0.0; // p3p2 vector z coordinate
  40001. var faceNormalx = 0.0; // facet normal x coordinate
  40002. var faceNormaly = 0.0; // facet normal y coordinate
  40003. var faceNormalz = 0.0; // facet normal z coordinate
  40004. var length = 0.0; // facet normal length before normalization
  40005. var v1x = 0; // vector1 x index in the positions array
  40006. var v1y = 0; // vector1 y index in the positions array
  40007. var v1z = 0; // vector1 z index in the positions array
  40008. var v2x = 0; // vector2 x index in the positions array
  40009. var v2y = 0; // vector2 y index in the positions array
  40010. var v2z = 0; // vector2 z index in the positions array
  40011. var v3x = 0; // vector3 x index in the positions array
  40012. var v3y = 0; // vector3 y index in the positions array
  40013. var v3z = 0; // vector3 z index in the positions array
  40014. var computeFacetNormals = false;
  40015. var computeFacetPositions = false;
  40016. var computeFacetPartitioning = false;
  40017. var computeDepthSort = false;
  40018. var faceNormalSign = 1;
  40019. var ratio = 0;
  40020. var distanceTo = null;
  40021. if (options) {
  40022. computeFacetNormals = (options.facetNormals) ? true : false;
  40023. computeFacetPositions = (options.facetPositions) ? true : false;
  40024. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40025. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40026. ratio = options.ratio || 0;
  40027. computeDepthSort = (options.depthSort) ? true : false;
  40028. distanceTo = (options.distanceTo);
  40029. if (computeDepthSort) {
  40030. if (distanceTo === undefined) {
  40031. distanceTo = BABYLON.Vector3.Zero();
  40032. }
  40033. var depthSortedFacets = options.depthSortedFacets;
  40034. }
  40035. }
  40036. // facetPartitioning reinit if needed
  40037. var xSubRatio = 0;
  40038. var ySubRatio = 0;
  40039. var zSubRatio = 0;
  40040. var subSq = 0;
  40041. if (computeFacetPartitioning && options && options.bbSize) {
  40042. var ox = 0; // X partitioning index for facet position
  40043. var oy = 0; // Y partinioning index for facet position
  40044. var oz = 0; // Z partinioning index for facet position
  40045. var b1x = 0; // X partitioning index for facet v1 vertex
  40046. var b1y = 0; // Y partitioning index for facet v1 vertex
  40047. var b1z = 0; // z partitioning index for facet v1 vertex
  40048. var b2x = 0; // X partitioning index for facet v2 vertex
  40049. var b2y = 0; // Y partitioning index for facet v2 vertex
  40050. var b2z = 0; // Z partitioning index for facet v2 vertex
  40051. var b3x = 0; // X partitioning index for facet v3 vertex
  40052. var b3y = 0; // Y partitioning index for facet v3 vertex
  40053. var b3z = 0; // Z partitioning index for facet v3 vertex
  40054. var block_idx_o = 0; // facet barycenter block index
  40055. var block_idx_v1 = 0; // v1 vertex block index
  40056. var block_idx_v2 = 0; // v2 vertex block index
  40057. var block_idx_v3 = 0; // v3 vertex block index
  40058. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40059. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40060. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40061. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40062. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40063. subSq = options.subDiv.max * options.subDiv.max;
  40064. options.facetPartitioning.length = 0;
  40065. }
  40066. // reset the normals
  40067. for (index = 0; index < positions.length; index++) {
  40068. normals[index] = 0.0;
  40069. }
  40070. // Loop : 1 indice triplet = 1 facet
  40071. var nbFaces = (indices.length / 3) | 0;
  40072. for (index = 0; index < nbFaces; index++) {
  40073. // get the indexes of the coordinates of each vertex of the facet
  40074. v1x = indices[index * 3] * 3;
  40075. v1y = v1x + 1;
  40076. v1z = v1x + 2;
  40077. v2x = indices[index * 3 + 1] * 3;
  40078. v2y = v2x + 1;
  40079. v2z = v2x + 2;
  40080. v3x = indices[index * 3 + 2] * 3;
  40081. v3y = v3x + 1;
  40082. v3z = v3x + 2;
  40083. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40084. p1p2y = positions[v1y] - positions[v2y];
  40085. p1p2z = positions[v1z] - positions[v2z];
  40086. p3p2x = positions[v3x] - positions[v2x];
  40087. p3p2y = positions[v3y] - positions[v2y];
  40088. p3p2z = positions[v3z] - positions[v2z];
  40089. // compute the face normal with the cross product
  40090. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40091. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40092. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40093. // normalize this normal and store it in the array facetData
  40094. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40095. length = (length === 0) ? 1.0 : length;
  40096. faceNormalx /= length;
  40097. faceNormaly /= length;
  40098. faceNormalz /= length;
  40099. if (computeFacetNormals && options) {
  40100. options.facetNormals[index].x = faceNormalx;
  40101. options.facetNormals[index].y = faceNormaly;
  40102. options.facetNormals[index].z = faceNormalz;
  40103. }
  40104. if (computeFacetPositions && options) {
  40105. // compute and the facet barycenter coordinates in the array facetPositions
  40106. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40107. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40108. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40109. }
  40110. if (computeFacetPartitioning && options) {
  40111. // store the facet indexes in arrays in the main facetPartitioning array :
  40112. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40113. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40114. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40115. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40116. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40117. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40118. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40119. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40120. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40121. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40122. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40123. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40124. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40125. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40126. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40127. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40128. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40129. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40130. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40131. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40132. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40133. // push each facet index in each block containing the vertex
  40134. options.facetPartitioning[block_idx_v1].push(index);
  40135. if (block_idx_v2 != block_idx_v1) {
  40136. options.facetPartitioning[block_idx_v2].push(index);
  40137. }
  40138. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40139. options.facetPartitioning[block_idx_v3].push(index);
  40140. }
  40141. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40142. options.facetPartitioning[block_idx_o].push(index);
  40143. }
  40144. }
  40145. if (computeDepthSort && options && options.facetPositions) {
  40146. var dsf = depthSortedFacets[index];
  40147. dsf.ind = index * 3;
  40148. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40149. }
  40150. // compute the normals anyway
  40151. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40152. normals[v1y] += faceNormaly;
  40153. normals[v1z] += faceNormalz;
  40154. normals[v2x] += faceNormalx;
  40155. normals[v2y] += faceNormaly;
  40156. normals[v2z] += faceNormalz;
  40157. normals[v3x] += faceNormalx;
  40158. normals[v3y] += faceNormaly;
  40159. normals[v3z] += faceNormalz;
  40160. }
  40161. // last normalization of each normal
  40162. for (index = 0; index < normals.length / 3; index++) {
  40163. faceNormalx = normals[index * 3];
  40164. faceNormaly = normals[index * 3 + 1];
  40165. faceNormalz = normals[index * 3 + 2];
  40166. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40167. length = (length === 0) ? 1.0 : length;
  40168. faceNormalx /= length;
  40169. faceNormaly /= length;
  40170. faceNormalz /= length;
  40171. normals[index * 3] = faceNormalx;
  40172. normals[index * 3 + 1] = faceNormaly;
  40173. normals[index * 3 + 2] = faceNormalz;
  40174. }
  40175. };
  40176. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40177. var li = indices.length;
  40178. var ln = normals.length;
  40179. var i;
  40180. var n;
  40181. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40182. switch (sideOrientation) {
  40183. case BABYLON.Mesh.FRONTSIDE:
  40184. // nothing changed
  40185. break;
  40186. case BABYLON.Mesh.BACKSIDE:
  40187. var tmp;
  40188. // indices
  40189. for (i = 0; i < li; i += 3) {
  40190. tmp = indices[i];
  40191. indices[i] = indices[i + 2];
  40192. indices[i + 2] = tmp;
  40193. }
  40194. // normals
  40195. for (n = 0; n < ln; n++) {
  40196. normals[n] = -normals[n];
  40197. }
  40198. break;
  40199. case BABYLON.Mesh.DOUBLESIDE:
  40200. // positions
  40201. var lp = positions.length;
  40202. var l = lp / 3;
  40203. for (var p = 0; p < lp; p++) {
  40204. positions[lp + p] = positions[p];
  40205. }
  40206. // indices
  40207. for (i = 0; i < li; i += 3) {
  40208. indices[i + li] = indices[i + 2] + l;
  40209. indices[i + 1 + li] = indices[i + 1] + l;
  40210. indices[i + 2 + li] = indices[i] + l;
  40211. }
  40212. // normals
  40213. for (n = 0; n < ln; n++) {
  40214. normals[ln + n] = -normals[n];
  40215. }
  40216. // uvs
  40217. var lu = uvs.length;
  40218. var u = 0;
  40219. for (u = 0; u < lu; u++) {
  40220. uvs[u + lu] = uvs[u];
  40221. }
  40222. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40223. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40224. u = 0;
  40225. for (i = 0; i < lu / 2; i++) {
  40226. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40227. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40228. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40229. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40230. u += 2;
  40231. }
  40232. break;
  40233. }
  40234. };
  40235. /**
  40236. * Applies VertexData created from the imported parameters to the geometry
  40237. * @param parsedVertexData the parsed data from an imported file
  40238. * @param geometry the geometry to apply the VertexData to
  40239. */
  40240. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40241. var vertexData = new VertexData();
  40242. // positions
  40243. var positions = parsedVertexData.positions;
  40244. if (positions) {
  40245. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40246. }
  40247. // normals
  40248. var normals = parsedVertexData.normals;
  40249. if (normals) {
  40250. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40251. }
  40252. // tangents
  40253. var tangents = parsedVertexData.tangents;
  40254. if (tangents) {
  40255. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40256. }
  40257. // uvs
  40258. var uvs = parsedVertexData.uvs;
  40259. if (uvs) {
  40260. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40261. }
  40262. // uv2s
  40263. var uv2s = parsedVertexData.uv2s;
  40264. if (uv2s) {
  40265. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40266. }
  40267. // uv3s
  40268. var uv3s = parsedVertexData.uv3s;
  40269. if (uv3s) {
  40270. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40271. }
  40272. // uv4s
  40273. var uv4s = parsedVertexData.uv4s;
  40274. if (uv4s) {
  40275. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40276. }
  40277. // uv5s
  40278. var uv5s = parsedVertexData.uv5s;
  40279. if (uv5s) {
  40280. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40281. }
  40282. // uv6s
  40283. var uv6s = parsedVertexData.uv6s;
  40284. if (uv6s) {
  40285. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40286. }
  40287. // colors
  40288. var colors = parsedVertexData.colors;
  40289. if (colors) {
  40290. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40291. }
  40292. // matricesIndices
  40293. var matricesIndices = parsedVertexData.matricesIndices;
  40294. if (matricesIndices) {
  40295. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40296. }
  40297. // matricesWeights
  40298. var matricesWeights = parsedVertexData.matricesWeights;
  40299. if (matricesWeights) {
  40300. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40301. }
  40302. // indices
  40303. var indices = parsedVertexData.indices;
  40304. if (indices) {
  40305. vertexData.indices = indices;
  40306. }
  40307. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40308. };
  40309. return VertexData;
  40310. }());
  40311. BABYLON.VertexData = VertexData;
  40312. })(BABYLON || (BABYLON = {}));
  40313. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40314. var BABYLON;
  40315. (function (BABYLON) {
  40316. /**
  40317. * Class used to store geometry data (vertex buffers + index buffer)
  40318. */
  40319. var Geometry = /** @class */ (function () {
  40320. /**
  40321. * Creates a new geometry
  40322. * @param id defines the unique ID
  40323. * @param scene defines the hosting scene
  40324. * @param vertexData defines the VertexData used to get geometry data
  40325. * @param updatable defines if geometry must be updatable (false by default)
  40326. * @param mesh defines the mesh that will be associated with the geometry
  40327. */
  40328. function Geometry(id, scene, vertexData, updatable, mesh) {
  40329. if (updatable === void 0) { updatable = false; }
  40330. if (mesh === void 0) { mesh = null; }
  40331. /**
  40332. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40333. */
  40334. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40335. this._totalVertices = 0;
  40336. this._isDisposed = false;
  40337. this._indexBufferIsUpdatable = false;
  40338. this.id = id;
  40339. this._engine = scene.getEngine();
  40340. this._meshes = [];
  40341. this._scene = scene;
  40342. //Init vertex buffer cache
  40343. this._vertexBuffers = {};
  40344. this._indices = [];
  40345. this._updatable = updatable;
  40346. // vertexData
  40347. if (vertexData) {
  40348. this.setAllVerticesData(vertexData, updatable);
  40349. }
  40350. else {
  40351. this._totalVertices = 0;
  40352. this._indices = [];
  40353. }
  40354. if (this._engine.getCaps().vertexArrayObject) {
  40355. this._vertexArrayObjects = {};
  40356. }
  40357. // applyToMesh
  40358. if (mesh) {
  40359. if (mesh.getClassName() === "LinesMesh") {
  40360. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  40361. this._updateExtend();
  40362. }
  40363. this.applyToMesh(mesh);
  40364. mesh.computeWorldMatrix(true);
  40365. }
  40366. }
  40367. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40368. /**
  40369. * 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
  40370. */
  40371. get: function () {
  40372. return this._boundingBias;
  40373. },
  40374. /**
  40375. * 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
  40376. */
  40377. set: function (value) {
  40378. if (this._boundingBias) {
  40379. if (this._boundingBias.equals(value)) {
  40380. return;
  40381. }
  40382. this._boundingBias.copyFrom(value);
  40383. }
  40384. else {
  40385. this._boundingBias = value.clone();
  40386. }
  40387. this._updateBoundingInfo(true, null);
  40388. },
  40389. enumerable: true,
  40390. configurable: true
  40391. });
  40392. /**
  40393. * Static function used to attach a new empty geometry to a mesh
  40394. * @param mesh defines the mesh to attach the geometry to
  40395. * @returns the new Geometry
  40396. */
  40397. Geometry.CreateGeometryForMesh = function (mesh) {
  40398. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40399. geometry.applyToMesh(mesh);
  40400. return geometry;
  40401. };
  40402. Object.defineProperty(Geometry.prototype, "extend", {
  40403. /**
  40404. * Gets the current extend of the geometry
  40405. */
  40406. get: function () {
  40407. return this._extend;
  40408. },
  40409. enumerable: true,
  40410. configurable: true
  40411. });
  40412. /**
  40413. * Gets the hosting scene
  40414. * @returns the hosting Scene
  40415. */
  40416. Geometry.prototype.getScene = function () {
  40417. return this._scene;
  40418. };
  40419. /**
  40420. * Gets the hosting engine
  40421. * @returns the hosting Engine
  40422. */
  40423. Geometry.prototype.getEngine = function () {
  40424. return this._engine;
  40425. };
  40426. /**
  40427. * Defines if the geometry is ready to use
  40428. * @returns true if the geometry is ready to be used
  40429. */
  40430. Geometry.prototype.isReady = function () {
  40431. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40432. };
  40433. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40434. /**
  40435. * Gets a value indicating that the geometry should not be serialized
  40436. */
  40437. get: function () {
  40438. for (var index = 0; index < this._meshes.length; index++) {
  40439. if (!this._meshes[index].doNotSerialize) {
  40440. return false;
  40441. }
  40442. }
  40443. return true;
  40444. },
  40445. enumerable: true,
  40446. configurable: true
  40447. });
  40448. /** @hidden */
  40449. Geometry.prototype._rebuild = function () {
  40450. if (this._vertexArrayObjects) {
  40451. this._vertexArrayObjects = {};
  40452. }
  40453. // Index buffer
  40454. if (this._meshes.length !== 0 && this._indices) {
  40455. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40456. }
  40457. // Vertex buffers
  40458. for (var key in this._vertexBuffers) {
  40459. var vertexBuffer = this._vertexBuffers[key];
  40460. vertexBuffer._rebuild();
  40461. }
  40462. };
  40463. /**
  40464. * Affects all geometry data in one call
  40465. * @param vertexData defines the geometry data
  40466. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40467. */
  40468. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40469. vertexData.applyToGeometry(this, updatable);
  40470. this.notifyUpdate();
  40471. };
  40472. /**
  40473. * Set specific vertex data
  40474. * @param kind defines the data kind (Position, normal, etc...)
  40475. * @param data defines the vertex data to use
  40476. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40477. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40478. */
  40479. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40480. if (updatable === void 0) { updatable = false; }
  40481. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40482. this.setVerticesBuffer(buffer);
  40483. };
  40484. /**
  40485. * Removes a specific vertex data
  40486. * @param kind defines the data kind (Position, normal, etc...)
  40487. */
  40488. Geometry.prototype.removeVerticesData = function (kind) {
  40489. if (this._vertexBuffers[kind]) {
  40490. this._vertexBuffers[kind].dispose();
  40491. delete this._vertexBuffers[kind];
  40492. }
  40493. };
  40494. /**
  40495. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40496. * @param buffer defines the vertex buffer to use
  40497. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40498. */
  40499. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40500. if (totalVertices === void 0) { totalVertices = null; }
  40501. var kind = buffer.getKind();
  40502. if (this._vertexBuffers[kind]) {
  40503. this._vertexBuffers[kind].dispose();
  40504. }
  40505. this._vertexBuffers[kind] = buffer;
  40506. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40507. var data = buffer.getData();
  40508. if (totalVertices != null) {
  40509. this._totalVertices = totalVertices;
  40510. }
  40511. else {
  40512. if (data != null) {
  40513. this._totalVertices = data.length / (buffer.byteStride / 4);
  40514. }
  40515. }
  40516. this._updateExtend(data);
  40517. this._resetPointsArrayCache();
  40518. var meshes = this._meshes;
  40519. var numOfMeshes = meshes.length;
  40520. for (var index = 0; index < numOfMeshes; index++) {
  40521. var mesh = meshes[index];
  40522. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40523. mesh._createGlobalSubMesh(false);
  40524. mesh.computeWorldMatrix(true);
  40525. }
  40526. }
  40527. this.notifyUpdate(kind);
  40528. if (this._vertexArrayObjects) {
  40529. this._disposeVertexArrayObjects();
  40530. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40531. }
  40532. };
  40533. /**
  40534. * Update a specific vertex buffer
  40535. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40536. * It will do nothing if the buffer is not updatable
  40537. * @param kind defines the data kind (Position, normal, etc...)
  40538. * @param data defines the data to use
  40539. * @param offset defines the offset in the target buffer where to store the data
  40540. * @param useBytes set to true if the offset is in bytes
  40541. */
  40542. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40543. if (useBytes === void 0) { useBytes = false; }
  40544. var vertexBuffer = this.getVertexBuffer(kind);
  40545. if (!vertexBuffer) {
  40546. return;
  40547. }
  40548. vertexBuffer.updateDirectly(data, offset, useBytes);
  40549. this.notifyUpdate(kind);
  40550. };
  40551. /**
  40552. * Update a specific vertex buffer
  40553. * This function will create a new buffer if the current one is not updatable
  40554. * @param kind defines the data kind (Position, normal, etc...)
  40555. * @param data defines the data to use
  40556. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40557. */
  40558. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40559. if (updateExtends === void 0) { updateExtends = false; }
  40560. var vertexBuffer = this.getVertexBuffer(kind);
  40561. if (!vertexBuffer) {
  40562. return;
  40563. }
  40564. vertexBuffer.update(data);
  40565. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40566. this._updateBoundingInfo(updateExtends, data);
  40567. }
  40568. this.notifyUpdate(kind);
  40569. };
  40570. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40571. if (updateExtends) {
  40572. this._updateExtend(data);
  40573. }
  40574. var meshes = this._meshes;
  40575. var numOfMeshes = meshes.length;
  40576. this._resetPointsArrayCache();
  40577. for (var index = 0; index < numOfMeshes; index++) {
  40578. var mesh = meshes[index];
  40579. if (updateExtends) {
  40580. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40581. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  40582. var subMesh = mesh.subMeshes[subIndex];
  40583. subMesh.refreshBoundingInfo();
  40584. }
  40585. }
  40586. }
  40587. };
  40588. /** @hidden */
  40589. Geometry.prototype._bind = function (effect, indexToBind) {
  40590. if (!effect) {
  40591. return;
  40592. }
  40593. if (indexToBind === undefined) {
  40594. indexToBind = this._indexBuffer;
  40595. }
  40596. var vbs = this.getVertexBuffers();
  40597. if (!vbs) {
  40598. return;
  40599. }
  40600. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40601. this._engine.bindBuffers(vbs, indexToBind, effect);
  40602. return;
  40603. }
  40604. // Using VAO
  40605. if (!this._vertexArrayObjects[effect.key]) {
  40606. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40607. }
  40608. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40609. };
  40610. /**
  40611. * Gets total number of vertices
  40612. * @returns the total number of vertices
  40613. */
  40614. Geometry.prototype.getTotalVertices = function () {
  40615. if (!this.isReady()) {
  40616. return 0;
  40617. }
  40618. return this._totalVertices;
  40619. };
  40620. /**
  40621. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40622. * @param kind defines the data kind (Position, normal, etc...)
  40623. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40624. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40625. * @returns a float array containing vertex data
  40626. */
  40627. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40628. var vertexBuffer = this.getVertexBuffer(kind);
  40629. if (!vertexBuffer) {
  40630. return null;
  40631. }
  40632. var data = vertexBuffer.getData();
  40633. if (!data) {
  40634. return null;
  40635. }
  40636. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40637. var count = this._totalVertices * vertexBuffer.getSize();
  40638. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40639. var copy_1 = [];
  40640. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40641. return copy_1;
  40642. }
  40643. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40644. if (data instanceof Array) {
  40645. var offset = vertexBuffer.byteOffset / 4;
  40646. return BABYLON.Tools.Slice(data, offset, offset + count);
  40647. }
  40648. else if (data instanceof ArrayBuffer) {
  40649. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40650. }
  40651. else {
  40652. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40653. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40654. var result = new Float32Array(count);
  40655. var source = new Float32Array(data.buffer, offset, count);
  40656. result.set(source);
  40657. return result;
  40658. }
  40659. return new Float32Array(data.buffer, offset, count);
  40660. }
  40661. }
  40662. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40663. return BABYLON.Tools.Slice(data);
  40664. }
  40665. return data;
  40666. };
  40667. /**
  40668. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40669. * @param kind defines the data kind (Position, normal, etc...)
  40670. * @returns true if the vertex buffer with the specified kind is updatable
  40671. */
  40672. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40673. var vb = this._vertexBuffers[kind];
  40674. if (!vb) {
  40675. return false;
  40676. }
  40677. return vb.isUpdatable();
  40678. };
  40679. /**
  40680. * Gets a specific vertex buffer
  40681. * @param kind defines the data kind (Position, normal, etc...)
  40682. * @returns a VertexBuffer
  40683. */
  40684. Geometry.prototype.getVertexBuffer = function (kind) {
  40685. if (!this.isReady()) {
  40686. return null;
  40687. }
  40688. return this._vertexBuffers[kind];
  40689. };
  40690. /**
  40691. * Returns all vertex buffers
  40692. * @return an object holding all vertex buffers indexed by kind
  40693. */
  40694. Geometry.prototype.getVertexBuffers = function () {
  40695. if (!this.isReady()) {
  40696. return null;
  40697. }
  40698. return this._vertexBuffers;
  40699. };
  40700. /**
  40701. * Gets a boolean indicating if specific vertex buffer is present
  40702. * @param kind defines the data kind (Position, normal, etc...)
  40703. * @returns true if data is present
  40704. */
  40705. Geometry.prototype.isVerticesDataPresent = function (kind) {
  40706. if (!this._vertexBuffers) {
  40707. if (this._delayInfo) {
  40708. return this._delayInfo.indexOf(kind) !== -1;
  40709. }
  40710. return false;
  40711. }
  40712. return this._vertexBuffers[kind] !== undefined;
  40713. };
  40714. /**
  40715. * Gets a list of all attached data kinds (Position, normal, etc...)
  40716. * @returns a list of string containing all kinds
  40717. */
  40718. Geometry.prototype.getVerticesDataKinds = function () {
  40719. var result = [];
  40720. var kind;
  40721. if (!this._vertexBuffers && this._delayInfo) {
  40722. for (kind in this._delayInfo) {
  40723. result.push(kind);
  40724. }
  40725. }
  40726. else {
  40727. for (kind in this._vertexBuffers) {
  40728. result.push(kind);
  40729. }
  40730. }
  40731. return result;
  40732. };
  40733. /**
  40734. * Update index buffer
  40735. * @param indices defines the indices to store in the index buffer
  40736. * @param offset defines the offset in the target buffer where to store the data
  40737. */
  40738. Geometry.prototype.updateIndices = function (indices, offset) {
  40739. if (!this._indexBuffer) {
  40740. return;
  40741. }
  40742. if (!this._indexBufferIsUpdatable) {
  40743. this.setIndices(indices, null, true);
  40744. }
  40745. else {
  40746. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  40747. }
  40748. };
  40749. /**
  40750. * Creates a new index buffer
  40751. * @param indices defines the indices to store in the index buffer
  40752. * @param totalVertices defines the total number of vertices (could be null)
  40753. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  40754. */
  40755. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  40756. if (totalVertices === void 0) { totalVertices = null; }
  40757. if (updatable === void 0) { updatable = false; }
  40758. if (this._indexBuffer) {
  40759. this._engine._releaseBuffer(this._indexBuffer);
  40760. }
  40761. this._disposeVertexArrayObjects();
  40762. this._indices = indices;
  40763. this._indexBufferIsUpdatable = updatable;
  40764. if (this._meshes.length !== 0 && this._indices) {
  40765. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  40766. }
  40767. if (totalVertices != undefined) { // including null and undefined
  40768. this._totalVertices = totalVertices;
  40769. }
  40770. var meshes = this._meshes;
  40771. var numOfMeshes = meshes.length;
  40772. for (var index = 0; index < numOfMeshes; index++) {
  40773. meshes[index]._createGlobalSubMesh(true);
  40774. }
  40775. this.notifyUpdate();
  40776. };
  40777. /**
  40778. * Return the total number of indices
  40779. * @returns the total number of indices
  40780. */
  40781. Geometry.prototype.getTotalIndices = function () {
  40782. if (!this.isReady()) {
  40783. return 0;
  40784. }
  40785. return this._indices.length;
  40786. };
  40787. /**
  40788. * Gets the index buffer array
  40789. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40790. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40791. * @returns the index buffer array
  40792. */
  40793. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  40794. if (!this.isReady()) {
  40795. return null;
  40796. }
  40797. var orig = this._indices;
  40798. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  40799. return orig;
  40800. }
  40801. else {
  40802. var len = orig.length;
  40803. var copy = [];
  40804. for (var i = 0; i < len; i++) {
  40805. copy.push(orig[i]);
  40806. }
  40807. return copy;
  40808. }
  40809. };
  40810. /**
  40811. * Gets the index buffer
  40812. * @return the index buffer
  40813. */
  40814. Geometry.prototype.getIndexBuffer = function () {
  40815. if (!this.isReady()) {
  40816. return null;
  40817. }
  40818. return this._indexBuffer;
  40819. };
  40820. /** @hidden */
  40821. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  40822. if (effect === void 0) { effect = null; }
  40823. if (!effect || !this._vertexArrayObjects) {
  40824. return;
  40825. }
  40826. if (this._vertexArrayObjects[effect.key]) {
  40827. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  40828. delete this._vertexArrayObjects[effect.key];
  40829. }
  40830. };
  40831. /**
  40832. * Release the associated resources for a specific mesh
  40833. * @param mesh defines the source mesh
  40834. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  40835. */
  40836. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  40837. var meshes = this._meshes;
  40838. var index = meshes.indexOf(mesh);
  40839. if (index === -1) {
  40840. return;
  40841. }
  40842. meshes.splice(index, 1);
  40843. mesh._geometry = null;
  40844. if (meshes.length === 0 && shouldDispose) {
  40845. this.dispose();
  40846. }
  40847. };
  40848. /**
  40849. * Apply current geometry to a given mesh
  40850. * @param mesh defines the mesh to apply geometry to
  40851. */
  40852. Geometry.prototype.applyToMesh = function (mesh) {
  40853. if (mesh._geometry === this) {
  40854. return;
  40855. }
  40856. var previousGeometry = mesh._geometry;
  40857. if (previousGeometry) {
  40858. previousGeometry.releaseForMesh(mesh);
  40859. }
  40860. var meshes = this._meshes;
  40861. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  40862. mesh._geometry = this;
  40863. this._scene.pushGeometry(this);
  40864. meshes.push(mesh);
  40865. if (this.isReady()) {
  40866. this._applyToMesh(mesh);
  40867. }
  40868. else {
  40869. mesh._boundingInfo = this._boundingInfo;
  40870. }
  40871. };
  40872. Geometry.prototype._updateExtend = function (data) {
  40873. if (data === void 0) { data = null; }
  40874. if (!data) {
  40875. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40876. }
  40877. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  40878. };
  40879. Geometry.prototype._applyToMesh = function (mesh) {
  40880. var numOfMeshes = this._meshes.length;
  40881. // vertexBuffers
  40882. for (var kind in this._vertexBuffers) {
  40883. if (numOfMeshes === 1) {
  40884. this._vertexBuffers[kind].create();
  40885. }
  40886. var buffer = this._vertexBuffers[kind].getBuffer();
  40887. if (buffer) {
  40888. buffer.references = numOfMeshes;
  40889. }
  40890. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40891. if (!this._extend) {
  40892. this._updateExtend();
  40893. }
  40894. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40895. mesh._createGlobalSubMesh(false);
  40896. //bounding info was just created again, world matrix should be applied again.
  40897. mesh._updateBoundingInfo();
  40898. }
  40899. }
  40900. // indexBuffer
  40901. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  40902. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40903. }
  40904. if (this._indexBuffer) {
  40905. this._indexBuffer.references = numOfMeshes;
  40906. }
  40907. // morphTargets
  40908. mesh._syncGeometryWithMorphTargetManager();
  40909. };
  40910. Geometry.prototype.notifyUpdate = function (kind) {
  40911. if (this.onGeometryUpdated) {
  40912. this.onGeometryUpdated(this, kind);
  40913. }
  40914. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  40915. var mesh = _a[_i];
  40916. mesh._markSubMeshesAsAttributesDirty();
  40917. }
  40918. };
  40919. /**
  40920. * Load the geometry if it was flagged as delay loaded
  40921. * @param scene defines the hosting scene
  40922. * @param onLoaded defines a callback called when the geometry is loaded
  40923. */
  40924. Geometry.prototype.load = function (scene, onLoaded) {
  40925. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  40926. return;
  40927. }
  40928. if (this.isReady()) {
  40929. if (onLoaded) {
  40930. onLoaded();
  40931. }
  40932. return;
  40933. }
  40934. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  40935. this._queueLoad(scene, onLoaded);
  40936. };
  40937. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  40938. var _this = this;
  40939. if (!this.delayLoadingFile) {
  40940. return;
  40941. }
  40942. scene._addPendingData(this);
  40943. scene._loadFile(this.delayLoadingFile, function (data) {
  40944. if (!_this._delayLoadingFunction) {
  40945. return;
  40946. }
  40947. _this._delayLoadingFunction(JSON.parse(data), _this);
  40948. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  40949. _this._delayInfo = [];
  40950. scene._removePendingData(_this);
  40951. var meshes = _this._meshes;
  40952. var numOfMeshes = meshes.length;
  40953. for (var index = 0; index < numOfMeshes; index++) {
  40954. _this._applyToMesh(meshes[index]);
  40955. }
  40956. if (onLoaded) {
  40957. onLoaded();
  40958. }
  40959. }, undefined, true);
  40960. };
  40961. /**
  40962. * Invert the geometry to move from a right handed system to a left handed one.
  40963. */
  40964. Geometry.prototype.toLeftHanded = function () {
  40965. // Flip faces
  40966. var tIndices = this.getIndices(false);
  40967. if (tIndices != null && tIndices.length > 0) {
  40968. for (var i = 0; i < tIndices.length; i += 3) {
  40969. var tTemp = tIndices[i + 0];
  40970. tIndices[i + 0] = tIndices[i + 2];
  40971. tIndices[i + 2] = tTemp;
  40972. }
  40973. this.setIndices(tIndices);
  40974. }
  40975. // Negate position.z
  40976. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  40977. if (tPositions != null && tPositions.length > 0) {
  40978. for (var i = 0; i < tPositions.length; i += 3) {
  40979. tPositions[i + 2] = -tPositions[i + 2];
  40980. }
  40981. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  40982. }
  40983. // Negate normal.z
  40984. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  40985. if (tNormals != null && tNormals.length > 0) {
  40986. for (var i = 0; i < tNormals.length; i += 3) {
  40987. tNormals[i + 2] = -tNormals[i + 2];
  40988. }
  40989. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  40990. }
  40991. };
  40992. // Cache
  40993. /** @hidden */
  40994. Geometry.prototype._resetPointsArrayCache = function () {
  40995. this._positions = null;
  40996. };
  40997. /** @hidden */
  40998. Geometry.prototype._generatePointsArray = function () {
  40999. if (this._positions) {
  41000. return true;
  41001. }
  41002. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41003. if (!data || data.length === 0) {
  41004. return false;
  41005. }
  41006. this._positions = [];
  41007. for (var index = 0; index < data.length; index += 3) {
  41008. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41009. }
  41010. return true;
  41011. };
  41012. /**
  41013. * Gets a value indicating if the geometry is disposed
  41014. * @returns true if the geometry was disposed
  41015. */
  41016. Geometry.prototype.isDisposed = function () {
  41017. return this._isDisposed;
  41018. };
  41019. Geometry.prototype._disposeVertexArrayObjects = function () {
  41020. if (this._vertexArrayObjects) {
  41021. for (var kind in this._vertexArrayObjects) {
  41022. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41023. }
  41024. this._vertexArrayObjects = {};
  41025. }
  41026. };
  41027. /**
  41028. * Free all associated resources
  41029. */
  41030. Geometry.prototype.dispose = function () {
  41031. var meshes = this._meshes;
  41032. var numOfMeshes = meshes.length;
  41033. var index;
  41034. for (index = 0; index < numOfMeshes; index++) {
  41035. this.releaseForMesh(meshes[index]);
  41036. }
  41037. this._meshes = [];
  41038. this._disposeVertexArrayObjects();
  41039. for (var kind in this._vertexBuffers) {
  41040. this._vertexBuffers[kind].dispose();
  41041. }
  41042. this._vertexBuffers = {};
  41043. this._totalVertices = 0;
  41044. if (this._indexBuffer) {
  41045. this._engine._releaseBuffer(this._indexBuffer);
  41046. }
  41047. this._indexBuffer = null;
  41048. this._indices = [];
  41049. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41050. this.delayLoadingFile = null;
  41051. this._delayLoadingFunction = null;
  41052. this._delayInfo = [];
  41053. this._boundingInfo = null;
  41054. this._scene.removeGeometry(this);
  41055. this._isDisposed = true;
  41056. };
  41057. /**
  41058. * Clone the current geometry into a new geometry
  41059. * @param id defines the unique ID of the new geometry
  41060. * @returns a new geometry object
  41061. */
  41062. Geometry.prototype.copy = function (id) {
  41063. var vertexData = new BABYLON.VertexData();
  41064. vertexData.indices = [];
  41065. var indices = this.getIndices();
  41066. if (indices) {
  41067. for (var index = 0; index < indices.length; index++) {
  41068. vertexData.indices.push(indices[index]);
  41069. }
  41070. }
  41071. var updatable = false;
  41072. var stopChecking = false;
  41073. var kind;
  41074. for (kind in this._vertexBuffers) {
  41075. // using slice() to make a copy of the array and not just reference it
  41076. var data = this.getVerticesData(kind);
  41077. if (data instanceof Float32Array) {
  41078. vertexData.set(new Float32Array(data), kind);
  41079. }
  41080. else {
  41081. vertexData.set(data.slice(0), kind);
  41082. }
  41083. if (!stopChecking) {
  41084. var vb = this.getVertexBuffer(kind);
  41085. if (vb) {
  41086. updatable = vb.isUpdatable();
  41087. stopChecking = !updatable;
  41088. }
  41089. }
  41090. }
  41091. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41092. geometry.delayLoadState = this.delayLoadState;
  41093. geometry.delayLoadingFile = this.delayLoadingFile;
  41094. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41095. for (kind in this._delayInfo) {
  41096. geometry._delayInfo = geometry._delayInfo || [];
  41097. geometry._delayInfo.push(kind);
  41098. }
  41099. // Bounding info
  41100. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41101. return geometry;
  41102. };
  41103. /**
  41104. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41105. * @return a JSON representation of the current geometry data (without the vertices data)
  41106. */
  41107. Geometry.prototype.serialize = function () {
  41108. var serializationObject = {};
  41109. serializationObject.id = this.id;
  41110. serializationObject.updatable = this._updatable;
  41111. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41112. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41113. }
  41114. return serializationObject;
  41115. };
  41116. Geometry.prototype.toNumberArray = function (origin) {
  41117. if (Array.isArray(origin)) {
  41118. return origin;
  41119. }
  41120. else {
  41121. return Array.prototype.slice.call(origin);
  41122. }
  41123. };
  41124. /**
  41125. * Serialize all vertices data into a JSON oject
  41126. * @returns a JSON representation of the current geometry data
  41127. */
  41128. Geometry.prototype.serializeVerticeData = function () {
  41129. var serializationObject = this.serialize();
  41130. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41131. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41132. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41133. serializationObject.positions._updatable = true;
  41134. }
  41135. }
  41136. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41137. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41138. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41139. serializationObject.normals._updatable = true;
  41140. }
  41141. }
  41142. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41143. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41144. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41145. serializationObject.tangets._updatable = true;
  41146. }
  41147. }
  41148. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41149. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41150. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41151. serializationObject.uvs._updatable = true;
  41152. }
  41153. }
  41154. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41155. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41156. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41157. serializationObject.uv2s._updatable = true;
  41158. }
  41159. }
  41160. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41161. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41162. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41163. serializationObject.uv3s._updatable = true;
  41164. }
  41165. }
  41166. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41167. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41168. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41169. serializationObject.uv4s._updatable = true;
  41170. }
  41171. }
  41172. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41173. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41174. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41175. serializationObject.uv5s._updatable = true;
  41176. }
  41177. }
  41178. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41179. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41180. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41181. serializationObject.uv6s._updatable = true;
  41182. }
  41183. }
  41184. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41185. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41186. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41187. serializationObject.colors._updatable = true;
  41188. }
  41189. }
  41190. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41191. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41192. serializationObject.matricesIndices._isExpanded = true;
  41193. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41194. serializationObject.matricesIndices._updatable = true;
  41195. }
  41196. }
  41197. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41198. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41199. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41200. serializationObject.matricesWeights._updatable = true;
  41201. }
  41202. }
  41203. serializationObject.indices = this.toNumberArray(this.getIndices());
  41204. return serializationObject;
  41205. };
  41206. // Statics
  41207. /**
  41208. * Extracts a clone of a mesh geometry
  41209. * @param mesh defines the source mesh
  41210. * @param id defines the unique ID of the new geometry object
  41211. * @returns the new geometry object
  41212. */
  41213. Geometry.ExtractFromMesh = function (mesh, id) {
  41214. var geometry = mesh._geometry;
  41215. if (!geometry) {
  41216. return null;
  41217. }
  41218. return geometry.copy(id);
  41219. };
  41220. /**
  41221. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41222. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41223. * Be aware Math.random() could cause collisions, but:
  41224. * "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"
  41225. * @returns a string containing a new GUID
  41226. */
  41227. Geometry.RandomId = function () {
  41228. return BABYLON.Tools.RandomId();
  41229. };
  41230. /** @hidden */
  41231. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41232. var scene = mesh.getScene();
  41233. // Geometry
  41234. var geometryId = parsedGeometry.geometryId;
  41235. if (geometryId) {
  41236. var geometry = scene.getGeometryByID(geometryId);
  41237. if (geometry) {
  41238. geometry.applyToMesh(mesh);
  41239. }
  41240. }
  41241. else if (parsedGeometry instanceof ArrayBuffer) {
  41242. var binaryInfo = mesh._binaryInfo;
  41243. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41244. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41245. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41246. }
  41247. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41248. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41249. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41250. }
  41251. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41252. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41253. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41254. }
  41255. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41256. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41257. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41258. }
  41259. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41260. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41261. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41262. }
  41263. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41264. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41265. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41266. }
  41267. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41268. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41269. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41270. }
  41271. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41272. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41273. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41274. }
  41275. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41276. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41277. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41278. }
  41279. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41280. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41281. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41282. }
  41283. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41284. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41285. var floatIndices = [];
  41286. for (var i = 0; i < matricesIndicesData.length; i++) {
  41287. var index = matricesIndicesData[i];
  41288. floatIndices.push(index & 0x000000FF);
  41289. floatIndices.push((index & 0x0000FF00) >> 8);
  41290. floatIndices.push((index & 0x00FF0000) >> 16);
  41291. floatIndices.push(index >> 24);
  41292. }
  41293. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41294. }
  41295. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41296. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41297. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41298. }
  41299. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41300. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41301. mesh.setIndices(indicesData, null);
  41302. }
  41303. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41304. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41305. mesh.subMeshes = [];
  41306. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41307. var materialIndex = subMeshesData[(i * 5) + 0];
  41308. var verticesStart = subMeshesData[(i * 5) + 1];
  41309. var verticesCount = subMeshesData[(i * 5) + 2];
  41310. var indexStart = subMeshesData[(i * 5) + 3];
  41311. var indexCount = subMeshesData[(i * 5) + 4];
  41312. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41313. }
  41314. }
  41315. }
  41316. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41317. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41318. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41319. if (parsedGeometry.tangents) {
  41320. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41321. }
  41322. if (parsedGeometry.uvs) {
  41323. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41324. }
  41325. if (parsedGeometry.uvs2) {
  41326. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41327. }
  41328. if (parsedGeometry.uvs3) {
  41329. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41330. }
  41331. if (parsedGeometry.uvs4) {
  41332. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41333. }
  41334. if (parsedGeometry.uvs5) {
  41335. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41336. }
  41337. if (parsedGeometry.uvs6) {
  41338. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41339. }
  41340. if (parsedGeometry.colors) {
  41341. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41342. }
  41343. if (parsedGeometry.matricesIndices) {
  41344. if (!parsedGeometry.matricesIndices._isExpanded) {
  41345. var floatIndices = [];
  41346. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41347. var matricesIndex = parsedGeometry.matricesIndices[i];
  41348. floatIndices.push(matricesIndex & 0x000000FF);
  41349. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41350. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41351. floatIndices.push(matricesIndex >> 24);
  41352. }
  41353. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41354. }
  41355. else {
  41356. delete parsedGeometry.matricesIndices._isExpanded;
  41357. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41358. }
  41359. }
  41360. if (parsedGeometry.matricesIndicesExtra) {
  41361. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41362. var floatIndices = [];
  41363. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41364. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41365. floatIndices.push(matricesIndex & 0x000000FF);
  41366. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41367. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41368. floatIndices.push(matricesIndex >> 24);
  41369. }
  41370. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41371. }
  41372. else {
  41373. delete parsedGeometry.matricesIndices._isExpanded;
  41374. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41375. }
  41376. }
  41377. if (parsedGeometry.matricesWeights) {
  41378. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41379. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41380. }
  41381. if (parsedGeometry.matricesWeightsExtra) {
  41382. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41383. }
  41384. mesh.setIndices(parsedGeometry.indices, null);
  41385. }
  41386. // SubMeshes
  41387. if (parsedGeometry.subMeshes) {
  41388. mesh.subMeshes = [];
  41389. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41390. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41391. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41392. }
  41393. }
  41394. // Flat shading
  41395. if (mesh._shouldGenerateFlatShading) {
  41396. mesh.convertToFlatShadedMesh();
  41397. delete mesh._shouldGenerateFlatShading;
  41398. }
  41399. // Update
  41400. mesh.computeWorldMatrix(true);
  41401. scene.onMeshImportedObservable.notifyObservers(mesh);
  41402. };
  41403. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41404. var epsilon = 1e-3;
  41405. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41406. return;
  41407. }
  41408. var noInfluenceBoneIndex = 0.0;
  41409. if (parsedGeometry.skeletonId > -1) {
  41410. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41411. if (!skeleton) {
  41412. return;
  41413. }
  41414. noInfluenceBoneIndex = skeleton.bones.length;
  41415. }
  41416. else {
  41417. return;
  41418. }
  41419. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41420. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41421. var matricesWeights = parsedGeometry.matricesWeights;
  41422. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41423. var influencers = parsedGeometry.numBoneInfluencer;
  41424. var size = matricesWeights.length;
  41425. for (var i = 0; i < size; i += 4) {
  41426. var weight = 0.0;
  41427. var firstZeroWeight = -1;
  41428. for (var j = 0; j < 4; j++) {
  41429. var w = matricesWeights[i + j];
  41430. weight += w;
  41431. if (w < epsilon && firstZeroWeight < 0) {
  41432. firstZeroWeight = j;
  41433. }
  41434. }
  41435. if (matricesWeightsExtra) {
  41436. for (var j = 0; j < 4; j++) {
  41437. var w = matricesWeightsExtra[i + j];
  41438. weight += w;
  41439. if (w < epsilon && firstZeroWeight < 0) {
  41440. firstZeroWeight = j + 4;
  41441. }
  41442. }
  41443. }
  41444. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41445. firstZeroWeight = influencers - 1;
  41446. }
  41447. if (weight > epsilon) {
  41448. var mweight = 1.0 / weight;
  41449. for (var j = 0; j < 4; j++) {
  41450. matricesWeights[i + j] *= mweight;
  41451. }
  41452. if (matricesWeightsExtra) {
  41453. for (var j = 0; j < 4; j++) {
  41454. matricesWeightsExtra[i + j] *= mweight;
  41455. }
  41456. }
  41457. }
  41458. else {
  41459. if (firstZeroWeight >= 4) {
  41460. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41461. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41462. }
  41463. else {
  41464. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41465. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41466. }
  41467. }
  41468. }
  41469. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41470. if (parsedGeometry.matricesWeightsExtra) {
  41471. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41472. }
  41473. };
  41474. /**
  41475. * Create a new geometry from persisted data (Using .babylon file format)
  41476. * @param parsedVertexData defines the persisted data
  41477. * @param scene defines the hosting scene
  41478. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41479. * @returns the new geometry object
  41480. */
  41481. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41482. if (scene.getGeometryByID(parsedVertexData.id)) {
  41483. return null; // null since geometry could be something else than a box...
  41484. }
  41485. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41486. if (BABYLON.Tags) {
  41487. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41488. }
  41489. if (parsedVertexData.delayLoadingFile) {
  41490. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41491. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41492. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41493. geometry._delayInfo = [];
  41494. if (parsedVertexData.hasUVs) {
  41495. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41496. }
  41497. if (parsedVertexData.hasUVs2) {
  41498. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41499. }
  41500. if (parsedVertexData.hasUVs3) {
  41501. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41502. }
  41503. if (parsedVertexData.hasUVs4) {
  41504. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41505. }
  41506. if (parsedVertexData.hasUVs5) {
  41507. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41508. }
  41509. if (parsedVertexData.hasUVs6) {
  41510. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41511. }
  41512. if (parsedVertexData.hasColors) {
  41513. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41514. }
  41515. if (parsedVertexData.hasMatricesIndices) {
  41516. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41517. }
  41518. if (parsedVertexData.hasMatricesWeights) {
  41519. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41520. }
  41521. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41522. }
  41523. else {
  41524. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41525. }
  41526. scene.pushGeometry(geometry, true);
  41527. return geometry;
  41528. };
  41529. return Geometry;
  41530. }());
  41531. BABYLON.Geometry = Geometry;
  41532. // Primitives
  41533. /// Abstract class
  41534. /**
  41535. * Abstract class used to provide common services for all typed geometries
  41536. * @hidden
  41537. */
  41538. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41539. __extends(_PrimitiveGeometry, _super);
  41540. /**
  41541. * Creates a new typed geometry
  41542. * @param id defines the unique ID of the geometry
  41543. * @param scene defines the hosting scene
  41544. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41545. * @param mesh defines the hosting mesh (can be null)
  41546. */
  41547. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41548. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41549. if (mesh === void 0) { mesh = null; }
  41550. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41551. _this._canBeRegenerated = _canBeRegenerated;
  41552. _this._beingRegenerated = true;
  41553. _this.regenerate();
  41554. _this._beingRegenerated = false;
  41555. return _this;
  41556. }
  41557. /**
  41558. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41559. * @returns true if the geometry can be regenerated
  41560. */
  41561. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41562. return this._canBeRegenerated;
  41563. };
  41564. /**
  41565. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41566. */
  41567. _PrimitiveGeometry.prototype.regenerate = function () {
  41568. if (!this._canBeRegenerated) {
  41569. return;
  41570. }
  41571. this._beingRegenerated = true;
  41572. this.setAllVerticesData(this._regenerateVertexData(), false);
  41573. this._beingRegenerated = false;
  41574. };
  41575. /**
  41576. * Clone the geometry
  41577. * @param id defines the unique ID of the new geometry
  41578. * @returns the new geometry
  41579. */
  41580. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41581. return _super.prototype.copy.call(this, id);
  41582. };
  41583. // overrides
  41584. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41585. if (!this._beingRegenerated) {
  41586. return;
  41587. }
  41588. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41589. };
  41590. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41591. if (!this._beingRegenerated) {
  41592. return;
  41593. }
  41594. _super.prototype.setVerticesData.call(this, kind, data, false);
  41595. };
  41596. // to override
  41597. /** @hidden */
  41598. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41599. throw new Error("Abstract method");
  41600. };
  41601. _PrimitiveGeometry.prototype.copy = function (id) {
  41602. throw new Error("Must be overriden in sub-classes.");
  41603. };
  41604. _PrimitiveGeometry.prototype.serialize = function () {
  41605. var serializationObject = _super.prototype.serialize.call(this);
  41606. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41607. return serializationObject;
  41608. };
  41609. return _PrimitiveGeometry;
  41610. }(Geometry));
  41611. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41612. /**
  41613. * Creates a ribbon geometry
  41614. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41615. */
  41616. var RibbonGeometry = /** @class */ (function (_super) {
  41617. __extends(RibbonGeometry, _super);
  41618. /**
  41619. * Creates a ribbon geometry
  41620. * @param id defines the unique ID of the geometry
  41621. * @param scene defines the hosting scene
  41622. * @param pathArray defines the array of paths to use
  41623. * @param closeArray defines if the last path and the first path must be joined
  41624. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41625. * @param offset defines the offset between points
  41626. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41627. * @param mesh defines the hosting mesh (can be null)
  41628. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41629. */
  41630. function RibbonGeometry(id, scene,
  41631. /**
  41632. * Defines the array of paths to use
  41633. */
  41634. pathArray,
  41635. /**
  41636. * Defines if the last and first points of each path in your pathArray must be joined
  41637. */
  41638. closeArray,
  41639. /**
  41640. * Defines if the last and first points of each path in your pathArray must be joined
  41641. */
  41642. closePath,
  41643. /**
  41644. * Defines the offset between points
  41645. */
  41646. offset, canBeRegenerated, mesh,
  41647. /**
  41648. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41649. */
  41650. side) {
  41651. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41652. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41653. _this.pathArray = pathArray;
  41654. _this.closeArray = closeArray;
  41655. _this.closePath = closePath;
  41656. _this.offset = offset;
  41657. _this.side = side;
  41658. return _this;
  41659. }
  41660. /** @hidden */
  41661. RibbonGeometry.prototype._regenerateVertexData = function () {
  41662. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41663. };
  41664. RibbonGeometry.prototype.copy = function (id) {
  41665. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41666. };
  41667. return RibbonGeometry;
  41668. }(_PrimitiveGeometry));
  41669. BABYLON.RibbonGeometry = RibbonGeometry;
  41670. /**
  41671. * Creates a box geometry
  41672. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  41673. */
  41674. var BoxGeometry = /** @class */ (function (_super) {
  41675. __extends(BoxGeometry, _super);
  41676. /**
  41677. * Creates a box geometry
  41678. * @param id defines the unique ID of the geometry
  41679. * @param scene defines the hosting scene
  41680. * @param size defines the zise of the box (width, height and depth are the same)
  41681. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41682. * @param mesh defines the hosting mesh (can be null)
  41683. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41684. */
  41685. function BoxGeometry(id, scene,
  41686. /**
  41687. * Defines the zise of the box (width, height and depth are the same)
  41688. */
  41689. size, canBeRegenerated, mesh,
  41690. /**
  41691. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41692. */
  41693. side) {
  41694. if (mesh === void 0) { mesh = null; }
  41695. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41696. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41697. _this.size = size;
  41698. _this.side = side;
  41699. return _this;
  41700. }
  41701. /** @hidden */
  41702. BoxGeometry.prototype._regenerateVertexData = function () {
  41703. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  41704. };
  41705. BoxGeometry.prototype.copy = function (id) {
  41706. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  41707. };
  41708. BoxGeometry.prototype.serialize = function () {
  41709. var serializationObject = _super.prototype.serialize.call(this);
  41710. serializationObject.size = this.size;
  41711. return serializationObject;
  41712. };
  41713. BoxGeometry.Parse = function (parsedBox, scene) {
  41714. if (scene.getGeometryByID(parsedBox.id)) {
  41715. return null; // null since geometry could be something else than a box...
  41716. }
  41717. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  41718. if (BABYLON.Tags) {
  41719. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  41720. }
  41721. scene.pushGeometry(box, true);
  41722. return box;
  41723. };
  41724. return BoxGeometry;
  41725. }(_PrimitiveGeometry));
  41726. BABYLON.BoxGeometry = BoxGeometry;
  41727. /**
  41728. * Creates a sphere geometry
  41729. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  41730. */
  41731. var SphereGeometry = /** @class */ (function (_super) {
  41732. __extends(SphereGeometry, _super);
  41733. /**
  41734. * Create a new sphere geometry
  41735. * @param id defines the unique ID of the geometry
  41736. * @param scene defines the hosting scene
  41737. * @param segments defines the number of segments to use to create the sphere
  41738. * @param diameter defines the diameter of the sphere
  41739. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41740. * @param mesh defines the hosting mesh (can be null)
  41741. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41742. */
  41743. function SphereGeometry(id, scene,
  41744. /**
  41745. * Defines the number of segments to use to create the sphere
  41746. */
  41747. segments,
  41748. /**
  41749. * Defines the diameter of the sphere
  41750. */
  41751. diameter, canBeRegenerated, mesh,
  41752. /**
  41753. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41754. */
  41755. side) {
  41756. if (mesh === void 0) { mesh = null; }
  41757. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41758. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41759. _this.segments = segments;
  41760. _this.diameter = diameter;
  41761. _this.side = side;
  41762. return _this;
  41763. }
  41764. /** @hidden */
  41765. SphereGeometry.prototype._regenerateVertexData = function () {
  41766. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  41767. };
  41768. SphereGeometry.prototype.copy = function (id) {
  41769. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  41770. };
  41771. SphereGeometry.prototype.serialize = function () {
  41772. var serializationObject = _super.prototype.serialize.call(this);
  41773. serializationObject.segments = this.segments;
  41774. serializationObject.diameter = this.diameter;
  41775. return serializationObject;
  41776. };
  41777. SphereGeometry.Parse = function (parsedSphere, scene) {
  41778. if (scene.getGeometryByID(parsedSphere.id)) {
  41779. return null; // null since geometry could be something else than a sphere...
  41780. }
  41781. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  41782. if (BABYLON.Tags) {
  41783. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  41784. }
  41785. scene.pushGeometry(sphere, true);
  41786. return sphere;
  41787. };
  41788. return SphereGeometry;
  41789. }(_PrimitiveGeometry));
  41790. BABYLON.SphereGeometry = SphereGeometry;
  41791. /**
  41792. * Creates a disc geometry
  41793. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  41794. */
  41795. var DiscGeometry = /** @class */ (function (_super) {
  41796. __extends(DiscGeometry, _super);
  41797. /**
  41798. * Creates a new disc geometry
  41799. * @param id defines the unique ID of the geometry
  41800. * @param scene defines the hosting scene
  41801. * @param radius defines the radius of the disc
  41802. * @param tessellation defines the tesselation factor to apply to the disc
  41803. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41804. * @param mesh defines the hosting mesh (can be null)
  41805. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41806. */
  41807. function DiscGeometry(id, scene,
  41808. /**
  41809. * Defines the radius of the disc
  41810. */
  41811. radius,
  41812. /**
  41813. * Defines the tesselation factor to apply to the disc
  41814. */
  41815. tessellation, canBeRegenerated, mesh,
  41816. /**
  41817. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41818. */
  41819. side) {
  41820. if (mesh === void 0) { mesh = null; }
  41821. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41822. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41823. _this.radius = radius;
  41824. _this.tessellation = tessellation;
  41825. _this.side = side;
  41826. return _this;
  41827. }
  41828. /** @hidden */
  41829. DiscGeometry.prototype._regenerateVertexData = function () {
  41830. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  41831. };
  41832. DiscGeometry.prototype.copy = function (id) {
  41833. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  41834. };
  41835. return DiscGeometry;
  41836. }(_PrimitiveGeometry));
  41837. BABYLON.DiscGeometry = DiscGeometry;
  41838. /**
  41839. * Creates a new cylinder geometry
  41840. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41841. */
  41842. var CylinderGeometry = /** @class */ (function (_super) {
  41843. __extends(CylinderGeometry, _super);
  41844. /**
  41845. * Creates a new cylinder geometry
  41846. * @param id defines the unique ID of the geometry
  41847. * @param scene defines the hosting scene
  41848. * @param height defines the height of the cylinder
  41849. * @param diameterTop defines the diameter of the cylinder's top cap
  41850. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  41851. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  41852. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  41853. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41854. * @param mesh defines the hosting mesh (can be null)
  41855. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41856. */
  41857. function CylinderGeometry(id, scene,
  41858. /**
  41859. * Defines the height of the cylinder
  41860. */
  41861. height,
  41862. /**
  41863. * Defines the diameter of the cylinder's top cap
  41864. */
  41865. diameterTop,
  41866. /**
  41867. * Defines the diameter of the cylinder's bottom cap
  41868. */
  41869. diameterBottom,
  41870. /**
  41871. * Defines the tessellation factor to apply to the cylinder
  41872. */
  41873. tessellation,
  41874. /**
  41875. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  41876. */
  41877. subdivisions, canBeRegenerated, mesh,
  41878. /**
  41879. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41880. */
  41881. side) {
  41882. if (subdivisions === void 0) { subdivisions = 1; }
  41883. if (mesh === void 0) { mesh = null; }
  41884. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41885. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41886. _this.height = height;
  41887. _this.diameterTop = diameterTop;
  41888. _this.diameterBottom = diameterBottom;
  41889. _this.tessellation = tessellation;
  41890. _this.subdivisions = subdivisions;
  41891. _this.side = side;
  41892. return _this;
  41893. }
  41894. /** @hidden */
  41895. CylinderGeometry.prototype._regenerateVertexData = function () {
  41896. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  41897. };
  41898. CylinderGeometry.prototype.copy = function (id) {
  41899. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  41900. };
  41901. CylinderGeometry.prototype.serialize = function () {
  41902. var serializationObject = _super.prototype.serialize.call(this);
  41903. serializationObject.height = this.height;
  41904. serializationObject.diameterTop = this.diameterTop;
  41905. serializationObject.diameterBottom = this.diameterBottom;
  41906. serializationObject.tessellation = this.tessellation;
  41907. return serializationObject;
  41908. };
  41909. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  41910. if (scene.getGeometryByID(parsedCylinder.id)) {
  41911. return null; // null since geometry could be something else than a cylinder...
  41912. }
  41913. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  41914. if (BABYLON.Tags) {
  41915. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  41916. }
  41917. scene.pushGeometry(cylinder, true);
  41918. return cylinder;
  41919. };
  41920. return CylinderGeometry;
  41921. }(_PrimitiveGeometry));
  41922. BABYLON.CylinderGeometry = CylinderGeometry;
  41923. /**
  41924. * Creates a new torus geometry
  41925. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  41926. */
  41927. var TorusGeometry = /** @class */ (function (_super) {
  41928. __extends(TorusGeometry, _super);
  41929. /**
  41930. * Creates a new torus geometry
  41931. * @param id defines the unique ID of the geometry
  41932. * @param scene defines the hosting scene
  41933. * @param diameter defines the diameter of the torus
  41934. * @param thickness defines the thickness of the torus (ie. internal diameter)
  41935. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  41936. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41937. * @param mesh defines the hosting mesh (can be null)
  41938. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41939. */
  41940. function TorusGeometry(id, scene,
  41941. /**
  41942. * Defines the diameter of the torus
  41943. */
  41944. diameter,
  41945. /**
  41946. * Defines the thickness of the torus (ie. internal diameter)
  41947. */
  41948. thickness,
  41949. /**
  41950. * Defines the tesselation factor to apply to the torus
  41951. */
  41952. tessellation, canBeRegenerated, mesh,
  41953. /**
  41954. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41955. */
  41956. side) {
  41957. if (mesh === void 0) { mesh = null; }
  41958. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41959. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41960. _this.diameter = diameter;
  41961. _this.thickness = thickness;
  41962. _this.tessellation = tessellation;
  41963. _this.side = side;
  41964. return _this;
  41965. }
  41966. /** @hidden */
  41967. TorusGeometry.prototype._regenerateVertexData = function () {
  41968. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  41969. };
  41970. TorusGeometry.prototype.copy = function (id) {
  41971. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  41972. };
  41973. TorusGeometry.prototype.serialize = function () {
  41974. var serializationObject = _super.prototype.serialize.call(this);
  41975. serializationObject.diameter = this.diameter;
  41976. serializationObject.thickness = this.thickness;
  41977. serializationObject.tessellation = this.tessellation;
  41978. return serializationObject;
  41979. };
  41980. TorusGeometry.Parse = function (parsedTorus, scene) {
  41981. if (scene.getGeometryByID(parsedTorus.id)) {
  41982. return null; // null since geometry could be something else than a torus...
  41983. }
  41984. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  41985. if (BABYLON.Tags) {
  41986. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  41987. }
  41988. scene.pushGeometry(torus, true);
  41989. return torus;
  41990. };
  41991. return TorusGeometry;
  41992. }(_PrimitiveGeometry));
  41993. BABYLON.TorusGeometry = TorusGeometry;
  41994. /**
  41995. * Creates a new ground geometry
  41996. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  41997. */
  41998. var GroundGeometry = /** @class */ (function (_super) {
  41999. __extends(GroundGeometry, _super);
  42000. /**
  42001. * Creates a new ground geometry
  42002. * @param id defines the unique ID of the geometry
  42003. * @param scene defines the hosting scene
  42004. * @param width defines the width of the ground
  42005. * @param height defines the height of the ground
  42006. * @param subdivisions defines the subdivisions to apply to the ground
  42007. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42008. * @param mesh defines the hosting mesh (can be null)
  42009. */
  42010. function GroundGeometry(id, scene,
  42011. /**
  42012. * Defines the width of the ground
  42013. */
  42014. width,
  42015. /**
  42016. * Defines the height of the ground
  42017. */
  42018. height,
  42019. /**
  42020. * Defines the subdivisions to apply to the ground
  42021. */
  42022. subdivisions, canBeRegenerated, mesh) {
  42023. if (mesh === void 0) { mesh = null; }
  42024. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42025. _this.width = width;
  42026. _this.height = height;
  42027. _this.subdivisions = subdivisions;
  42028. return _this;
  42029. }
  42030. /** @hidden */
  42031. GroundGeometry.prototype._regenerateVertexData = function () {
  42032. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42033. };
  42034. GroundGeometry.prototype.copy = function (id) {
  42035. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42036. };
  42037. GroundGeometry.prototype.serialize = function () {
  42038. var serializationObject = _super.prototype.serialize.call(this);
  42039. serializationObject.width = this.width;
  42040. serializationObject.height = this.height;
  42041. serializationObject.subdivisions = this.subdivisions;
  42042. return serializationObject;
  42043. };
  42044. GroundGeometry.Parse = function (parsedGround, scene) {
  42045. if (scene.getGeometryByID(parsedGround.id)) {
  42046. return null; // null since geometry could be something else than a ground...
  42047. }
  42048. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42049. if (BABYLON.Tags) {
  42050. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42051. }
  42052. scene.pushGeometry(ground, true);
  42053. return ground;
  42054. };
  42055. return GroundGeometry;
  42056. }(_PrimitiveGeometry));
  42057. BABYLON.GroundGeometry = GroundGeometry;
  42058. /**
  42059. * Creates a tiled ground geometry
  42060. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42061. */
  42062. var TiledGroundGeometry = /** @class */ (function (_super) {
  42063. __extends(TiledGroundGeometry, _super);
  42064. /**
  42065. * Creates a tiled ground geometry
  42066. * @param id defines the unique ID of the geometry
  42067. * @param scene defines the hosting scene
  42068. * @param xmin defines the minimum value on X axis
  42069. * @param zmin defines the minimum value on Z axis
  42070. * @param xmax defines the maximum value on X axis
  42071. * @param zmax defines the maximum value on Z axis
  42072. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42073. * @param precision defines the precision to use when computing the tiles
  42074. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42075. * @param mesh defines the hosting mesh (can be null)
  42076. */
  42077. function TiledGroundGeometry(id, scene,
  42078. /**
  42079. * Defines the minimum value on X axis
  42080. */
  42081. xmin,
  42082. /**
  42083. * Defines the minimum value on Z axis
  42084. */
  42085. zmin,
  42086. /**
  42087. * Defines the maximum value on X axis
  42088. */
  42089. xmax,
  42090. /**
  42091. * Defines the maximum value on Z axis
  42092. */
  42093. zmax,
  42094. /**
  42095. * Defines the subdivisions to apply to the ground
  42096. */
  42097. subdivisions,
  42098. /**
  42099. * Defines the precision to use when computing the tiles
  42100. */
  42101. precision, canBeRegenerated, mesh) {
  42102. if (mesh === void 0) { mesh = null; }
  42103. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42104. _this.xmin = xmin;
  42105. _this.zmin = zmin;
  42106. _this.xmax = xmax;
  42107. _this.zmax = zmax;
  42108. _this.subdivisions = subdivisions;
  42109. _this.precision = precision;
  42110. return _this;
  42111. }
  42112. /** @hidden */
  42113. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42114. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42115. };
  42116. TiledGroundGeometry.prototype.copy = function (id) {
  42117. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42118. };
  42119. return TiledGroundGeometry;
  42120. }(_PrimitiveGeometry));
  42121. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42122. /**
  42123. * Creates a plane geometry
  42124. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42125. */
  42126. var PlaneGeometry = /** @class */ (function (_super) {
  42127. __extends(PlaneGeometry, _super);
  42128. /**
  42129. * Creates a plane geometry
  42130. * @param id defines the unique ID of the geometry
  42131. * @param scene defines the hosting scene
  42132. * @param size defines the size of the plane (width === height)
  42133. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42134. * @param mesh defines the hosting mesh (can be null)
  42135. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42136. */
  42137. function PlaneGeometry(id, scene,
  42138. /**
  42139. * Defines the size of the plane (width === height)
  42140. */
  42141. size, canBeRegenerated, mesh,
  42142. /**
  42143. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42144. */
  42145. side) {
  42146. if (mesh === void 0) { mesh = null; }
  42147. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42148. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42149. _this.size = size;
  42150. _this.side = side;
  42151. return _this;
  42152. }
  42153. /** @hidden */
  42154. PlaneGeometry.prototype._regenerateVertexData = function () {
  42155. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42156. };
  42157. PlaneGeometry.prototype.copy = function (id) {
  42158. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42159. };
  42160. PlaneGeometry.prototype.serialize = function () {
  42161. var serializationObject = _super.prototype.serialize.call(this);
  42162. serializationObject.size = this.size;
  42163. return serializationObject;
  42164. };
  42165. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42166. if (scene.getGeometryByID(parsedPlane.id)) {
  42167. return null; // null since geometry could be something else than a ground...
  42168. }
  42169. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42170. if (BABYLON.Tags) {
  42171. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42172. }
  42173. scene.pushGeometry(plane, true);
  42174. return plane;
  42175. };
  42176. return PlaneGeometry;
  42177. }(_PrimitiveGeometry));
  42178. BABYLON.PlaneGeometry = PlaneGeometry;
  42179. /**
  42180. * Creates a torus knot geometry
  42181. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42182. */
  42183. var TorusKnotGeometry = /** @class */ (function (_super) {
  42184. __extends(TorusKnotGeometry, _super);
  42185. /**
  42186. * Creates a torus knot geometry
  42187. * @param id defines the unique ID of the geometry
  42188. * @param scene defines the hosting scene
  42189. * @param radius defines the radius of the torus knot
  42190. * @param tube defines the thickness of the torus knot tube
  42191. * @param radialSegments defines the number of radial segments
  42192. * @param tubularSegments defines the number of tubular segments
  42193. * @param p defines the first number of windings
  42194. * @param q defines the second number of windings
  42195. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42196. * @param mesh defines the hosting mesh (can be null)
  42197. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42198. */
  42199. function TorusKnotGeometry(id, scene,
  42200. /**
  42201. * Defines the radius of the torus knot
  42202. */
  42203. radius,
  42204. /**
  42205. * Defines the thickness of the torus knot tube
  42206. */
  42207. tube,
  42208. /**
  42209. * Defines the number of radial segments
  42210. */
  42211. radialSegments,
  42212. /**
  42213. * Defines the number of tubular segments
  42214. */
  42215. tubularSegments,
  42216. /**
  42217. * Defines the first number of windings
  42218. */
  42219. p,
  42220. /**
  42221. * Defines the second number of windings
  42222. */
  42223. q, canBeRegenerated, mesh,
  42224. /**
  42225. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42226. */
  42227. side) {
  42228. if (mesh === void 0) { mesh = null; }
  42229. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42230. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42231. _this.radius = radius;
  42232. _this.tube = tube;
  42233. _this.radialSegments = radialSegments;
  42234. _this.tubularSegments = tubularSegments;
  42235. _this.p = p;
  42236. _this.q = q;
  42237. _this.side = side;
  42238. return _this;
  42239. }
  42240. /** @hidden */
  42241. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42242. return BABYLON.VertexData.CreateTorusKnot({ radius: this.radius, tube: this.tube, radialSegments: this.radialSegments, tubularSegments: this.tubularSegments, p: this.p, q: this.q, sideOrientation: this.side });
  42243. };
  42244. TorusKnotGeometry.prototype.copy = function (id) {
  42245. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42246. };
  42247. TorusKnotGeometry.prototype.serialize = function () {
  42248. var serializationObject = _super.prototype.serialize.call(this);
  42249. serializationObject.radius = this.radius;
  42250. serializationObject.tube = this.tube;
  42251. serializationObject.radialSegments = this.radialSegments;
  42252. serializationObject.tubularSegments = this.tubularSegments;
  42253. serializationObject.p = this.p;
  42254. serializationObject.q = this.q;
  42255. return serializationObject;
  42256. };
  42257. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42258. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42259. return null; // null since geometry could be something else than a ground...
  42260. }
  42261. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42262. if (BABYLON.Tags) {
  42263. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42264. }
  42265. scene.pushGeometry(torusKnot, true);
  42266. return torusKnot;
  42267. };
  42268. return TorusKnotGeometry;
  42269. }(_PrimitiveGeometry));
  42270. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42271. //}
  42272. })(BABYLON || (BABYLON = {}));
  42273. //# sourceMappingURL=babylon.geometry.js.map
  42274. var BABYLON;
  42275. (function (BABYLON) {
  42276. /**
  42277. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42278. */
  42279. var PerformanceMonitor = /** @class */ (function () {
  42280. /**
  42281. * constructor
  42282. * @param frameSampleSize The number of samples required to saturate the sliding window
  42283. */
  42284. function PerformanceMonitor(frameSampleSize) {
  42285. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42286. this._enabled = true;
  42287. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42288. }
  42289. /**
  42290. * Samples current frame
  42291. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42292. */
  42293. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42294. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42295. if (!this._enabled) {
  42296. return;
  42297. }
  42298. if (this._lastFrameTimeMs != null) {
  42299. var dt = timeMs - this._lastFrameTimeMs;
  42300. this._rollingFrameTime.add(dt);
  42301. }
  42302. this._lastFrameTimeMs = timeMs;
  42303. };
  42304. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42305. /**
  42306. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42307. */
  42308. get: function () {
  42309. return this._rollingFrameTime.average;
  42310. },
  42311. enumerable: true,
  42312. configurable: true
  42313. });
  42314. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42315. /**
  42316. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42317. */
  42318. get: function () {
  42319. return this._rollingFrameTime.variance;
  42320. },
  42321. enumerable: true,
  42322. configurable: true
  42323. });
  42324. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42325. /**
  42326. * Returns the frame time of the most recent frame
  42327. */
  42328. get: function () {
  42329. return this._rollingFrameTime.history(0);
  42330. },
  42331. enumerable: true,
  42332. configurable: true
  42333. });
  42334. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42335. /**
  42336. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42337. */
  42338. get: function () {
  42339. return 1000.0 / this._rollingFrameTime.average;
  42340. },
  42341. enumerable: true,
  42342. configurable: true
  42343. });
  42344. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42345. /**
  42346. * Returns the average framerate in frames per second using the most recent frame time
  42347. */
  42348. get: function () {
  42349. var history = this._rollingFrameTime.history(0);
  42350. if (history === 0) {
  42351. return 0;
  42352. }
  42353. return 1000.0 / history;
  42354. },
  42355. enumerable: true,
  42356. configurable: true
  42357. });
  42358. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42359. /**
  42360. * Returns true if enough samples have been taken to completely fill the sliding window
  42361. */
  42362. get: function () {
  42363. return this._rollingFrameTime.isSaturated();
  42364. },
  42365. enumerable: true,
  42366. configurable: true
  42367. });
  42368. /**
  42369. * Enables contributions to the sliding window sample set
  42370. */
  42371. PerformanceMonitor.prototype.enable = function () {
  42372. this._enabled = true;
  42373. };
  42374. /**
  42375. * Disables contributions to the sliding window sample set
  42376. * Samples will not be interpolated over the disabled period
  42377. */
  42378. PerformanceMonitor.prototype.disable = function () {
  42379. this._enabled = false;
  42380. //clear last sample to avoid interpolating over the disabled period when next enabled
  42381. this._lastFrameTimeMs = null;
  42382. };
  42383. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42384. /**
  42385. * Returns true if sampling is enabled
  42386. */
  42387. get: function () {
  42388. return this._enabled;
  42389. },
  42390. enumerable: true,
  42391. configurable: true
  42392. });
  42393. /**
  42394. * Resets performance monitor
  42395. */
  42396. PerformanceMonitor.prototype.reset = function () {
  42397. //clear last sample to avoid interpolating over the disabled period when next enabled
  42398. this._lastFrameTimeMs = null;
  42399. //wipe record
  42400. this._rollingFrameTime.reset();
  42401. };
  42402. return PerformanceMonitor;
  42403. }());
  42404. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42405. /**
  42406. * RollingAverage
  42407. *
  42408. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42409. */
  42410. var RollingAverage = /** @class */ (function () {
  42411. /**
  42412. * constructor
  42413. * @param length The number of samples required to saturate the sliding window
  42414. */
  42415. function RollingAverage(length) {
  42416. this._samples = new Array(length);
  42417. this.reset();
  42418. }
  42419. /**
  42420. * Adds a sample to the sample set
  42421. * @param v The sample value
  42422. */
  42423. RollingAverage.prototype.add = function (v) {
  42424. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42425. var delta;
  42426. //we need to check if we've already wrapped round
  42427. if (this.isSaturated()) {
  42428. //remove bottom of stack from mean
  42429. var bottomValue = this._samples[this._pos];
  42430. delta = bottomValue - this.average;
  42431. this.average -= delta / (this._sampleCount - 1);
  42432. this._m2 -= delta * (bottomValue - this.average);
  42433. }
  42434. else {
  42435. this._sampleCount++;
  42436. }
  42437. //add new value to mean
  42438. delta = v - this.average;
  42439. this.average += delta / (this._sampleCount);
  42440. this._m2 += delta * (v - this.average);
  42441. //set the new variance
  42442. this.variance = this._m2 / (this._sampleCount - 1);
  42443. this._samples[this._pos] = v;
  42444. this._pos++;
  42445. this._pos %= this._samples.length; //positive wrap around
  42446. };
  42447. /**
  42448. * Returns previously added values or null if outside of history or outside the sliding window domain
  42449. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42450. * @return Value previously recorded with add() or null if outside of range
  42451. */
  42452. RollingAverage.prototype.history = function (i) {
  42453. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42454. return 0;
  42455. }
  42456. var i0 = this._wrapPosition(this._pos - 1.0);
  42457. return this._samples[this._wrapPosition(i0 - i)];
  42458. };
  42459. /**
  42460. * Returns true if enough samples have been taken to completely fill the sliding window
  42461. * @return true if sample-set saturated
  42462. */
  42463. RollingAverage.prototype.isSaturated = function () {
  42464. return this._sampleCount >= this._samples.length;
  42465. };
  42466. /**
  42467. * Resets the rolling average (equivalent to 0 samples taken so far)
  42468. */
  42469. RollingAverage.prototype.reset = function () {
  42470. this.average = 0;
  42471. this.variance = 0;
  42472. this._sampleCount = 0;
  42473. this._pos = 0;
  42474. this._m2 = 0;
  42475. };
  42476. /**
  42477. * Wraps a value around the sample range boundaries
  42478. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42479. * @return Wrapped position in sample range
  42480. */
  42481. RollingAverage.prototype._wrapPosition = function (i) {
  42482. var max = this._samples.length;
  42483. return ((i % max) + max) % max;
  42484. };
  42485. return RollingAverage;
  42486. }());
  42487. BABYLON.RollingAverage = RollingAverage;
  42488. })(BABYLON || (BABYLON = {}));
  42489. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42490. var BABYLON;
  42491. (function (BABYLON) {
  42492. /**
  42493. * "Static Class" containing the most commonly used helper while dealing with material for
  42494. * rendering purpose.
  42495. *
  42496. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42497. *
  42498. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42499. */
  42500. var MaterialHelper = /** @class */ (function () {
  42501. function MaterialHelper() {
  42502. }
  42503. /**
  42504. * Bind the current view position to an effect.
  42505. * @param effect The effect to be bound
  42506. * @param scene The scene the eyes position is used from
  42507. */
  42508. MaterialHelper.BindEyePosition = function (effect, scene) {
  42509. if (scene._forcedViewPosition) {
  42510. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42511. return;
  42512. }
  42513. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42514. };
  42515. /**
  42516. * Helps preparing the defines values about the UVs in used in the effect.
  42517. * UVs are shared as much as we can accross channels in the shaders.
  42518. * @param texture The texture we are preparing the UVs for
  42519. * @param defines The defines to update
  42520. * @param key The channel key "diffuse", "specular"... used in the shader
  42521. */
  42522. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42523. defines._needUVs = true;
  42524. defines[key] = true;
  42525. if (texture.getTextureMatrix().isIdentity(true)) {
  42526. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42527. if (texture.coordinatesIndex === 0) {
  42528. defines["MAINUV1"] = true;
  42529. }
  42530. else {
  42531. defines["MAINUV2"] = true;
  42532. }
  42533. }
  42534. else {
  42535. defines[key + "DIRECTUV"] = 0;
  42536. }
  42537. };
  42538. /**
  42539. * Binds a texture matrix value to its corrsponding uniform
  42540. * @param texture The texture to bind the matrix for
  42541. * @param uniformBuffer The uniform buffer receivin the data
  42542. * @param key The channel key "diffuse", "specular"... used in the shader
  42543. */
  42544. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42545. var matrix = texture.getTextureMatrix();
  42546. if (!matrix.isIdentity(true)) {
  42547. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42548. }
  42549. };
  42550. /**
  42551. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42552. * @param mesh defines the current mesh
  42553. * @param scene defines the current scene
  42554. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42555. * @param pointsCloud defines if point cloud rendering has to be turned on
  42556. * @param fogEnabled defines if fog has to be turned on
  42557. * @param alphaTest defines if alpha testing has to be turned on
  42558. * @param defines defines the current list of defines
  42559. */
  42560. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42561. if (defines._areMiscDirty) {
  42562. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42563. defines["POINTSIZE"] = pointsCloud;
  42564. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42565. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42566. defines["ALPHATEST"] = alphaTest;
  42567. }
  42568. };
  42569. /**
  42570. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42571. * @param scene defines the current scene
  42572. * @param engine defines the current engine
  42573. * @param defines specifies the list of active defines
  42574. * @param useInstances defines if instances have to be turned on
  42575. * @param useClipPlane defines if clip plane have to be turned on
  42576. */
  42577. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42578. if (useClipPlane === void 0) { useClipPlane = null; }
  42579. var changed = false;
  42580. var useClipPlane1 = false;
  42581. var useClipPlane2 = false;
  42582. var useClipPlane3 = false;
  42583. var useClipPlane4 = false;
  42584. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42585. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42586. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42587. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42588. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42589. defines["CLIPPLANE"] = useClipPlane1;
  42590. changed = true;
  42591. }
  42592. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42593. defines["CLIPPLANE2"] = useClipPlane2;
  42594. changed = true;
  42595. }
  42596. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42597. defines["CLIPPLANE3"] = useClipPlane3;
  42598. changed = true;
  42599. }
  42600. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42601. defines["CLIPPLANE4"] = useClipPlane4;
  42602. changed = true;
  42603. }
  42604. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42605. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42606. changed = true;
  42607. }
  42608. if (defines["INSTANCES"] !== useInstances) {
  42609. defines["INSTANCES"] = useInstances;
  42610. changed = true;
  42611. }
  42612. if (changed) {
  42613. defines.markAsUnprocessed();
  42614. }
  42615. };
  42616. /**
  42617. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42618. * @param mesh The mesh containing the geometry data we will draw
  42619. * @param defines The defines to update
  42620. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42621. * @param useBones Precise whether bones should be used or not (override mesh info)
  42622. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42623. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42624. * @returns false if defines are considered not dirty and have not been checked
  42625. */
  42626. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42627. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42628. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42629. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42630. return false;
  42631. }
  42632. defines._normals = defines._needNormals;
  42633. defines._uvs = defines._needUVs;
  42634. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42635. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42636. defines["TANGENT"] = true;
  42637. }
  42638. if (defines._needUVs) {
  42639. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42640. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42641. }
  42642. else {
  42643. defines["UV1"] = false;
  42644. defines["UV2"] = false;
  42645. }
  42646. if (useVertexColor) {
  42647. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42648. defines["VERTEXCOLOR"] = hasVertexColors;
  42649. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42650. }
  42651. if (useBones) {
  42652. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42653. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42654. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42655. }
  42656. else {
  42657. defines["NUM_BONE_INFLUENCERS"] = 0;
  42658. defines["BonesPerMesh"] = 0;
  42659. }
  42660. }
  42661. if (useMorphTargets) {
  42662. var manager = mesh.morphTargetManager;
  42663. if (manager) {
  42664. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42665. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42666. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42667. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42668. }
  42669. else {
  42670. defines["MORPHTARGETS_TANGENT"] = false;
  42671. defines["MORPHTARGETS_NORMAL"] = false;
  42672. defines["MORPHTARGETS"] = false;
  42673. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42674. }
  42675. }
  42676. return true;
  42677. };
  42678. /**
  42679. * Prepares the defines related to the light information passed in parameter
  42680. * @param scene The scene we are intending to draw
  42681. * @param mesh The mesh the effect is compiling for
  42682. * @param defines The defines to update
  42683. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42684. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42685. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42686. * @returns true if normals will be required for the rest of the effect
  42687. */
  42688. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42689. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42690. if (disableLighting === void 0) { disableLighting = false; }
  42691. if (!defines._areLightsDirty) {
  42692. return defines._needNormals;
  42693. }
  42694. var lightIndex = 0;
  42695. var needNormals = false;
  42696. var needRebuild = false;
  42697. var lightmapMode = false;
  42698. var shadowEnabled = false;
  42699. var specularEnabled = false;
  42700. if (scene.lightsEnabled && !disableLighting) {
  42701. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42702. var light = _a[_i];
  42703. needNormals = true;
  42704. if (defines["LIGHT" + lightIndex] === undefined) {
  42705. needRebuild = true;
  42706. }
  42707. defines["LIGHT" + lightIndex] = true;
  42708. defines["SPOTLIGHT" + lightIndex] = false;
  42709. defines["HEMILIGHT" + lightIndex] = false;
  42710. defines["POINTLIGHT" + lightIndex] = false;
  42711. defines["DIRLIGHT" + lightIndex] = false;
  42712. light.prepareLightSpecificDefines(defines, lightIndex);
  42713. // FallOff.
  42714. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  42715. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  42716. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  42717. switch (light.falloffType) {
  42718. case BABYLON.Light.FALLOFF_GLTF:
  42719. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  42720. break;
  42721. case BABYLON.Light.FALLOFF_PHYSICAL:
  42722. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  42723. break;
  42724. case BABYLON.Light.FALLOFF_STANDARD:
  42725. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  42726. break;
  42727. }
  42728. // Specular
  42729. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42730. specularEnabled = true;
  42731. }
  42732. // Shadows
  42733. defines["SHADOW" + lightIndex] = false;
  42734. defines["SHADOWPCF" + lightIndex] = false;
  42735. defines["SHADOWPCSS" + lightIndex] = false;
  42736. defines["SHADOWPOISSON" + lightIndex] = false;
  42737. defines["SHADOWESM" + lightIndex] = false;
  42738. defines["SHADOWCUBE" + lightIndex] = false;
  42739. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42740. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42741. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42742. var shadowGenerator = light.getShadowGenerator();
  42743. if (shadowGenerator) {
  42744. var shadowMap = shadowGenerator.getShadowMap();
  42745. if (shadowMap) {
  42746. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  42747. shadowEnabled = true;
  42748. shadowGenerator.prepareDefines(defines, lightIndex);
  42749. }
  42750. }
  42751. }
  42752. }
  42753. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42754. lightmapMode = true;
  42755. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42756. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42757. }
  42758. else {
  42759. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42760. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42761. }
  42762. lightIndex++;
  42763. if (lightIndex === maxSimultaneousLights) {
  42764. break;
  42765. }
  42766. }
  42767. }
  42768. defines["SPECULARTERM"] = specularEnabled;
  42769. defines["SHADOWS"] = shadowEnabled;
  42770. // Resetting all other lights if any
  42771. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  42772. if (defines["LIGHT" + index] !== undefined) {
  42773. defines["LIGHT" + index] = false;
  42774. defines["HEMILIGHT" + lightIndex] = false;
  42775. defines["POINTLIGHT" + lightIndex] = false;
  42776. defines["DIRLIGHT" + lightIndex] = false;
  42777. defines["SPOTLIGHT" + lightIndex] = false;
  42778. defines["SHADOW" + lightIndex] = false;
  42779. }
  42780. }
  42781. var caps = scene.getEngine().getCaps();
  42782. if (defines["SHADOWFLOAT"] === undefined) {
  42783. needRebuild = true;
  42784. }
  42785. defines["SHADOWFLOAT"] = shadowEnabled &&
  42786. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  42787. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  42788. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  42789. if (needRebuild) {
  42790. defines.rebuild();
  42791. }
  42792. return needNormals;
  42793. };
  42794. /**
  42795. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  42796. * that won t be acctive due to defines being turned off.
  42797. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  42798. * @param samplersList The samplers list
  42799. * @param defines The defines helping in the list generation
  42800. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  42801. */
  42802. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  42803. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42804. var uniformsList;
  42805. var uniformBuffersList = null;
  42806. if (uniformsListOrOptions.uniformsNames) {
  42807. var options = uniformsListOrOptions;
  42808. uniformsList = options.uniformsNames;
  42809. uniformBuffersList = options.uniformBuffersNames;
  42810. samplersList = options.samplers;
  42811. defines = options.defines;
  42812. maxSimultaneousLights = options.maxSimultaneousLights;
  42813. }
  42814. else {
  42815. uniformsList = uniformsListOrOptions;
  42816. if (!samplersList) {
  42817. samplersList = [];
  42818. }
  42819. }
  42820. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42821. if (!defines["LIGHT" + lightIndex]) {
  42822. break;
  42823. }
  42824. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  42825. if (uniformBuffersList) {
  42826. uniformBuffersList.push("Light" + lightIndex);
  42827. }
  42828. samplersList.push("shadowSampler" + lightIndex);
  42829. samplersList.push("depthSampler" + lightIndex);
  42830. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  42831. samplersList.push("projectionLightSampler" + lightIndex);
  42832. uniformsList.push("textureProjectionMatrix" + lightIndex);
  42833. }
  42834. }
  42835. if (defines["NUM_MORPH_INFLUENCERS"]) {
  42836. uniformsList.push("morphTargetInfluences");
  42837. }
  42838. };
  42839. /**
  42840. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  42841. * @param defines The defines to update while falling back
  42842. * @param fallbacks The authorized effect fallbacks
  42843. * @param maxSimultaneousLights The maximum number of lights allowed
  42844. * @param rank the current rank of the Effect
  42845. * @returns The newly affected rank
  42846. */
  42847. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  42848. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42849. if (rank === void 0) { rank = 0; }
  42850. var lightFallbackRank = 0;
  42851. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42852. if (!defines["LIGHT" + lightIndex]) {
  42853. break;
  42854. }
  42855. if (lightIndex > 0) {
  42856. lightFallbackRank = rank + lightIndex;
  42857. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  42858. }
  42859. if (!defines["SHADOWS"]) {
  42860. if (defines["SHADOW" + lightIndex]) {
  42861. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  42862. }
  42863. if (defines["SHADOWPCF" + lightIndex]) {
  42864. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  42865. }
  42866. if (defines["SHADOWPCSS" + lightIndex]) {
  42867. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  42868. }
  42869. if (defines["SHADOWPOISSON" + lightIndex]) {
  42870. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  42871. }
  42872. if (defines["SHADOWESM" + lightIndex]) {
  42873. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  42874. }
  42875. }
  42876. }
  42877. return lightFallbackRank++;
  42878. };
  42879. /**
  42880. * Prepares the list of attributes required for morph targets according to the effect defines.
  42881. * @param attribs The current list of supported attribs
  42882. * @param mesh The mesh to prepare the morph targets attributes for
  42883. * @param defines The current Defines of the effect
  42884. */
  42885. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  42886. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  42887. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  42888. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  42889. var manager = mesh.morphTargetManager;
  42890. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  42891. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  42892. for (var index = 0; index < influencers; index++) {
  42893. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  42894. if (normal) {
  42895. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  42896. }
  42897. if (tangent) {
  42898. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  42899. }
  42900. if (attribs.length > maxAttributesCount) {
  42901. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  42902. }
  42903. }
  42904. }
  42905. };
  42906. /**
  42907. * Prepares the list of attributes required for bones according to the effect defines.
  42908. * @param attribs The current list of supported attribs
  42909. * @param mesh The mesh to prepare the bones attributes for
  42910. * @param defines The current Defines of the effect
  42911. * @param fallbacks The current efffect fallback strategy
  42912. */
  42913. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  42914. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  42915. fallbacks.addCPUSkinningFallback(0, mesh);
  42916. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42917. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42918. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  42919. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42920. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  42921. }
  42922. }
  42923. };
  42924. /**
  42925. * Prepares the list of attributes required for instances according to the effect defines.
  42926. * @param attribs The current list of supported attribs
  42927. * @param defines The current Defines of the effect
  42928. */
  42929. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  42930. if (defines["INSTANCES"]) {
  42931. attribs.push("world0");
  42932. attribs.push("world1");
  42933. attribs.push("world2");
  42934. attribs.push("world3");
  42935. }
  42936. };
  42937. /**
  42938. * Binds the light shadow information to the effect for the given mesh.
  42939. * @param light The light containing the generator
  42940. * @param scene The scene the lights belongs to
  42941. * @param mesh The mesh we are binding the information to render
  42942. * @param lightIndex The light index in the effect used to render the mesh
  42943. * @param effect The effect we are binding the data to
  42944. */
  42945. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  42946. if (light.shadowEnabled && mesh.receiveShadows) {
  42947. var shadowGenerator = light.getShadowGenerator();
  42948. if (shadowGenerator) {
  42949. shadowGenerator.bindShadowLight(lightIndex, effect);
  42950. }
  42951. }
  42952. };
  42953. /**
  42954. * Binds the light information to the effect.
  42955. * @param light The light containing the generator
  42956. * @param effect The effect we are binding the data to
  42957. * @param lightIndex The light index in the effect used to render
  42958. */
  42959. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  42960. light.transferToEffect(effect, lightIndex + "");
  42961. };
  42962. /**
  42963. * Binds the lights information from the scene to the effect for the given mesh.
  42964. * @param scene The scene the lights belongs to
  42965. * @param mesh The mesh we are binding the information to render
  42966. * @param effect The effect we are binding the data to
  42967. * @param defines The generated defines for the effect
  42968. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  42969. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  42970. */
  42971. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  42972. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42973. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  42974. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  42975. for (var i = 0; i < len; i++) {
  42976. var light = mesh._lightSources[i];
  42977. var iAsString = i.toString();
  42978. var scaledIntensity = light.getScaledIntensity();
  42979. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  42980. MaterialHelper.BindLightProperties(light, effect, i);
  42981. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  42982. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  42983. if (defines["SPECULARTERM"]) {
  42984. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  42985. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  42986. }
  42987. // Shadows
  42988. if (scene.shadowsEnabled) {
  42989. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  42990. }
  42991. light._uniformBuffer.update();
  42992. }
  42993. };
  42994. /**
  42995. * Binds the fog information from the scene to the effect for the given mesh.
  42996. * @param scene The scene the lights belongs to
  42997. * @param mesh The mesh we are binding the information to render
  42998. * @param effect The effect we are binding the data to
  42999. * @param linearSpace Defines if the fog effect is applied in linear space
  43000. */
  43001. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43002. if (linearSpace === void 0) { linearSpace = false; }
  43003. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43004. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43005. // Convert fog color to linear space if used in a linear space computed shader.
  43006. if (linearSpace) {
  43007. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43008. effect.setColor3("vFogColor", this._tempFogColor);
  43009. }
  43010. else {
  43011. effect.setColor3("vFogColor", scene.fogColor);
  43012. }
  43013. }
  43014. };
  43015. /**
  43016. * Binds the bones information from the mesh to the effect.
  43017. * @param mesh The mesh we are binding the information to render
  43018. * @param effect The effect we are binding the data to
  43019. */
  43020. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43021. if (!effect || !mesh) {
  43022. return;
  43023. }
  43024. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43025. mesh.computeBonesUsingShaders = false;
  43026. }
  43027. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43028. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  43029. if (matrices) {
  43030. effect.setMatrices("mBones", matrices);
  43031. }
  43032. }
  43033. };
  43034. /**
  43035. * Binds the morph targets information from the mesh to the effect.
  43036. * @param abstractMesh The mesh we are binding the information to render
  43037. * @param effect The effect we are binding the data to
  43038. */
  43039. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43040. var manager = abstractMesh.morphTargetManager;
  43041. if (!abstractMesh || !manager) {
  43042. return;
  43043. }
  43044. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43045. };
  43046. /**
  43047. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43048. * @param defines The generated defines used in the effect
  43049. * @param effect The effect we are binding the data to
  43050. * @param scene The scene we are willing to render with logarithmic scale for
  43051. */
  43052. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43053. if (defines["LOGARITHMICDEPTH"]) {
  43054. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43055. }
  43056. };
  43057. /**
  43058. * Binds the clip plane information from the scene to the effect.
  43059. * @param scene The scene the clip plane information are extracted from
  43060. * @param effect The effect we are binding the data to
  43061. */
  43062. MaterialHelper.BindClipPlane = function (effect, scene) {
  43063. if (scene.clipPlane) {
  43064. var clipPlane = scene.clipPlane;
  43065. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43066. }
  43067. if (scene.clipPlane2) {
  43068. var clipPlane = scene.clipPlane2;
  43069. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43070. }
  43071. if (scene.clipPlane3) {
  43072. var clipPlane = scene.clipPlane3;
  43073. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43074. }
  43075. if (scene.clipPlane4) {
  43076. var clipPlane = scene.clipPlane4;
  43077. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43078. }
  43079. };
  43080. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43081. return MaterialHelper;
  43082. }());
  43083. BABYLON.MaterialHelper = MaterialHelper;
  43084. })(BABYLON || (BABYLON = {}));
  43085. //# sourceMappingURL=babylon.materialHelper.js.map
  43086. var BABYLON;
  43087. (function (BABYLON) {
  43088. /**
  43089. * Base class of materials working in push mode in babylon JS
  43090. * @hidden
  43091. */
  43092. var PushMaterial = /** @class */ (function (_super) {
  43093. __extends(PushMaterial, _super);
  43094. function PushMaterial(name, scene) {
  43095. var _this = _super.call(this, name, scene) || this;
  43096. _this._normalMatrix = new BABYLON.Matrix();
  43097. /**
  43098. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43099. * This means that the material can keep using a previous shader while a new one is being compiled.
  43100. * This is mostly used when shader parallel compilation is supported (true by default)
  43101. */
  43102. _this.allowShaderHotSwapping = true;
  43103. _this._storeEffectOnSubMeshes = true;
  43104. return _this;
  43105. }
  43106. PushMaterial.prototype.getEffect = function () {
  43107. return this._activeEffect;
  43108. };
  43109. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43110. if (!mesh) {
  43111. return false;
  43112. }
  43113. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43114. return true;
  43115. }
  43116. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43117. };
  43118. /**
  43119. * Binds the given world matrix to the active effect
  43120. *
  43121. * @param world the matrix to bind
  43122. */
  43123. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43124. this._activeEffect.setMatrix("world", world);
  43125. };
  43126. /**
  43127. * Binds the given normal matrix to the active effect
  43128. *
  43129. * @param normalMatrix the matrix to bind
  43130. */
  43131. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43132. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43133. };
  43134. PushMaterial.prototype.bind = function (world, mesh) {
  43135. if (!mesh) {
  43136. return;
  43137. }
  43138. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43139. };
  43140. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43141. if (effect === void 0) { effect = null; }
  43142. _super.prototype._afterBind.call(this, mesh);
  43143. this.getScene()._cachedEffect = effect;
  43144. };
  43145. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43146. if (visibility === void 0) { visibility = 1; }
  43147. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43148. };
  43149. return PushMaterial;
  43150. }(BABYLON.Material));
  43151. BABYLON.PushMaterial = PushMaterial;
  43152. })(BABYLON || (BABYLON = {}));
  43153. //# sourceMappingURL=babylon.pushMaterial.js.map
  43154. var BABYLON;
  43155. (function (BABYLON) {
  43156. /** @hidden */
  43157. var StandardMaterialDefines = /** @class */ (function (_super) {
  43158. __extends(StandardMaterialDefines, _super);
  43159. function StandardMaterialDefines() {
  43160. var _this = _super.call(this) || this;
  43161. _this.MAINUV1 = false;
  43162. _this.MAINUV2 = false;
  43163. _this.DIFFUSE = false;
  43164. _this.DIFFUSEDIRECTUV = 0;
  43165. _this.AMBIENT = false;
  43166. _this.AMBIENTDIRECTUV = 0;
  43167. _this.OPACITY = false;
  43168. _this.OPACITYDIRECTUV = 0;
  43169. _this.OPACITYRGB = false;
  43170. _this.REFLECTION = false;
  43171. _this.EMISSIVE = false;
  43172. _this.EMISSIVEDIRECTUV = 0;
  43173. _this.SPECULAR = false;
  43174. _this.SPECULARDIRECTUV = 0;
  43175. _this.BUMP = false;
  43176. _this.BUMPDIRECTUV = 0;
  43177. _this.PARALLAX = false;
  43178. _this.PARALLAXOCCLUSION = false;
  43179. _this.SPECULAROVERALPHA = false;
  43180. _this.CLIPPLANE = false;
  43181. _this.CLIPPLANE2 = false;
  43182. _this.CLIPPLANE3 = false;
  43183. _this.CLIPPLANE4 = false;
  43184. _this.ALPHATEST = false;
  43185. _this.DEPTHPREPASS = false;
  43186. _this.ALPHAFROMDIFFUSE = false;
  43187. _this.POINTSIZE = false;
  43188. _this.FOG = false;
  43189. _this.SPECULARTERM = false;
  43190. _this.DIFFUSEFRESNEL = false;
  43191. _this.OPACITYFRESNEL = false;
  43192. _this.REFLECTIONFRESNEL = false;
  43193. _this.REFRACTIONFRESNEL = false;
  43194. _this.EMISSIVEFRESNEL = false;
  43195. _this.FRESNEL = false;
  43196. _this.NORMAL = false;
  43197. _this.UV1 = false;
  43198. _this.UV2 = false;
  43199. _this.VERTEXCOLOR = false;
  43200. _this.VERTEXALPHA = false;
  43201. _this.NUM_BONE_INFLUENCERS = 0;
  43202. _this.BonesPerMesh = 0;
  43203. _this.INSTANCES = false;
  43204. _this.GLOSSINESS = false;
  43205. _this.ROUGHNESS = false;
  43206. _this.EMISSIVEASILLUMINATION = false;
  43207. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43208. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43209. _this.LIGHTMAP = false;
  43210. _this.LIGHTMAPDIRECTUV = 0;
  43211. _this.OBJECTSPACE_NORMALMAP = false;
  43212. _this.USELIGHTMAPASSHADOWMAP = false;
  43213. _this.REFLECTIONMAP_3D = false;
  43214. _this.REFLECTIONMAP_SPHERICAL = false;
  43215. _this.REFLECTIONMAP_PLANAR = false;
  43216. _this.REFLECTIONMAP_CUBIC = false;
  43217. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43218. _this.REFLECTIONMAP_PROJECTION = false;
  43219. _this.REFLECTIONMAP_SKYBOX = false;
  43220. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43221. _this.REFLECTIONMAP_EXPLICIT = false;
  43222. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43223. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43224. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43225. _this.INVERTCUBICMAP = false;
  43226. _this.LOGARITHMICDEPTH = false;
  43227. _this.REFRACTION = false;
  43228. _this.REFRACTIONMAP_3D = false;
  43229. _this.REFLECTIONOVERALPHA = false;
  43230. _this.TWOSIDEDLIGHTING = false;
  43231. _this.SHADOWFLOAT = false;
  43232. _this.MORPHTARGETS = false;
  43233. _this.MORPHTARGETS_NORMAL = false;
  43234. _this.MORPHTARGETS_TANGENT = false;
  43235. _this.NUM_MORPH_INFLUENCERS = 0;
  43236. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43237. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43238. _this.IMAGEPROCESSING = false;
  43239. _this.VIGNETTE = false;
  43240. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43241. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43242. _this.TONEMAPPING = false;
  43243. _this.TONEMAPPING_ACES = false;
  43244. _this.CONTRAST = false;
  43245. _this.COLORCURVES = false;
  43246. _this.COLORGRADING = false;
  43247. _this.COLORGRADING3D = false;
  43248. _this.SAMPLER3DGREENDEPTH = false;
  43249. _this.SAMPLER3DBGRMAP = false;
  43250. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43251. /**
  43252. * If the reflection texture on this material is in linear color space
  43253. * @hidden
  43254. */
  43255. _this.IS_REFLECTION_LINEAR = false;
  43256. /**
  43257. * If the refraction texture on this material is in linear color space
  43258. * @hidden
  43259. */
  43260. _this.IS_REFRACTION_LINEAR = false;
  43261. _this.EXPOSURE = false;
  43262. _this.rebuild();
  43263. return _this;
  43264. }
  43265. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43266. var modes = [
  43267. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43268. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43269. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43270. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43271. ];
  43272. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43273. var mode = modes_1[_i];
  43274. this[mode] = (mode === modeToEnable);
  43275. }
  43276. };
  43277. return StandardMaterialDefines;
  43278. }(BABYLON.MaterialDefines));
  43279. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43280. /**
  43281. * This is the default material used in Babylon. It is the best trade off between quality
  43282. * and performances.
  43283. * @see http://doc.babylonjs.com/babylon101/materials
  43284. */
  43285. var StandardMaterial = /** @class */ (function (_super) {
  43286. __extends(StandardMaterial, _super);
  43287. /**
  43288. * Instantiates a new standard material.
  43289. * This is the default material used in Babylon. It is the best trade off between quality
  43290. * and performances.
  43291. * @see http://doc.babylonjs.com/babylon101/materials
  43292. * @param name Define the name of the material in the scene
  43293. * @param scene Define the scene the material belong to
  43294. */
  43295. function StandardMaterial(name, scene) {
  43296. var _this = _super.call(this, name, scene) || this;
  43297. /**
  43298. * The color of the material lit by the environmental background lighting.
  43299. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43300. */
  43301. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43302. /**
  43303. * The basic color of the material as viewed under a light.
  43304. */
  43305. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43306. /**
  43307. * Define how the color and intensity of the highlight given by the light in the material.
  43308. */
  43309. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43310. /**
  43311. * Define the color of the material as if self lit.
  43312. * This will be mixed in the final result even in the absence of light.
  43313. */
  43314. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43315. /**
  43316. * Defines how sharp are the highlights in the material.
  43317. * The bigger the value the sharper giving a more glossy feeling to the result.
  43318. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43319. */
  43320. _this.specularPower = 64;
  43321. _this._useAlphaFromDiffuseTexture = false;
  43322. _this._useEmissiveAsIllumination = false;
  43323. _this._linkEmissiveWithDiffuse = false;
  43324. _this._useSpecularOverAlpha = false;
  43325. _this._useReflectionOverAlpha = false;
  43326. _this._disableLighting = false;
  43327. _this._useObjectSpaceNormalMap = false;
  43328. _this._useParallax = false;
  43329. _this._useParallaxOcclusion = false;
  43330. /**
  43331. * 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.
  43332. */
  43333. _this.parallaxScaleBias = 0.05;
  43334. _this._roughness = 0;
  43335. /**
  43336. * In case of refraction, define the value of the indice of refraction.
  43337. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43338. */
  43339. _this.indexOfRefraction = 0.98;
  43340. /**
  43341. * Invert the refraction texture alongside the y axis.
  43342. * It can be usefull with procedural textures or probe for instance.
  43343. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43344. */
  43345. _this.invertRefractionY = true;
  43346. /**
  43347. * Defines the alpha limits in alpha test mode.
  43348. */
  43349. _this.alphaCutOff = 0.4;
  43350. _this._useLightmapAsShadowmap = false;
  43351. _this._useReflectionFresnelFromSpecular = false;
  43352. _this._useGlossinessFromSpecularMapAlpha = false;
  43353. _this._maxSimultaneousLights = 4;
  43354. _this._invertNormalMapX = false;
  43355. _this._invertNormalMapY = false;
  43356. _this._twoSidedLighting = false;
  43357. _this._renderTargets = new BABYLON.SmartArray(16);
  43358. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43359. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43360. // Setup the default processing configuration to the scene.
  43361. _this._attachImageProcessingConfiguration(null);
  43362. _this.getRenderTargetTextures = function () {
  43363. _this._renderTargets.reset();
  43364. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43365. _this._renderTargets.push(_this._reflectionTexture);
  43366. }
  43367. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43368. _this._renderTargets.push(_this._refractionTexture);
  43369. }
  43370. return _this._renderTargets;
  43371. };
  43372. return _this;
  43373. }
  43374. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43375. /**
  43376. * Gets the image processing configuration used either in this material.
  43377. */
  43378. get: function () {
  43379. return this._imageProcessingConfiguration;
  43380. },
  43381. /**
  43382. * Sets the Default image processing configuration used either in the this material.
  43383. *
  43384. * If sets to null, the scene one is in use.
  43385. */
  43386. set: function (value) {
  43387. this._attachImageProcessingConfiguration(value);
  43388. // Ensure the effect will be rebuilt.
  43389. this._markAllSubMeshesAsTexturesDirty();
  43390. },
  43391. enumerable: true,
  43392. configurable: true
  43393. });
  43394. /**
  43395. * Attaches a new image processing configuration to the Standard Material.
  43396. * @param configuration
  43397. */
  43398. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43399. var _this = this;
  43400. if (configuration === this._imageProcessingConfiguration) {
  43401. return;
  43402. }
  43403. // Detaches observer.
  43404. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43405. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43406. }
  43407. // Pick the scene configuration if needed.
  43408. if (!configuration) {
  43409. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43410. }
  43411. else {
  43412. this._imageProcessingConfiguration = configuration;
  43413. }
  43414. // Attaches observer.
  43415. if (this._imageProcessingConfiguration) {
  43416. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43417. _this._markAllSubMeshesAsImageProcessingDirty();
  43418. });
  43419. }
  43420. };
  43421. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43422. /**
  43423. * Gets wether the color curves effect is enabled.
  43424. */
  43425. get: function () {
  43426. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43427. },
  43428. /**
  43429. * Sets wether the color curves effect is enabled.
  43430. */
  43431. set: function (value) {
  43432. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43433. },
  43434. enumerable: true,
  43435. configurable: true
  43436. });
  43437. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43438. /**
  43439. * Gets wether the color grading effect is enabled.
  43440. */
  43441. get: function () {
  43442. return this.imageProcessingConfiguration.colorGradingEnabled;
  43443. },
  43444. /**
  43445. * Gets wether the color grading effect is enabled.
  43446. */
  43447. set: function (value) {
  43448. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43449. },
  43450. enumerable: true,
  43451. configurable: true
  43452. });
  43453. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43454. /**
  43455. * Gets wether tonemapping is enabled or not.
  43456. */
  43457. get: function () {
  43458. return this._imageProcessingConfiguration.toneMappingEnabled;
  43459. },
  43460. /**
  43461. * Sets wether tonemapping is enabled or not
  43462. */
  43463. set: function (value) {
  43464. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43465. },
  43466. enumerable: true,
  43467. configurable: true
  43468. });
  43469. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43470. /**
  43471. * The camera exposure used on this material.
  43472. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43473. * This corresponds to a photographic exposure.
  43474. */
  43475. get: function () {
  43476. return this._imageProcessingConfiguration.exposure;
  43477. },
  43478. /**
  43479. * The camera exposure used on this material.
  43480. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43481. * This corresponds to a photographic exposure.
  43482. */
  43483. set: function (value) {
  43484. this._imageProcessingConfiguration.exposure = value;
  43485. },
  43486. enumerable: true,
  43487. configurable: true
  43488. });
  43489. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43490. /**
  43491. * Gets The camera contrast used on this material.
  43492. */
  43493. get: function () {
  43494. return this._imageProcessingConfiguration.contrast;
  43495. },
  43496. /**
  43497. * Sets The camera contrast used on this material.
  43498. */
  43499. set: function (value) {
  43500. this._imageProcessingConfiguration.contrast = value;
  43501. },
  43502. enumerable: true,
  43503. configurable: true
  43504. });
  43505. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43506. /**
  43507. * Gets the Color Grading 2D Lookup Texture.
  43508. */
  43509. get: function () {
  43510. return this._imageProcessingConfiguration.colorGradingTexture;
  43511. },
  43512. /**
  43513. * Sets the Color Grading 2D Lookup Texture.
  43514. */
  43515. set: function (value) {
  43516. this._imageProcessingConfiguration.colorGradingTexture = value;
  43517. },
  43518. enumerable: true,
  43519. configurable: true
  43520. });
  43521. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43522. /**
  43523. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43524. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43525. * 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;
  43526. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43527. */
  43528. get: function () {
  43529. return this._imageProcessingConfiguration.colorCurves;
  43530. },
  43531. /**
  43532. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43533. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43534. * 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;
  43535. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43536. */
  43537. set: function (value) {
  43538. this._imageProcessingConfiguration.colorCurves = value;
  43539. },
  43540. enumerable: true,
  43541. configurable: true
  43542. });
  43543. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43544. /**
  43545. * Gets a boolean indicating that current material needs to register RTT
  43546. */
  43547. get: function () {
  43548. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43549. return true;
  43550. }
  43551. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43552. return true;
  43553. }
  43554. return false;
  43555. },
  43556. enumerable: true,
  43557. configurable: true
  43558. });
  43559. /**
  43560. * Gets the current class name of the material e.g. "StandardMaterial"
  43561. * Mainly use in serialization.
  43562. * @returns the class name
  43563. */
  43564. StandardMaterial.prototype.getClassName = function () {
  43565. return "StandardMaterial";
  43566. };
  43567. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43568. /**
  43569. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43570. * You can try switching to logarithmic depth.
  43571. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43572. */
  43573. get: function () {
  43574. return this._useLogarithmicDepth;
  43575. },
  43576. set: function (value) {
  43577. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43578. this._markAllSubMeshesAsMiscDirty();
  43579. },
  43580. enumerable: true,
  43581. configurable: true
  43582. });
  43583. /**
  43584. * Specifies if the material will require alpha blending
  43585. * @returns a boolean specifying if alpha blending is needed
  43586. */
  43587. StandardMaterial.prototype.needAlphaBlending = function () {
  43588. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43589. };
  43590. /**
  43591. * Specifies if this material should be rendered in alpha test mode
  43592. * @returns a boolean specifying if an alpha test is needed.
  43593. */
  43594. StandardMaterial.prototype.needAlphaTesting = function () {
  43595. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43596. };
  43597. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43598. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43599. };
  43600. /**
  43601. * Get the texture used for alpha test purpose.
  43602. * @returns the diffuse texture in case of the standard material.
  43603. */
  43604. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43605. return this._diffuseTexture;
  43606. };
  43607. /**
  43608. * Get if the submesh is ready to be used and all its information available.
  43609. * Child classes can use it to update shaders
  43610. * @param mesh defines the mesh to check
  43611. * @param subMesh defines which submesh to check
  43612. * @param useInstances specifies that instances should be used
  43613. * @returns a boolean indicating that the submesh is ready or not
  43614. */
  43615. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43616. if (useInstances === void 0) { useInstances = false; }
  43617. if (subMesh.effect && this.isFrozen) {
  43618. if (this._wasPreviouslyReady) {
  43619. return true;
  43620. }
  43621. }
  43622. if (!subMesh._materialDefines) {
  43623. subMesh._materialDefines = new StandardMaterialDefines();
  43624. }
  43625. var scene = this.getScene();
  43626. var defines = subMesh._materialDefines;
  43627. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43628. if (defines._renderId === scene.getRenderId()) {
  43629. return true;
  43630. }
  43631. }
  43632. var engine = scene.getEngine();
  43633. // Lights
  43634. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43635. // Textures
  43636. if (defines._areTexturesDirty) {
  43637. defines._needUVs = false;
  43638. defines.MAINUV1 = false;
  43639. defines.MAINUV2 = false;
  43640. if (scene.texturesEnabled) {
  43641. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43642. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43643. return false;
  43644. }
  43645. else {
  43646. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43647. }
  43648. }
  43649. else {
  43650. defines.DIFFUSE = false;
  43651. }
  43652. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43653. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43654. return false;
  43655. }
  43656. else {
  43657. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43658. }
  43659. }
  43660. else {
  43661. defines.AMBIENT = false;
  43662. }
  43663. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43664. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43665. return false;
  43666. }
  43667. else {
  43668. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43669. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43670. }
  43671. }
  43672. else {
  43673. defines.OPACITY = false;
  43674. }
  43675. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43676. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43677. return false;
  43678. }
  43679. else {
  43680. defines._needNormals = true;
  43681. defines.REFLECTION = true;
  43682. defines.ROUGHNESS = (this._roughness > 0);
  43683. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43684. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43685. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43686. switch (this._reflectionTexture.coordinatesMode) {
  43687. case BABYLON.Texture.EXPLICIT_MODE:
  43688. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43689. break;
  43690. case BABYLON.Texture.PLANAR_MODE:
  43691. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43692. break;
  43693. case BABYLON.Texture.PROJECTION_MODE:
  43694. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43695. break;
  43696. case BABYLON.Texture.SKYBOX_MODE:
  43697. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43698. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  43699. break;
  43700. case BABYLON.Texture.SPHERICAL_MODE:
  43701. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43702. break;
  43703. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43704. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43705. break;
  43706. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43707. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43708. break;
  43709. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43710. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43711. break;
  43712. case BABYLON.Texture.CUBIC_MODE:
  43713. case BABYLON.Texture.INVCUBIC_MODE:
  43714. default:
  43715. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43716. break;
  43717. }
  43718. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43719. }
  43720. }
  43721. else {
  43722. defines.REFLECTION = false;
  43723. }
  43724. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43725. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43726. return false;
  43727. }
  43728. else {
  43729. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43730. }
  43731. }
  43732. else {
  43733. defines.EMISSIVE = false;
  43734. }
  43735. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43736. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43737. return false;
  43738. }
  43739. else {
  43740. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43741. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43742. }
  43743. }
  43744. else {
  43745. defines.LIGHTMAP = false;
  43746. }
  43747. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43748. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43749. return false;
  43750. }
  43751. else {
  43752. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43753. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43754. }
  43755. }
  43756. else {
  43757. defines.SPECULAR = false;
  43758. }
  43759. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43760. // Bump texure can not be not blocking.
  43761. if (!this._bumpTexture.isReady()) {
  43762. return false;
  43763. }
  43764. else {
  43765. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  43766. defines.PARALLAX = this._useParallax;
  43767. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  43768. }
  43769. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  43770. }
  43771. else {
  43772. defines.BUMP = false;
  43773. }
  43774. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43775. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  43776. return false;
  43777. }
  43778. else {
  43779. defines._needUVs = true;
  43780. defines.REFRACTION = true;
  43781. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  43782. }
  43783. }
  43784. else {
  43785. defines.REFRACTION = false;
  43786. }
  43787. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  43788. }
  43789. else {
  43790. defines.DIFFUSE = false;
  43791. defines.AMBIENT = false;
  43792. defines.OPACITY = false;
  43793. defines.REFLECTION = false;
  43794. defines.EMISSIVE = false;
  43795. defines.LIGHTMAP = false;
  43796. defines.BUMP = false;
  43797. defines.REFRACTION = false;
  43798. }
  43799. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  43800. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  43801. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  43802. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  43803. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  43804. }
  43805. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  43806. if (!this._imageProcessingConfiguration.isReady()) {
  43807. return false;
  43808. }
  43809. this._imageProcessingConfiguration.prepareDefines(defines);
  43810. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  43811. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  43812. }
  43813. if (defines._areFresnelDirty) {
  43814. if (StandardMaterial.FresnelEnabled) {
  43815. // Fresnel
  43816. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  43817. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  43818. this._reflectionFresnelParameters) {
  43819. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  43820. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  43821. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  43822. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  43823. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  43824. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  43825. defines._needNormals = true;
  43826. defines.FRESNEL = true;
  43827. }
  43828. }
  43829. else {
  43830. defines.FRESNEL = false;
  43831. }
  43832. }
  43833. // Misc.
  43834. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  43835. // Attribs
  43836. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  43837. // Values that need to be evaluated on every frame
  43838. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  43839. // Get correct effect
  43840. if (defines.isDirty) {
  43841. defines.markAsProcessed();
  43842. // Fallbacks
  43843. var fallbacks = new BABYLON.EffectFallbacks();
  43844. if (defines.REFLECTION) {
  43845. fallbacks.addFallback(0, "REFLECTION");
  43846. }
  43847. if (defines.SPECULAR) {
  43848. fallbacks.addFallback(0, "SPECULAR");
  43849. }
  43850. if (defines.BUMP) {
  43851. fallbacks.addFallback(0, "BUMP");
  43852. }
  43853. if (defines.PARALLAX) {
  43854. fallbacks.addFallback(1, "PARALLAX");
  43855. }
  43856. if (defines.PARALLAXOCCLUSION) {
  43857. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  43858. }
  43859. if (defines.SPECULAROVERALPHA) {
  43860. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  43861. }
  43862. if (defines.FOG) {
  43863. fallbacks.addFallback(1, "FOG");
  43864. }
  43865. if (defines.POINTSIZE) {
  43866. fallbacks.addFallback(0, "POINTSIZE");
  43867. }
  43868. if (defines.LOGARITHMICDEPTH) {
  43869. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  43870. }
  43871. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  43872. if (defines.SPECULARTERM) {
  43873. fallbacks.addFallback(0, "SPECULARTERM");
  43874. }
  43875. if (defines.DIFFUSEFRESNEL) {
  43876. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  43877. }
  43878. if (defines.OPACITYFRESNEL) {
  43879. fallbacks.addFallback(2, "OPACITYFRESNEL");
  43880. }
  43881. if (defines.REFLECTIONFRESNEL) {
  43882. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  43883. }
  43884. if (defines.EMISSIVEFRESNEL) {
  43885. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  43886. }
  43887. if (defines.FRESNEL) {
  43888. fallbacks.addFallback(4, "FRESNEL");
  43889. }
  43890. //Attributes
  43891. var attribs = [BABYLON.VertexBuffer.PositionKind];
  43892. if (defines.NORMAL) {
  43893. attribs.push(BABYLON.VertexBuffer.NormalKind);
  43894. }
  43895. if (defines.UV1) {
  43896. attribs.push(BABYLON.VertexBuffer.UVKind);
  43897. }
  43898. if (defines.UV2) {
  43899. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  43900. }
  43901. if (defines.VERTEXCOLOR) {
  43902. attribs.push(BABYLON.VertexBuffer.ColorKind);
  43903. }
  43904. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  43905. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  43906. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  43907. var shaderName = "default";
  43908. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  43909. "vFogInfos", "vFogColor", "pointSize",
  43910. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  43911. "mBones",
  43912. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  43913. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  43914. "vReflectionPosition", "vReflectionSize",
  43915. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  43916. ];
  43917. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  43918. var uniformBuffers = ["Material", "Scene"];
  43919. if (BABYLON.ImageProcessingConfiguration) {
  43920. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  43921. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  43922. }
  43923. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  43924. uniformsNames: uniforms,
  43925. uniformBuffersNames: uniformBuffers,
  43926. samplers: samplers,
  43927. defines: defines,
  43928. maxSimultaneousLights: this._maxSimultaneousLights
  43929. });
  43930. if (this.customShaderNameResolve) {
  43931. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  43932. }
  43933. var join = defines.toString();
  43934. var previousEffect = subMesh.effect;
  43935. var effect = scene.getEngine().createEffect(shaderName, {
  43936. attributes: attribs,
  43937. uniformsNames: uniforms,
  43938. uniformBuffersNames: uniformBuffers,
  43939. samplers: samplers,
  43940. defines: join,
  43941. fallbacks: fallbacks,
  43942. onCompiled: this.onCompiled,
  43943. onError: this.onError,
  43944. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  43945. }, engine);
  43946. if (effect) {
  43947. // Use previous effect while new one is compiling
  43948. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  43949. effect = previousEffect;
  43950. defines.markAsUnprocessed();
  43951. }
  43952. else {
  43953. scene.resetCachedMaterial();
  43954. subMesh.setEffect(effect, defines);
  43955. this.buildUniformLayout();
  43956. }
  43957. }
  43958. }
  43959. if (!subMesh.effect || !subMesh.effect.isReady()) {
  43960. return false;
  43961. }
  43962. defines._renderId = scene.getRenderId();
  43963. this._wasPreviouslyReady = true;
  43964. return true;
  43965. };
  43966. /**
  43967. * Builds the material UBO layouts.
  43968. * Used internally during the effect preparation.
  43969. */
  43970. StandardMaterial.prototype.buildUniformLayout = function () {
  43971. // Order is important !
  43972. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  43973. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  43974. this._uniformBuffer.addUniform("opacityParts", 4);
  43975. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  43976. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  43977. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  43978. this._uniformBuffer.addUniform("refractionRightColor", 4);
  43979. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  43980. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  43981. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  43982. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  43983. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  43984. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  43985. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  43986. this._uniformBuffer.addUniform("vReflectionSize", 3);
  43987. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  43988. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  43989. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  43990. this._uniformBuffer.addUniform("vBumpInfos", 3);
  43991. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  43992. this._uniformBuffer.addUniform("ambientMatrix", 16);
  43993. this._uniformBuffer.addUniform("opacityMatrix", 16);
  43994. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  43995. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  43996. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  43997. this._uniformBuffer.addUniform("specularMatrix", 16);
  43998. this._uniformBuffer.addUniform("bumpMatrix", 16);
  43999. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44000. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44001. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44002. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44003. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44004. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44005. this._uniformBuffer.addUniform("pointSize", 1);
  44006. this._uniformBuffer.create();
  44007. };
  44008. /**
  44009. * Unbinds the material from the mesh
  44010. */
  44011. StandardMaterial.prototype.unbind = function () {
  44012. if (this._activeEffect) {
  44013. var needFlag = false;
  44014. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44015. this._activeEffect.setTexture("reflection2DSampler", null);
  44016. needFlag = true;
  44017. }
  44018. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44019. this._activeEffect.setTexture("refraction2DSampler", null);
  44020. needFlag = true;
  44021. }
  44022. if (needFlag) {
  44023. this._markAllSubMeshesAsTexturesDirty();
  44024. }
  44025. }
  44026. _super.prototype.unbind.call(this);
  44027. };
  44028. /**
  44029. * Binds the submesh to this material by preparing the effect and shader to draw
  44030. * @param world defines the world transformation matrix
  44031. * @param mesh defines the mesh containing the submesh
  44032. * @param subMesh defines the submesh to bind the material to
  44033. */
  44034. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44035. var scene = this.getScene();
  44036. var defines = subMesh._materialDefines;
  44037. if (!defines) {
  44038. return;
  44039. }
  44040. var effect = subMesh.effect;
  44041. if (!effect) {
  44042. return;
  44043. }
  44044. this._activeEffect = effect;
  44045. // Matrices
  44046. this.bindOnlyWorldMatrix(world);
  44047. // Normal Matrix
  44048. if (defines.OBJECTSPACE_NORMALMAP) {
  44049. world.toNormalMatrix(this._normalMatrix);
  44050. this.bindOnlyNormalMatrix(this._normalMatrix);
  44051. }
  44052. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44053. // Bones
  44054. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44055. if (mustRebind) {
  44056. this._uniformBuffer.bindToEffect(effect, "Material");
  44057. this.bindViewProjection(effect);
  44058. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44059. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44060. // Fresnel
  44061. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44062. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44063. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44064. }
  44065. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44066. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44067. }
  44068. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44069. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44070. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44071. }
  44072. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44073. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44074. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44075. }
  44076. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44077. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44078. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44079. }
  44080. }
  44081. // Textures
  44082. if (scene.texturesEnabled) {
  44083. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44084. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44085. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44086. if (this._diffuseTexture.hasAlpha) {
  44087. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44088. }
  44089. }
  44090. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44091. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44092. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44093. }
  44094. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44095. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44096. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44097. }
  44098. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44099. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44100. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44101. if (this._reflectionTexture.boundingBoxSize) {
  44102. var cubeTexture = this._reflectionTexture;
  44103. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44104. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44105. }
  44106. }
  44107. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44108. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44109. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44110. }
  44111. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44112. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44113. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44114. }
  44115. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44116. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44117. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44118. }
  44119. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44120. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44121. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44122. if (scene._mirroredCameraPosition) {
  44123. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44124. }
  44125. else {
  44126. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44127. }
  44128. }
  44129. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44130. var depth = 1.0;
  44131. if (!this._refractionTexture.isCube) {
  44132. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44133. if (this._refractionTexture.depth) {
  44134. depth = this._refractionTexture.depth;
  44135. }
  44136. }
  44137. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44138. }
  44139. }
  44140. // Point size
  44141. if (this.pointsCloud) {
  44142. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44143. }
  44144. if (defines.SPECULARTERM) {
  44145. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44146. }
  44147. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44148. // Diffuse
  44149. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44150. }
  44151. // Textures
  44152. if (scene.texturesEnabled) {
  44153. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44154. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44155. }
  44156. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44157. effect.setTexture("ambientSampler", this._ambientTexture);
  44158. }
  44159. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44160. effect.setTexture("opacitySampler", this._opacityTexture);
  44161. }
  44162. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44163. if (this._reflectionTexture.isCube) {
  44164. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44165. }
  44166. else {
  44167. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44168. }
  44169. }
  44170. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44171. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44172. }
  44173. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44174. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44175. }
  44176. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44177. effect.setTexture("specularSampler", this._specularTexture);
  44178. }
  44179. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44180. effect.setTexture("bumpSampler", this._bumpTexture);
  44181. }
  44182. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44183. var depth = 1.0;
  44184. if (this._refractionTexture.isCube) {
  44185. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44186. }
  44187. else {
  44188. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44189. }
  44190. }
  44191. }
  44192. // Clip plane
  44193. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44194. // Colors
  44195. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44196. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44197. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44198. }
  44199. if (mustRebind || !this.isFrozen) {
  44200. // Lights
  44201. if (scene.lightsEnabled && !this._disableLighting) {
  44202. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44203. }
  44204. // View
  44205. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44206. this.bindView(effect);
  44207. }
  44208. // Fog
  44209. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44210. // Morph targets
  44211. if (defines.NUM_MORPH_INFLUENCERS) {
  44212. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44213. }
  44214. // Log. depth
  44215. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44216. // image processing
  44217. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44218. this._imageProcessingConfiguration.bind(this._activeEffect);
  44219. }
  44220. }
  44221. this._uniformBuffer.update();
  44222. this._afterBind(mesh, this._activeEffect);
  44223. };
  44224. /**
  44225. * Get the list of animatables in the material.
  44226. * @returns the list of animatables object used in the material
  44227. */
  44228. StandardMaterial.prototype.getAnimatables = function () {
  44229. var results = [];
  44230. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44231. results.push(this._diffuseTexture);
  44232. }
  44233. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44234. results.push(this._ambientTexture);
  44235. }
  44236. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44237. results.push(this._opacityTexture);
  44238. }
  44239. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44240. results.push(this._reflectionTexture);
  44241. }
  44242. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44243. results.push(this._emissiveTexture);
  44244. }
  44245. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44246. results.push(this._specularTexture);
  44247. }
  44248. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44249. results.push(this._bumpTexture);
  44250. }
  44251. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44252. results.push(this._lightmapTexture);
  44253. }
  44254. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44255. results.push(this._refractionTexture);
  44256. }
  44257. return results;
  44258. };
  44259. /**
  44260. * Gets the active textures from the material
  44261. * @returns an array of textures
  44262. */
  44263. StandardMaterial.prototype.getActiveTextures = function () {
  44264. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44265. if (this._diffuseTexture) {
  44266. activeTextures.push(this._diffuseTexture);
  44267. }
  44268. if (this._ambientTexture) {
  44269. activeTextures.push(this._ambientTexture);
  44270. }
  44271. if (this._opacityTexture) {
  44272. activeTextures.push(this._opacityTexture);
  44273. }
  44274. if (this._reflectionTexture) {
  44275. activeTextures.push(this._reflectionTexture);
  44276. }
  44277. if (this._emissiveTexture) {
  44278. activeTextures.push(this._emissiveTexture);
  44279. }
  44280. if (this._specularTexture) {
  44281. activeTextures.push(this._specularTexture);
  44282. }
  44283. if (this._bumpTexture) {
  44284. activeTextures.push(this._bumpTexture);
  44285. }
  44286. if (this._lightmapTexture) {
  44287. activeTextures.push(this._lightmapTexture);
  44288. }
  44289. if (this._refractionTexture) {
  44290. activeTextures.push(this._refractionTexture);
  44291. }
  44292. return activeTextures;
  44293. };
  44294. /**
  44295. * Specifies if the material uses a texture
  44296. * @param texture defines the texture to check against the material
  44297. * @returns a boolean specifying if the material uses the texture
  44298. */
  44299. StandardMaterial.prototype.hasTexture = function (texture) {
  44300. if (_super.prototype.hasTexture.call(this, texture)) {
  44301. return true;
  44302. }
  44303. if (this._diffuseTexture === texture) {
  44304. return true;
  44305. }
  44306. if (this._ambientTexture === texture) {
  44307. return true;
  44308. }
  44309. if (this._opacityTexture === texture) {
  44310. return true;
  44311. }
  44312. if (this._reflectionTexture === texture) {
  44313. return true;
  44314. }
  44315. if (this._emissiveTexture === texture) {
  44316. return true;
  44317. }
  44318. if (this._specularTexture === texture) {
  44319. return true;
  44320. }
  44321. if (this._bumpTexture === texture) {
  44322. return true;
  44323. }
  44324. if (this._lightmapTexture === texture) {
  44325. return true;
  44326. }
  44327. if (this._refractionTexture === texture) {
  44328. return true;
  44329. }
  44330. return false;
  44331. };
  44332. /**
  44333. * Disposes the material
  44334. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44335. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44336. */
  44337. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44338. if (forceDisposeTextures) {
  44339. if (this._diffuseTexture) {
  44340. this._diffuseTexture.dispose();
  44341. }
  44342. if (this._ambientTexture) {
  44343. this._ambientTexture.dispose();
  44344. }
  44345. if (this._opacityTexture) {
  44346. this._opacityTexture.dispose();
  44347. }
  44348. if (this._reflectionTexture) {
  44349. this._reflectionTexture.dispose();
  44350. }
  44351. if (this._emissiveTexture) {
  44352. this._emissiveTexture.dispose();
  44353. }
  44354. if (this._specularTexture) {
  44355. this._specularTexture.dispose();
  44356. }
  44357. if (this._bumpTexture) {
  44358. this._bumpTexture.dispose();
  44359. }
  44360. if (this._lightmapTexture) {
  44361. this._lightmapTexture.dispose();
  44362. }
  44363. if (this._refractionTexture) {
  44364. this._refractionTexture.dispose();
  44365. }
  44366. }
  44367. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44368. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44369. }
  44370. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44371. };
  44372. /**
  44373. * Makes a duplicate of the material, and gives it a new name
  44374. * @param name defines the new name for the duplicated material
  44375. * @returns the cloned material
  44376. */
  44377. StandardMaterial.prototype.clone = function (name) {
  44378. var _this = this;
  44379. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44380. result.name = name;
  44381. result.id = name;
  44382. return result;
  44383. };
  44384. /**
  44385. * Serializes this material in a JSON representation
  44386. * @returns the serialized material object
  44387. */
  44388. StandardMaterial.prototype.serialize = function () {
  44389. return BABYLON.SerializationHelper.Serialize(this);
  44390. };
  44391. /**
  44392. * Creates a standard material from parsed material data
  44393. * @param source defines the JSON represnetation of the material
  44394. * @param scene defines the hosting scene
  44395. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44396. * @returns a new material
  44397. */
  44398. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44399. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44400. };
  44401. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44402. /**
  44403. * Are diffuse textures enabled in the application.
  44404. */
  44405. get: function () {
  44406. return StandardMaterial._DiffuseTextureEnabled;
  44407. },
  44408. set: function (value) {
  44409. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44410. return;
  44411. }
  44412. StandardMaterial._DiffuseTextureEnabled = value;
  44413. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44414. },
  44415. enumerable: true,
  44416. configurable: true
  44417. });
  44418. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44419. /**
  44420. * Are ambient textures enabled in the application.
  44421. */
  44422. get: function () {
  44423. return StandardMaterial._AmbientTextureEnabled;
  44424. },
  44425. set: function (value) {
  44426. if (StandardMaterial._AmbientTextureEnabled === value) {
  44427. return;
  44428. }
  44429. StandardMaterial._AmbientTextureEnabled = value;
  44430. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44431. },
  44432. enumerable: true,
  44433. configurable: true
  44434. });
  44435. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44436. /**
  44437. * Are opacity textures enabled in the application.
  44438. */
  44439. get: function () {
  44440. return StandardMaterial._OpacityTextureEnabled;
  44441. },
  44442. set: function (value) {
  44443. if (StandardMaterial._OpacityTextureEnabled === value) {
  44444. return;
  44445. }
  44446. StandardMaterial._OpacityTextureEnabled = value;
  44447. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44448. },
  44449. enumerable: true,
  44450. configurable: true
  44451. });
  44452. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44453. /**
  44454. * Are reflection textures enabled in the application.
  44455. */
  44456. get: function () {
  44457. return StandardMaterial._ReflectionTextureEnabled;
  44458. },
  44459. set: function (value) {
  44460. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44461. return;
  44462. }
  44463. StandardMaterial._ReflectionTextureEnabled = value;
  44464. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44465. },
  44466. enumerable: true,
  44467. configurable: true
  44468. });
  44469. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44470. /**
  44471. * Are emissive textures enabled in the application.
  44472. */
  44473. get: function () {
  44474. return StandardMaterial._EmissiveTextureEnabled;
  44475. },
  44476. set: function (value) {
  44477. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44478. return;
  44479. }
  44480. StandardMaterial._EmissiveTextureEnabled = value;
  44481. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44482. },
  44483. enumerable: true,
  44484. configurable: true
  44485. });
  44486. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44487. /**
  44488. * Are specular textures enabled in the application.
  44489. */
  44490. get: function () {
  44491. return StandardMaterial._SpecularTextureEnabled;
  44492. },
  44493. set: function (value) {
  44494. if (StandardMaterial._SpecularTextureEnabled === value) {
  44495. return;
  44496. }
  44497. StandardMaterial._SpecularTextureEnabled = value;
  44498. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44499. },
  44500. enumerable: true,
  44501. configurable: true
  44502. });
  44503. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44504. /**
  44505. * Are bump textures enabled in the application.
  44506. */
  44507. get: function () {
  44508. return StandardMaterial._BumpTextureEnabled;
  44509. },
  44510. set: function (value) {
  44511. if (StandardMaterial._BumpTextureEnabled === value) {
  44512. return;
  44513. }
  44514. StandardMaterial._BumpTextureEnabled = value;
  44515. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44516. },
  44517. enumerable: true,
  44518. configurable: true
  44519. });
  44520. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44521. /**
  44522. * Are lightmap textures enabled in the application.
  44523. */
  44524. get: function () {
  44525. return StandardMaterial._LightmapTextureEnabled;
  44526. },
  44527. set: function (value) {
  44528. if (StandardMaterial._LightmapTextureEnabled === value) {
  44529. return;
  44530. }
  44531. StandardMaterial._LightmapTextureEnabled = value;
  44532. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44533. },
  44534. enumerable: true,
  44535. configurable: true
  44536. });
  44537. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44538. /**
  44539. * Are refraction textures enabled in the application.
  44540. */
  44541. get: function () {
  44542. return StandardMaterial._RefractionTextureEnabled;
  44543. },
  44544. set: function (value) {
  44545. if (StandardMaterial._RefractionTextureEnabled === value) {
  44546. return;
  44547. }
  44548. StandardMaterial._RefractionTextureEnabled = value;
  44549. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44550. },
  44551. enumerable: true,
  44552. configurable: true
  44553. });
  44554. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44555. /**
  44556. * Are color grading textures enabled in the application.
  44557. */
  44558. get: function () {
  44559. return StandardMaterial._ColorGradingTextureEnabled;
  44560. },
  44561. set: function (value) {
  44562. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44563. return;
  44564. }
  44565. StandardMaterial._ColorGradingTextureEnabled = value;
  44566. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44567. },
  44568. enumerable: true,
  44569. configurable: true
  44570. });
  44571. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44572. /**
  44573. * Are fresnels enabled in the application.
  44574. */
  44575. get: function () {
  44576. return StandardMaterial._FresnelEnabled;
  44577. },
  44578. set: function (value) {
  44579. if (StandardMaterial._FresnelEnabled === value) {
  44580. return;
  44581. }
  44582. StandardMaterial._FresnelEnabled = value;
  44583. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44584. },
  44585. enumerable: true,
  44586. configurable: true
  44587. });
  44588. // Flags used to enable or disable a type of texture for all Standard Materials
  44589. StandardMaterial._DiffuseTextureEnabled = true;
  44590. StandardMaterial._AmbientTextureEnabled = true;
  44591. StandardMaterial._OpacityTextureEnabled = true;
  44592. StandardMaterial._ReflectionTextureEnabled = true;
  44593. StandardMaterial._EmissiveTextureEnabled = true;
  44594. StandardMaterial._SpecularTextureEnabled = true;
  44595. StandardMaterial._BumpTextureEnabled = true;
  44596. StandardMaterial._LightmapTextureEnabled = true;
  44597. StandardMaterial._RefractionTextureEnabled = true;
  44598. StandardMaterial._ColorGradingTextureEnabled = true;
  44599. StandardMaterial._FresnelEnabled = true;
  44600. __decorate([
  44601. BABYLON.serializeAsTexture("diffuseTexture")
  44602. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44603. __decorate([
  44604. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44605. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44606. __decorate([
  44607. BABYLON.serializeAsTexture("ambientTexture")
  44608. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44609. __decorate([
  44610. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44611. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44612. __decorate([
  44613. BABYLON.serializeAsTexture("opacityTexture")
  44614. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44615. __decorate([
  44616. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44617. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44618. __decorate([
  44619. BABYLON.serializeAsTexture("reflectionTexture")
  44620. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44621. __decorate([
  44622. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44623. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44624. __decorate([
  44625. BABYLON.serializeAsTexture("emissiveTexture")
  44626. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44627. __decorate([
  44628. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44629. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44630. __decorate([
  44631. BABYLON.serializeAsTexture("specularTexture")
  44632. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44633. __decorate([
  44634. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44635. ], StandardMaterial.prototype, "specularTexture", void 0);
  44636. __decorate([
  44637. BABYLON.serializeAsTexture("bumpTexture")
  44638. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44639. __decorate([
  44640. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44641. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44642. __decorate([
  44643. BABYLON.serializeAsTexture("lightmapTexture")
  44644. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44645. __decorate([
  44646. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44647. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44648. __decorate([
  44649. BABYLON.serializeAsTexture("refractionTexture")
  44650. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44651. __decorate([
  44652. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44653. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44654. __decorate([
  44655. BABYLON.serializeAsColor3("ambient")
  44656. ], StandardMaterial.prototype, "ambientColor", void 0);
  44657. __decorate([
  44658. BABYLON.serializeAsColor3("diffuse")
  44659. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44660. __decorate([
  44661. BABYLON.serializeAsColor3("specular")
  44662. ], StandardMaterial.prototype, "specularColor", void 0);
  44663. __decorate([
  44664. BABYLON.serializeAsColor3("emissive")
  44665. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44666. __decorate([
  44667. BABYLON.serialize()
  44668. ], StandardMaterial.prototype, "specularPower", void 0);
  44669. __decorate([
  44670. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44671. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44672. __decorate([
  44673. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44674. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44675. __decorate([
  44676. BABYLON.serialize("useEmissiveAsIllumination")
  44677. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44678. __decorate([
  44679. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44680. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44681. __decorate([
  44682. BABYLON.serialize("linkEmissiveWithDiffuse")
  44683. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44684. __decorate([
  44685. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44686. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44687. __decorate([
  44688. BABYLON.serialize("useSpecularOverAlpha")
  44689. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44690. __decorate([
  44691. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44692. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44693. __decorate([
  44694. BABYLON.serialize("useReflectionOverAlpha")
  44695. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44696. __decorate([
  44697. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44698. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44699. __decorate([
  44700. BABYLON.serialize("disableLighting")
  44701. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44702. __decorate([
  44703. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44704. ], StandardMaterial.prototype, "disableLighting", void 0);
  44705. __decorate([
  44706. BABYLON.serialize("useObjectSpaceNormalMap")
  44707. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44708. __decorate([
  44709. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44710. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44711. __decorate([
  44712. BABYLON.serialize("useParallax")
  44713. ], StandardMaterial.prototype, "_useParallax", void 0);
  44714. __decorate([
  44715. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44716. ], StandardMaterial.prototype, "useParallax", void 0);
  44717. __decorate([
  44718. BABYLON.serialize("useParallaxOcclusion")
  44719. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44720. __decorate([
  44721. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44722. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44723. __decorate([
  44724. BABYLON.serialize()
  44725. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44726. __decorate([
  44727. BABYLON.serialize("roughness")
  44728. ], StandardMaterial.prototype, "_roughness", void 0);
  44729. __decorate([
  44730. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44731. ], StandardMaterial.prototype, "roughness", void 0);
  44732. __decorate([
  44733. BABYLON.serialize()
  44734. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44735. __decorate([
  44736. BABYLON.serialize()
  44737. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44738. __decorate([
  44739. BABYLON.serialize()
  44740. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44741. __decorate([
  44742. BABYLON.serialize("useLightmapAsShadowmap")
  44743. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44744. __decorate([
  44745. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44746. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44747. __decorate([
  44748. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44749. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44750. __decorate([
  44751. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44752. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44753. __decorate([
  44754. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44755. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44756. __decorate([
  44757. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44758. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  44759. __decorate([
  44760. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  44761. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  44762. __decorate([
  44763. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44764. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  44765. __decorate([
  44766. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  44767. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  44768. __decorate([
  44769. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44770. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  44771. __decorate([
  44772. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  44773. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  44774. __decorate([
  44775. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44776. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  44777. __decorate([
  44778. BABYLON.serialize("useReflectionFresnelFromSpecular")
  44779. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  44780. __decorate([
  44781. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44782. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  44783. __decorate([
  44784. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  44785. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  44786. __decorate([
  44787. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44788. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  44789. __decorate([
  44790. BABYLON.serialize("maxSimultaneousLights")
  44791. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  44792. __decorate([
  44793. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44794. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  44795. __decorate([
  44796. BABYLON.serialize("invertNormalMapX")
  44797. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  44798. __decorate([
  44799. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44800. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  44801. __decorate([
  44802. BABYLON.serialize("invertNormalMapY")
  44803. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  44804. __decorate([
  44805. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44806. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  44807. __decorate([
  44808. BABYLON.serialize("twoSidedLighting")
  44809. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  44810. __decorate([
  44811. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44812. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  44813. __decorate([
  44814. BABYLON.serialize()
  44815. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  44816. return StandardMaterial;
  44817. }(BABYLON.PushMaterial));
  44818. BABYLON.StandardMaterial = StandardMaterial;
  44819. })(BABYLON || (BABYLON = {}));
  44820. //# sourceMappingURL=babylon.standardMaterial.js.map
  44821. var BABYLON;
  44822. (function (BABYLON) {
  44823. /**
  44824. * Class representing spherical polynomial coefficients to the 3rd degree
  44825. */
  44826. var SphericalPolynomial = /** @class */ (function () {
  44827. function SphericalPolynomial() {
  44828. /**
  44829. * The x coefficients of the spherical polynomial
  44830. */
  44831. this.x = BABYLON.Vector3.Zero();
  44832. /**
  44833. * The y coefficients of the spherical polynomial
  44834. */
  44835. this.y = BABYLON.Vector3.Zero();
  44836. /**
  44837. * The z coefficients of the spherical polynomial
  44838. */
  44839. this.z = BABYLON.Vector3.Zero();
  44840. /**
  44841. * The xx coefficients of the spherical polynomial
  44842. */
  44843. this.xx = BABYLON.Vector3.Zero();
  44844. /**
  44845. * The yy coefficients of the spherical polynomial
  44846. */
  44847. this.yy = BABYLON.Vector3.Zero();
  44848. /**
  44849. * The zz coefficients of the spherical polynomial
  44850. */
  44851. this.zz = BABYLON.Vector3.Zero();
  44852. /**
  44853. * The xy coefficients of the spherical polynomial
  44854. */
  44855. this.xy = BABYLON.Vector3.Zero();
  44856. /**
  44857. * The yz coefficients of the spherical polynomial
  44858. */
  44859. this.yz = BABYLON.Vector3.Zero();
  44860. /**
  44861. * The zx coefficients of the spherical polynomial
  44862. */
  44863. this.zx = BABYLON.Vector3.Zero();
  44864. }
  44865. /**
  44866. * Adds an ambient color to the spherical polynomial
  44867. * @param color the color to add
  44868. */
  44869. SphericalPolynomial.prototype.addAmbient = function (color) {
  44870. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44871. this.xx = this.xx.add(colorVector);
  44872. this.yy = this.yy.add(colorVector);
  44873. this.zz = this.zz.add(colorVector);
  44874. };
  44875. /**
  44876. * Scales the spherical polynomial by the given amount
  44877. * @param scale the amount to scale
  44878. */
  44879. SphericalPolynomial.prototype.scale = function (scale) {
  44880. this.x = this.x.scale(scale);
  44881. this.y = this.y.scale(scale);
  44882. this.z = this.z.scale(scale);
  44883. this.xx = this.xx.scale(scale);
  44884. this.yy = this.yy.scale(scale);
  44885. this.zz = this.zz.scale(scale);
  44886. this.yz = this.yz.scale(scale);
  44887. this.zx = this.zx.scale(scale);
  44888. this.xy = this.xy.scale(scale);
  44889. };
  44890. /**
  44891. * Gets the spherical polynomial from harmonics
  44892. * @param harmonics the spherical harmonics
  44893. * @returns the spherical polynomial
  44894. */
  44895. SphericalPolynomial.FromHarmonics = function (harmonics) {
  44896. var result = new SphericalPolynomial();
  44897. result.x = harmonics.l11.scale(1.02333);
  44898. result.y = harmonics.l1_1.scale(1.02333);
  44899. result.z = harmonics.l10.scale(1.02333);
  44900. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  44901. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  44902. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  44903. result.yz = harmonics.l2_1.scale(0.858086);
  44904. result.zx = harmonics.l21.scale(0.858086);
  44905. result.xy = harmonics.l2_2.scale(0.858086);
  44906. result.scale(1.0 / Math.PI);
  44907. return result;
  44908. };
  44909. /**
  44910. * Constructs a spherical polynomial from an array.
  44911. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  44912. * @returns the spherical polynomial
  44913. */
  44914. SphericalPolynomial.FromArray = function (data) {
  44915. var sp = new SphericalPolynomial();
  44916. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  44917. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  44918. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  44919. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  44920. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  44921. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  44922. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  44923. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  44924. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  44925. return sp;
  44926. };
  44927. return SphericalPolynomial;
  44928. }());
  44929. BABYLON.SphericalPolynomial = SphericalPolynomial;
  44930. /**
  44931. * Class representing spherical harmonics coefficients to the 3rd degree
  44932. */
  44933. var SphericalHarmonics = /** @class */ (function () {
  44934. function SphericalHarmonics() {
  44935. /**
  44936. * The l0,0 coefficients of the spherical harmonics
  44937. */
  44938. this.l00 = BABYLON.Vector3.Zero();
  44939. /**
  44940. * The l1,-1 coefficients of the spherical harmonics
  44941. */
  44942. this.l1_1 = BABYLON.Vector3.Zero();
  44943. /**
  44944. * The l1,0 coefficients of the spherical harmonics
  44945. */
  44946. this.l10 = BABYLON.Vector3.Zero();
  44947. /**
  44948. * The l1,1 coefficients of the spherical harmonics
  44949. */
  44950. this.l11 = BABYLON.Vector3.Zero();
  44951. /**
  44952. * The l2,-2 coefficients of the spherical harmonics
  44953. */
  44954. this.l2_2 = BABYLON.Vector3.Zero();
  44955. /**
  44956. * The l2,-1 coefficients of the spherical harmonics
  44957. */
  44958. this.l2_1 = BABYLON.Vector3.Zero();
  44959. /**
  44960. * The l2,0 coefficients of the spherical harmonics
  44961. */
  44962. this.l20 = BABYLON.Vector3.Zero();
  44963. /**
  44964. * The l2,1 coefficients of the spherical harmonics
  44965. */
  44966. this.l21 = BABYLON.Vector3.Zero();
  44967. /**
  44968. * The l2,2 coefficients of the spherical harmonics
  44969. */
  44970. this.lL22 = BABYLON.Vector3.Zero();
  44971. }
  44972. /**
  44973. * Adds a light to the spherical harmonics
  44974. * @param direction the direction of the light
  44975. * @param color the color of the light
  44976. * @param deltaSolidAngle the delta solid angle of the light
  44977. */
  44978. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  44979. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44980. var c = colorVector.scale(deltaSolidAngle);
  44981. this.l00 = this.l00.add(c.scale(0.282095));
  44982. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  44983. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  44984. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  44985. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  44986. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  44987. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  44988. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  44989. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  44990. };
  44991. /**
  44992. * Scales the spherical harmonics by the given amount
  44993. * @param scale the amount to scale
  44994. */
  44995. SphericalHarmonics.prototype.scale = function (scale) {
  44996. this.l00 = this.l00.scale(scale);
  44997. this.l1_1 = this.l1_1.scale(scale);
  44998. this.l10 = this.l10.scale(scale);
  44999. this.l11 = this.l11.scale(scale);
  45000. this.l2_2 = this.l2_2.scale(scale);
  45001. this.l2_1 = this.l2_1.scale(scale);
  45002. this.l20 = this.l20.scale(scale);
  45003. this.l21 = this.l21.scale(scale);
  45004. this.lL22 = this.lL22.scale(scale);
  45005. };
  45006. /**
  45007. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45008. *
  45009. * ```
  45010. * E_lm = A_l * L_lm
  45011. * ```
  45012. *
  45013. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45014. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45015. * the scaling factors are given in equation 9.
  45016. */
  45017. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45018. // Constant (Band 0)
  45019. this.l00 = this.l00.scale(3.141593);
  45020. // Linear (Band 1)
  45021. this.l1_1 = this.l1_1.scale(2.094395);
  45022. this.l10 = this.l10.scale(2.094395);
  45023. this.l11 = this.l11.scale(2.094395);
  45024. // Quadratic (Band 2)
  45025. this.l2_2 = this.l2_2.scale(0.785398);
  45026. this.l2_1 = this.l2_1.scale(0.785398);
  45027. this.l20 = this.l20.scale(0.785398);
  45028. this.l21 = this.l21.scale(0.785398);
  45029. this.lL22 = this.lL22.scale(0.785398);
  45030. };
  45031. /**
  45032. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45033. *
  45034. * ```
  45035. * L = (1/pi) * E * rho
  45036. * ```
  45037. *
  45038. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45039. */
  45040. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45041. this.scale(1.0 / Math.PI);
  45042. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45043. // (The pixel shader must apply albedo after texture fetches, etc).
  45044. };
  45045. /**
  45046. * Gets the spherical harmonics from polynomial
  45047. * @param polynomial the spherical polynomial
  45048. * @returns the spherical harmonics
  45049. */
  45050. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45051. var result = new SphericalHarmonics();
  45052. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45053. result.l1_1 = polynomial.y.scale(0.977204);
  45054. result.l10 = polynomial.z.scale(0.977204);
  45055. result.l11 = polynomial.x.scale(0.977204);
  45056. result.l2_2 = polynomial.xy.scale(1.16538);
  45057. result.l2_1 = polynomial.yz.scale(1.16538);
  45058. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45059. result.l21 = polynomial.zx.scale(1.16538);
  45060. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45061. result.scale(Math.PI);
  45062. return result;
  45063. };
  45064. /**
  45065. * Constructs a spherical harmonics from an array.
  45066. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45067. * @returns the spherical harmonics
  45068. */
  45069. SphericalHarmonics.FromArray = function (data) {
  45070. var sh = new SphericalHarmonics();
  45071. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45072. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45073. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45074. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45075. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45076. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45077. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45078. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45079. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45080. return sh;
  45081. };
  45082. return SphericalHarmonics;
  45083. }());
  45084. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45085. })(BABYLON || (BABYLON = {}));
  45086. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45087. var BABYLON;
  45088. (function (BABYLON) {
  45089. var FileFaceOrientation = /** @class */ (function () {
  45090. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45091. this.name = name;
  45092. this.worldAxisForNormal = worldAxisForNormal;
  45093. this.worldAxisForFileX = worldAxisForFileX;
  45094. this.worldAxisForFileY = worldAxisForFileY;
  45095. }
  45096. return FileFaceOrientation;
  45097. }());
  45098. /**
  45099. * Helper class dealing with the extraction of spherical polynomial dataArray
  45100. * from a cube map.
  45101. */
  45102. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45103. function CubeMapToSphericalPolynomialTools() {
  45104. }
  45105. /**
  45106. * Converts a texture to the according Spherical Polynomial data.
  45107. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45108. *
  45109. * @param texture The texture to extract the information from.
  45110. * @return The Spherical Polynomial data.
  45111. */
  45112. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45113. if (!texture.isCube) {
  45114. // Only supports cube Textures currently.
  45115. return null;
  45116. }
  45117. var size = texture.getSize().width;
  45118. var right = texture.readPixels(0);
  45119. var left = texture.readPixels(1);
  45120. var up;
  45121. var down;
  45122. if (texture.isRenderTarget) {
  45123. up = texture.readPixels(3);
  45124. down = texture.readPixels(2);
  45125. }
  45126. else {
  45127. up = texture.readPixels(2);
  45128. down = texture.readPixels(3);
  45129. }
  45130. var front = texture.readPixels(4);
  45131. var back = texture.readPixels(5);
  45132. var gammaSpace = texture.gammaSpace;
  45133. // Always read as RGBA.
  45134. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45135. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45136. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45137. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45138. }
  45139. var cubeInfo = {
  45140. size: size,
  45141. right: right,
  45142. left: left,
  45143. up: up,
  45144. down: down,
  45145. front: front,
  45146. back: back,
  45147. format: format,
  45148. type: type,
  45149. gammaSpace: gammaSpace,
  45150. };
  45151. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45152. };
  45153. /**
  45154. * Converts a cubemap to the according Spherical Polynomial data.
  45155. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45156. *
  45157. * @param cubeInfo The Cube map to extract the information from.
  45158. * @return The Spherical Polynomial data.
  45159. */
  45160. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45161. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45162. var totalSolidAngle = 0.0;
  45163. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45164. var du = 2.0 / cubeInfo.size;
  45165. var dv = du;
  45166. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45167. var minUV = du * 0.5 - 1.0;
  45168. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45169. var fileFace = this.FileFaces[faceIndex];
  45170. var dataArray = cubeInfo[fileFace.name];
  45171. var v = minUV;
  45172. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45173. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45174. // Because SP is still linear, so summation is fine in that basis.
  45175. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45176. for (var y = 0; y < cubeInfo.size; y++) {
  45177. var u = minUV;
  45178. for (var x = 0; x < cubeInfo.size; x++) {
  45179. // World direction (not normalised)
  45180. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45181. worldDirection.normalize();
  45182. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45183. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45184. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45185. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45186. // Handle Integer types.
  45187. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45188. r /= 255;
  45189. g /= 255;
  45190. b /= 255;
  45191. }
  45192. // Handle Gamma space textures.
  45193. if (cubeInfo.gammaSpace) {
  45194. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45195. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45196. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45197. }
  45198. var color = new BABYLON.Color3(r, g, b);
  45199. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45200. totalSolidAngle += deltaSolidAngle;
  45201. u += du;
  45202. }
  45203. v += dv;
  45204. }
  45205. }
  45206. // Solid angle for entire sphere is 4*pi
  45207. var sphereSolidAngle = 4.0 * Math.PI;
  45208. // Adjust the solid angle to allow for how many faces we processed.
  45209. var facesProcessed = 6.0;
  45210. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45211. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45212. // This is needed because the numerical integration over the cube uses a
  45213. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45214. // and also to compensate for accumulative error due to float precision in the summation.
  45215. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45216. sphericalHarmonics.scale(correctionFactor);
  45217. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45218. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45219. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45220. };
  45221. CubeMapToSphericalPolynomialTools.FileFaces = [
  45222. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45223. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45224. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45225. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45226. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45227. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45228. ];
  45229. return CubeMapToSphericalPolynomialTools;
  45230. }());
  45231. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45232. })(BABYLON || (BABYLON = {}));
  45233. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45234. var BABYLON;
  45235. (function (BABYLON) {
  45236. /**
  45237. * Manages the defines for the PBR Material.
  45238. * @hiddenChildren
  45239. */
  45240. var PBRMaterialDefines = /** @class */ (function (_super) {
  45241. __extends(PBRMaterialDefines, _super);
  45242. /**
  45243. * Initializes the PBR Material defines.
  45244. */
  45245. function PBRMaterialDefines() {
  45246. var _this = _super.call(this) || this;
  45247. _this.PBR = true;
  45248. _this.MAINUV1 = false;
  45249. _this.MAINUV2 = false;
  45250. _this.UV1 = false;
  45251. _this.UV2 = false;
  45252. _this.ALBEDO = false;
  45253. _this.ALBEDODIRECTUV = 0;
  45254. _this.VERTEXCOLOR = false;
  45255. _this.AMBIENT = false;
  45256. _this.AMBIENTDIRECTUV = 0;
  45257. _this.AMBIENTINGRAYSCALE = false;
  45258. _this.OPACITY = false;
  45259. _this.VERTEXALPHA = false;
  45260. _this.OPACITYDIRECTUV = 0;
  45261. _this.OPACITYRGB = false;
  45262. _this.ALPHATEST = false;
  45263. _this.DEPTHPREPASS = false;
  45264. _this.ALPHABLEND = false;
  45265. _this.ALPHAFROMALBEDO = false;
  45266. _this.ALPHATESTVALUE = "0.5";
  45267. _this.SPECULAROVERALPHA = false;
  45268. _this.RADIANCEOVERALPHA = false;
  45269. _this.ALPHAFRESNEL = false;
  45270. _this.LINEARALPHAFRESNEL = false;
  45271. _this.PREMULTIPLYALPHA = false;
  45272. _this.EMISSIVE = false;
  45273. _this.EMISSIVEDIRECTUV = 0;
  45274. _this.REFLECTIVITY = false;
  45275. _this.REFLECTIVITYDIRECTUV = 0;
  45276. _this.SPECULARTERM = false;
  45277. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45278. _this.MICROSURFACEAUTOMATIC = false;
  45279. _this.LODBASEDMICROSFURACE = false;
  45280. _this.MICROSURFACEMAP = false;
  45281. _this.MICROSURFACEMAPDIRECTUV = 0;
  45282. _this.METALLICWORKFLOW = false;
  45283. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45284. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45285. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45286. _this.AOSTOREINMETALMAPRED = false;
  45287. _this.ENVIRONMENTBRDF = false;
  45288. _this.NORMAL = false;
  45289. _this.TANGENT = false;
  45290. _this.BUMP = false;
  45291. _this.BUMPDIRECTUV = 0;
  45292. _this.OBJECTSPACE_NORMALMAP = false;
  45293. _this.PARALLAX = false;
  45294. _this.PARALLAXOCCLUSION = false;
  45295. _this.NORMALXYSCALE = true;
  45296. _this.LIGHTMAP = false;
  45297. _this.LIGHTMAPDIRECTUV = 0;
  45298. _this.USELIGHTMAPASSHADOWMAP = false;
  45299. _this.GAMMALIGHTMAP = false;
  45300. _this.REFLECTION = false;
  45301. _this.REFLECTIONMAP_3D = false;
  45302. _this.REFLECTIONMAP_SPHERICAL = false;
  45303. _this.REFLECTIONMAP_PLANAR = false;
  45304. _this.REFLECTIONMAP_CUBIC = false;
  45305. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45306. _this.REFLECTIONMAP_PROJECTION = false;
  45307. _this.REFLECTIONMAP_SKYBOX = false;
  45308. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45309. _this.REFLECTIONMAP_EXPLICIT = false;
  45310. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45311. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45312. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45313. _this.INVERTCUBICMAP = false;
  45314. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45315. _this.USESPHERICALINVERTEX = false;
  45316. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45317. _this.LODINREFLECTIONALPHA = false;
  45318. _this.GAMMAREFLECTION = false;
  45319. _this.RGBDREFLECTION = false;
  45320. _this.RADIANCEOCCLUSION = false;
  45321. _this.HORIZONOCCLUSION = false;
  45322. _this.REFRACTION = false;
  45323. _this.REFRACTIONMAP_3D = false;
  45324. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45325. _this.LODINREFRACTIONALPHA = false;
  45326. _this.GAMMAREFRACTION = false;
  45327. _this.RGBDREFRACTION = false;
  45328. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45329. _this.INSTANCES = false;
  45330. _this.NUM_BONE_INFLUENCERS = 0;
  45331. _this.BonesPerMesh = 0;
  45332. _this.NONUNIFORMSCALING = false;
  45333. _this.MORPHTARGETS = false;
  45334. _this.MORPHTARGETS_NORMAL = false;
  45335. _this.MORPHTARGETS_TANGENT = false;
  45336. _this.NUM_MORPH_INFLUENCERS = 0;
  45337. _this.IMAGEPROCESSING = false;
  45338. _this.VIGNETTE = false;
  45339. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45340. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45341. _this.TONEMAPPING = false;
  45342. _this.TONEMAPPING_ACES = false;
  45343. _this.CONTRAST = false;
  45344. _this.COLORCURVES = false;
  45345. _this.COLORGRADING = false;
  45346. _this.COLORGRADING3D = false;
  45347. _this.SAMPLER3DGREENDEPTH = false;
  45348. _this.SAMPLER3DBGRMAP = false;
  45349. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45350. _this.EXPOSURE = false;
  45351. _this.USEPHYSICALLIGHTFALLOFF = false;
  45352. _this.USEGLTFLIGHTFALLOFF = false;
  45353. _this.TWOSIDEDLIGHTING = false;
  45354. _this.SHADOWFLOAT = false;
  45355. _this.CLIPPLANE = false;
  45356. _this.CLIPPLANE2 = false;
  45357. _this.CLIPPLANE3 = false;
  45358. _this.CLIPPLANE4 = false;
  45359. _this.POINTSIZE = false;
  45360. _this.FOG = false;
  45361. _this.LOGARITHMICDEPTH = false;
  45362. _this.FORCENORMALFORWARD = false;
  45363. _this.SPECULARAA = false;
  45364. _this.UNLIT = false;
  45365. _this.rebuild();
  45366. return _this;
  45367. }
  45368. /**
  45369. * Resets the PBR Material defines.
  45370. */
  45371. PBRMaterialDefines.prototype.reset = function () {
  45372. _super.prototype.reset.call(this);
  45373. this.ALPHATESTVALUE = "0.5";
  45374. this.PBR = true;
  45375. };
  45376. return PBRMaterialDefines;
  45377. }(BABYLON.MaterialDefines));
  45378. /**
  45379. * The Physically based material base class of BJS.
  45380. *
  45381. * This offers the main features of a standard PBR material.
  45382. * For more information, please refer to the documentation :
  45383. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45384. */
  45385. var PBRBaseMaterial = /** @class */ (function (_super) {
  45386. __extends(PBRBaseMaterial, _super);
  45387. /**
  45388. * Instantiates a new PBRMaterial instance.
  45389. *
  45390. * @param name The material name
  45391. * @param scene The scene the material will be use in.
  45392. */
  45393. function PBRBaseMaterial(name, scene) {
  45394. var _this = _super.call(this, name, scene) || this;
  45395. /**
  45396. * Intensity of the direct lights e.g. the four lights available in your scene.
  45397. * This impacts both the direct diffuse and specular highlights.
  45398. */
  45399. _this._directIntensity = 1.0;
  45400. /**
  45401. * Intensity of the emissive part of the material.
  45402. * This helps controlling the emissive effect without modifying the emissive color.
  45403. */
  45404. _this._emissiveIntensity = 1.0;
  45405. /**
  45406. * Intensity of the environment e.g. how much the environment will light the object
  45407. * either through harmonics for rough material or through the refelction for shiny ones.
  45408. */
  45409. _this._environmentIntensity = 1.0;
  45410. /**
  45411. * This is a special control allowing the reduction of the specular highlights coming from the
  45412. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45413. */
  45414. _this._specularIntensity = 1.0;
  45415. /**
  45416. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45417. */
  45418. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45419. /**
  45420. * Debug Control allowing disabling the bump map on this material.
  45421. */
  45422. _this._disableBumpMap = false;
  45423. /**
  45424. * AKA Occlusion Texture Intensity in other nomenclature.
  45425. */
  45426. _this._ambientTextureStrength = 1.0;
  45427. /**
  45428. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45429. * 1 means it completely occludes it
  45430. * 0 mean it has no impact
  45431. */
  45432. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45433. /**
  45434. * The color of a material in ambient lighting.
  45435. */
  45436. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45437. /**
  45438. * AKA Diffuse Color in other nomenclature.
  45439. */
  45440. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45441. /**
  45442. * AKA Specular Color in other nomenclature.
  45443. */
  45444. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45445. /**
  45446. * The color applied when light is reflected from a material.
  45447. */
  45448. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45449. /**
  45450. * The color applied when light is emitted from a material.
  45451. */
  45452. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45453. /**
  45454. * AKA Glossiness in other nomenclature.
  45455. */
  45456. _this._microSurface = 0.9;
  45457. /**
  45458. * source material index of refraction (IOR)' / 'destination material IOR.
  45459. */
  45460. _this._indexOfRefraction = 0.66;
  45461. /**
  45462. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45463. */
  45464. _this._invertRefractionY = false;
  45465. /**
  45466. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45467. * Materials half opaque for instance using refraction could benefit from this control.
  45468. */
  45469. _this._linkRefractionWithTransparency = false;
  45470. /**
  45471. * Specifies that the material will use the light map as a show map.
  45472. */
  45473. _this._useLightmapAsShadowmap = false;
  45474. /**
  45475. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45476. * makes the reflect vector face the model (under horizon).
  45477. */
  45478. _this._useHorizonOcclusion = true;
  45479. /**
  45480. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45481. * too much the area relying on ambient texture to define their ambient occlusion.
  45482. */
  45483. _this._useRadianceOcclusion = true;
  45484. /**
  45485. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45486. */
  45487. _this._useAlphaFromAlbedoTexture = false;
  45488. /**
  45489. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45490. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45491. */
  45492. _this._useSpecularOverAlpha = true;
  45493. /**
  45494. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45495. */
  45496. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45497. /**
  45498. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45499. */
  45500. _this._useRoughnessFromMetallicTextureAlpha = true;
  45501. /**
  45502. * Specifies if the metallic texture contains the roughness information in its green channel.
  45503. */
  45504. _this._useRoughnessFromMetallicTextureGreen = false;
  45505. /**
  45506. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45507. */
  45508. _this._useMetallnessFromMetallicTextureBlue = false;
  45509. /**
  45510. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45511. */
  45512. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45513. /**
  45514. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45515. */
  45516. _this._useAmbientInGrayScale = false;
  45517. /**
  45518. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45519. * The material will try to infer what glossiness each pixel should be.
  45520. */
  45521. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45522. /**
  45523. * Defines the falloff type used in this material.
  45524. * It by default is Physical.
  45525. */
  45526. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45527. /**
  45528. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45529. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45530. */
  45531. _this._useRadianceOverAlpha = true;
  45532. /**
  45533. * Allows using an object space normal map (instead of tangent space).
  45534. */
  45535. _this._useObjectSpaceNormalMap = false;
  45536. /**
  45537. * Allows using the bump map in parallax mode.
  45538. */
  45539. _this._useParallax = false;
  45540. /**
  45541. * Allows using the bump map in parallax occlusion mode.
  45542. */
  45543. _this._useParallaxOcclusion = false;
  45544. /**
  45545. * Controls the scale bias of the parallax mode.
  45546. */
  45547. _this._parallaxScaleBias = 0.05;
  45548. /**
  45549. * If sets to true, disables all the lights affecting the material.
  45550. */
  45551. _this._disableLighting = false;
  45552. /**
  45553. * Number of Simultaneous lights allowed on the material.
  45554. */
  45555. _this._maxSimultaneousLights = 4;
  45556. /**
  45557. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45558. */
  45559. _this._invertNormalMapX = false;
  45560. /**
  45561. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45562. */
  45563. _this._invertNormalMapY = false;
  45564. /**
  45565. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45566. */
  45567. _this._twoSidedLighting = false;
  45568. /**
  45569. * Defines the alpha limits in alpha test mode.
  45570. */
  45571. _this._alphaCutOff = 0.4;
  45572. /**
  45573. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45574. */
  45575. _this._forceAlphaTest = false;
  45576. /**
  45577. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45578. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45579. */
  45580. _this._useAlphaFresnel = false;
  45581. /**
  45582. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45583. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45584. */
  45585. _this._useLinearAlphaFresnel = false;
  45586. /**
  45587. * The transparency mode of the material.
  45588. */
  45589. _this._transparencyMode = null;
  45590. /**
  45591. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45592. * from cos thetav and roughness:
  45593. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45594. */
  45595. _this._environmentBRDFTexture = null;
  45596. /**
  45597. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45598. */
  45599. _this._forceIrradianceInFragment = false;
  45600. /**
  45601. * Force normal to face away from face.
  45602. */
  45603. _this._forceNormalForward = false;
  45604. /**
  45605. * Enables specular anti aliasing in the PBR shader.
  45606. * It will both interacts on the Geometry for analytical and IBL lighting.
  45607. * It also prefilter the roughness map based on the bump values.
  45608. */
  45609. _this._enableSpecularAntiAliasing = false;
  45610. /**
  45611. * Stores the available render targets.
  45612. */
  45613. _this._renderTargets = new BABYLON.SmartArray(16);
  45614. /**
  45615. * Sets the global ambient color for the material used in lighting calculations.
  45616. */
  45617. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45618. /**
  45619. * If set to true, no lighting calculations will be applied.
  45620. */
  45621. _this._unlit = false;
  45622. // Setup the default processing configuration to the scene.
  45623. _this._attachImageProcessingConfiguration(null);
  45624. _this.getRenderTargetTextures = function () {
  45625. _this._renderTargets.reset();
  45626. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45627. _this._renderTargets.push(_this._reflectionTexture);
  45628. }
  45629. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45630. _this._renderTargets.push(_this._refractionTexture);
  45631. }
  45632. return _this._renderTargets;
  45633. };
  45634. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45635. return _this;
  45636. }
  45637. /**
  45638. * Attaches a new image processing configuration to the PBR Material.
  45639. * @param configuration
  45640. */
  45641. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45642. var _this = this;
  45643. if (configuration === this._imageProcessingConfiguration) {
  45644. return;
  45645. }
  45646. // Detaches observer.
  45647. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45648. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45649. }
  45650. // Pick the scene configuration if needed.
  45651. if (!configuration) {
  45652. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45653. }
  45654. else {
  45655. this._imageProcessingConfiguration = configuration;
  45656. }
  45657. // Attaches observer.
  45658. if (this._imageProcessingConfiguration) {
  45659. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  45660. _this._markAllSubMeshesAsImageProcessingDirty();
  45661. });
  45662. }
  45663. };
  45664. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  45665. /**
  45666. * Gets a boolean indicating that current material needs to register RTT
  45667. */
  45668. get: function () {
  45669. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45670. return true;
  45671. }
  45672. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45673. return true;
  45674. }
  45675. return false;
  45676. },
  45677. enumerable: true,
  45678. configurable: true
  45679. });
  45680. /**
  45681. * Gets the name of the material class.
  45682. */
  45683. PBRBaseMaterial.prototype.getClassName = function () {
  45684. return "PBRBaseMaterial";
  45685. };
  45686. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  45687. /**
  45688. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45689. */
  45690. get: function () {
  45691. return this._useLogarithmicDepth;
  45692. },
  45693. /**
  45694. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45695. */
  45696. set: function (value) {
  45697. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  45698. },
  45699. enumerable: true,
  45700. configurable: true
  45701. });
  45702. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  45703. /**
  45704. * Gets the current transparency mode.
  45705. */
  45706. get: function () {
  45707. return this._transparencyMode;
  45708. },
  45709. /**
  45710. * Sets the transparency mode of the material.
  45711. *
  45712. * | Value | Type | Description |
  45713. * | ----- | ----------------------------------- | ----------- |
  45714. * | 0 | OPAQUE | |
  45715. * | 1 | ALPHATEST | |
  45716. * | 2 | ALPHABLEND | |
  45717. * | 3 | ALPHATESTANDBLEND | |
  45718. *
  45719. */
  45720. set: function (value) {
  45721. if (this._transparencyMode === value) {
  45722. return;
  45723. }
  45724. this._transparencyMode = value;
  45725. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  45726. this._markAllSubMeshesAsTexturesAndMiscDirty();
  45727. },
  45728. enumerable: true,
  45729. configurable: true
  45730. });
  45731. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  45732. /**
  45733. * Returns true if alpha blending should be disabled.
  45734. */
  45735. get: function () {
  45736. return (this._linkRefractionWithTransparency ||
  45737. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  45738. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45739. },
  45740. enumerable: true,
  45741. configurable: true
  45742. });
  45743. /**
  45744. * Specifies whether or not this material should be rendered in alpha blend mode.
  45745. */
  45746. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  45747. if (this._disableAlphaBlending) {
  45748. return false;
  45749. }
  45750. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  45751. };
  45752. /**
  45753. * Specifies if the mesh will require alpha blending.
  45754. * @param mesh - BJS mesh.
  45755. */
  45756. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  45757. if (this._disableAlphaBlending) {
  45758. return false;
  45759. }
  45760. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  45761. };
  45762. /**
  45763. * Specifies whether or not this material should be rendered in alpha test mode.
  45764. */
  45765. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  45766. if (this._forceAlphaTest) {
  45767. return true;
  45768. }
  45769. if (this._linkRefractionWithTransparency) {
  45770. return false;
  45771. }
  45772. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45773. };
  45774. /**
  45775. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  45776. */
  45777. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  45778. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  45779. };
  45780. /**
  45781. * Gets the texture used for the alpha test.
  45782. */
  45783. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  45784. return this._albedoTexture;
  45785. };
  45786. /**
  45787. * Specifies that the submesh is ready to be used.
  45788. * @param mesh - BJS mesh.
  45789. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  45790. * @param useInstances - Specifies that instances should be used.
  45791. * @returns - boolean indicating that the submesh is ready or not.
  45792. */
  45793. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  45794. if (subMesh.effect && this.isFrozen) {
  45795. if (this._wasPreviouslyReady) {
  45796. return true;
  45797. }
  45798. }
  45799. if (!subMesh._materialDefines) {
  45800. subMesh._materialDefines = new PBRMaterialDefines();
  45801. }
  45802. var defines = subMesh._materialDefines;
  45803. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  45804. if (defines._renderId === this.getScene().getRenderId()) {
  45805. return true;
  45806. }
  45807. }
  45808. var scene = this.getScene();
  45809. var engine = scene.getEngine();
  45810. if (defines._areTexturesDirty) {
  45811. if (scene.texturesEnabled) {
  45812. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45813. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  45814. return false;
  45815. }
  45816. }
  45817. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45818. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  45819. return false;
  45820. }
  45821. }
  45822. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45823. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  45824. return false;
  45825. }
  45826. }
  45827. var reflectionTexture = this._getReflectionTexture();
  45828. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45829. if (!reflectionTexture.isReadyOrNotBlocking()) {
  45830. return false;
  45831. }
  45832. }
  45833. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45834. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  45835. return false;
  45836. }
  45837. }
  45838. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45839. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  45840. return false;
  45841. }
  45842. }
  45843. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45844. if (this._metallicTexture) {
  45845. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  45846. return false;
  45847. }
  45848. }
  45849. else if (this._reflectivityTexture) {
  45850. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  45851. return false;
  45852. }
  45853. }
  45854. if (this._microSurfaceTexture) {
  45855. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  45856. return false;
  45857. }
  45858. }
  45859. }
  45860. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45861. // Bump texture cannot be not blocking.
  45862. if (!this._bumpTexture.isReady()) {
  45863. return false;
  45864. }
  45865. }
  45866. var refractionTexture = this._getRefractionTexture();
  45867. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45868. if (!refractionTexture.isReadyOrNotBlocking()) {
  45869. return false;
  45870. }
  45871. }
  45872. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45873. // This is blocking.
  45874. if (!this._environmentBRDFTexture.isReady()) {
  45875. return false;
  45876. }
  45877. }
  45878. }
  45879. }
  45880. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  45881. if (!this._imageProcessingConfiguration.isReady()) {
  45882. return false;
  45883. }
  45884. }
  45885. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  45886. mesh.createNormals(true);
  45887. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  45888. }
  45889. var previousEffect = subMesh.effect;
  45890. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  45891. if (effect) {
  45892. // Use previous effect while new one is compiling
  45893. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  45894. effect = previousEffect;
  45895. defines.markAsUnprocessed();
  45896. }
  45897. else {
  45898. scene.resetCachedMaterial();
  45899. subMesh.setEffect(effect, defines);
  45900. this.buildUniformLayout();
  45901. }
  45902. }
  45903. if (!subMesh.effect || !subMesh.effect.isReady()) {
  45904. return false;
  45905. }
  45906. defines._renderId = scene.getRenderId();
  45907. this._wasPreviouslyReady = true;
  45908. return true;
  45909. };
  45910. /**
  45911. * Specifies if the material uses metallic roughness workflow.
  45912. * @returns boolean specifiying if the material uses metallic roughness workflow.
  45913. */
  45914. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  45915. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  45916. return true;
  45917. }
  45918. return false;
  45919. };
  45920. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  45921. if (onCompiled === void 0) { onCompiled = null; }
  45922. if (onError === void 0) { onError = null; }
  45923. if (useInstances === void 0) { useInstances = null; }
  45924. if (useClipPlane === void 0) { useClipPlane = null; }
  45925. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  45926. if (!defines.isDirty) {
  45927. return null;
  45928. }
  45929. defines.markAsProcessed();
  45930. var scene = this.getScene();
  45931. var engine = scene.getEngine();
  45932. // Fallbacks
  45933. var fallbacks = new BABYLON.EffectFallbacks();
  45934. var fallbackRank = 0;
  45935. if (defines.USESPHERICALINVERTEX) {
  45936. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  45937. }
  45938. if (defines.FOG) {
  45939. fallbacks.addFallback(fallbackRank, "FOG");
  45940. }
  45941. if (defines.SPECULARAA) {
  45942. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  45943. }
  45944. if (defines.POINTSIZE) {
  45945. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  45946. }
  45947. if (defines.LOGARITHMICDEPTH) {
  45948. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  45949. }
  45950. if (defines.PARALLAX) {
  45951. fallbacks.addFallback(fallbackRank, "PARALLAX");
  45952. }
  45953. if (defines.PARALLAXOCCLUSION) {
  45954. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  45955. }
  45956. if (defines.ENVIRONMENTBRDF) {
  45957. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  45958. }
  45959. if (defines.TANGENT) {
  45960. fallbacks.addFallback(fallbackRank++, "TANGENT");
  45961. }
  45962. if (defines.BUMP) {
  45963. fallbacks.addFallback(fallbackRank++, "BUMP");
  45964. }
  45965. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  45966. if (defines.SPECULARTERM) {
  45967. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  45968. }
  45969. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  45970. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  45971. }
  45972. if (defines.LIGHTMAP) {
  45973. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  45974. }
  45975. if (defines.NORMAL) {
  45976. fallbacks.addFallback(fallbackRank++, "NORMAL");
  45977. }
  45978. if (defines.AMBIENT) {
  45979. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  45980. }
  45981. if (defines.EMISSIVE) {
  45982. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  45983. }
  45984. if (defines.VERTEXCOLOR) {
  45985. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  45986. }
  45987. if (defines.NUM_BONE_INFLUENCERS > 0) {
  45988. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  45989. }
  45990. if (defines.MORPHTARGETS) {
  45991. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  45992. }
  45993. //Attributes
  45994. var attribs = [BABYLON.VertexBuffer.PositionKind];
  45995. if (defines.NORMAL) {
  45996. attribs.push(BABYLON.VertexBuffer.NormalKind);
  45997. }
  45998. if (defines.TANGENT) {
  45999. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46000. }
  46001. if (defines.UV1) {
  46002. attribs.push(BABYLON.VertexBuffer.UVKind);
  46003. }
  46004. if (defines.UV2) {
  46005. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46006. }
  46007. if (defines.VERTEXCOLOR) {
  46008. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46009. }
  46010. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46011. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46012. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46013. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46014. "vFogInfos", "vFogColor", "pointSize",
  46015. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46016. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46017. "mBones",
  46018. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46019. "vLightingIntensity",
  46020. "logarithmicDepthConstant",
  46021. "vSphericalX", "vSphericalY", "vSphericalZ",
  46022. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46023. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46024. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46025. "vTangentSpaceParams"
  46026. ];
  46027. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46028. "bumpSampler", "lightmapSampler", "opacitySampler",
  46029. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46030. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46031. "microSurfaceSampler", "environmentBrdfSampler"];
  46032. var uniformBuffers = ["Material", "Scene"];
  46033. if (BABYLON.ImageProcessingConfiguration) {
  46034. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46035. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46036. }
  46037. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46038. uniformsNames: uniforms,
  46039. uniformBuffersNames: uniformBuffers,
  46040. samplers: samplers,
  46041. defines: defines,
  46042. maxSimultaneousLights: this._maxSimultaneousLights
  46043. });
  46044. var join = defines.toString();
  46045. return engine.createEffect("pbr", {
  46046. attributes: attribs,
  46047. uniformsNames: uniforms,
  46048. uniformBuffersNames: uniformBuffers,
  46049. samplers: samplers,
  46050. defines: join,
  46051. fallbacks: fallbacks,
  46052. onCompiled: onCompiled,
  46053. onError: onError,
  46054. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46055. }, engine);
  46056. };
  46057. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46058. if (useInstances === void 0) { useInstances = null; }
  46059. if (useClipPlane === void 0) { useClipPlane = null; }
  46060. var scene = this.getScene();
  46061. var engine = scene.getEngine();
  46062. // Lights
  46063. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46064. defines._needNormals = true;
  46065. // Textures
  46066. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46067. if (defines._areTexturesDirty) {
  46068. defines._needUVs = false;
  46069. if (scene.texturesEnabled) {
  46070. if (scene.getEngine().getCaps().textureLOD) {
  46071. defines.LODBASEDMICROSFURACE = true;
  46072. }
  46073. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46074. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46075. }
  46076. else {
  46077. defines.ALBEDO = false;
  46078. }
  46079. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46080. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46081. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46082. }
  46083. else {
  46084. defines.AMBIENT = false;
  46085. }
  46086. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46087. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46088. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46089. }
  46090. else {
  46091. defines.OPACITY = false;
  46092. }
  46093. var reflectionTexture = this._getReflectionTexture();
  46094. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46095. defines.REFLECTION = true;
  46096. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46097. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46098. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46099. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46100. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46101. defines.INVERTCUBICMAP = true;
  46102. }
  46103. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46104. switch (reflectionTexture.coordinatesMode) {
  46105. case BABYLON.Texture.EXPLICIT_MODE:
  46106. defines.REFLECTIONMAP_EXPLICIT = true;
  46107. break;
  46108. case BABYLON.Texture.PLANAR_MODE:
  46109. defines.REFLECTIONMAP_PLANAR = true;
  46110. break;
  46111. case BABYLON.Texture.PROJECTION_MODE:
  46112. defines.REFLECTIONMAP_PROJECTION = true;
  46113. break;
  46114. case BABYLON.Texture.SKYBOX_MODE:
  46115. defines.REFLECTIONMAP_SKYBOX = true;
  46116. break;
  46117. case BABYLON.Texture.SPHERICAL_MODE:
  46118. defines.REFLECTIONMAP_SPHERICAL = true;
  46119. break;
  46120. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46121. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46122. break;
  46123. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46124. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46125. break;
  46126. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46127. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46128. break;
  46129. case BABYLON.Texture.CUBIC_MODE:
  46130. case BABYLON.Texture.INVCUBIC_MODE:
  46131. default:
  46132. defines.REFLECTIONMAP_CUBIC = true;
  46133. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46134. break;
  46135. }
  46136. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46137. if (reflectionTexture.sphericalPolynomial) {
  46138. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46139. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46140. defines.USESPHERICALINVERTEX = false;
  46141. }
  46142. else {
  46143. defines.USESPHERICALINVERTEX = true;
  46144. }
  46145. }
  46146. }
  46147. else {
  46148. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46149. }
  46150. }
  46151. else {
  46152. defines.REFLECTION = false;
  46153. defines.REFLECTIONMAP_3D = false;
  46154. defines.REFLECTIONMAP_SPHERICAL = false;
  46155. defines.REFLECTIONMAP_PLANAR = false;
  46156. defines.REFLECTIONMAP_CUBIC = false;
  46157. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46158. defines.REFLECTIONMAP_PROJECTION = false;
  46159. defines.REFLECTIONMAP_SKYBOX = false;
  46160. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46161. defines.REFLECTIONMAP_EXPLICIT = false;
  46162. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46163. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46164. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46165. defines.INVERTCUBICMAP = false;
  46166. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46167. defines.USESPHERICALINVERTEX = false;
  46168. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46169. defines.LODINREFLECTIONALPHA = false;
  46170. defines.GAMMAREFLECTION = false;
  46171. defines.RGBDREFLECTION = false;
  46172. }
  46173. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46174. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46175. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46176. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46177. }
  46178. else {
  46179. defines.LIGHTMAP = false;
  46180. }
  46181. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46182. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46183. }
  46184. else {
  46185. defines.EMISSIVE = false;
  46186. }
  46187. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46188. if (this._metallicTexture) {
  46189. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46190. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46191. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46192. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46193. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46194. }
  46195. else if (this._reflectivityTexture) {
  46196. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46197. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46198. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46199. }
  46200. else {
  46201. defines.REFLECTIVITY = false;
  46202. }
  46203. if (this._microSurfaceTexture) {
  46204. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46205. }
  46206. else {
  46207. defines.MICROSURFACEMAP = false;
  46208. }
  46209. }
  46210. else {
  46211. defines.REFLECTIVITY = false;
  46212. defines.MICROSURFACEMAP = false;
  46213. }
  46214. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46215. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46216. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46217. defines.PARALLAX = true;
  46218. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46219. }
  46220. else {
  46221. defines.PARALLAX = false;
  46222. }
  46223. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46224. }
  46225. else {
  46226. defines.BUMP = false;
  46227. }
  46228. var refractionTexture = this._getRefractionTexture();
  46229. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46230. defines.REFRACTION = true;
  46231. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46232. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46233. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46234. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46235. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46236. if (this._linkRefractionWithTransparency) {
  46237. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46238. }
  46239. }
  46240. else {
  46241. defines.REFRACTION = false;
  46242. }
  46243. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46244. defines.ENVIRONMENTBRDF = true;
  46245. }
  46246. else {
  46247. defines.ENVIRONMENTBRDF = false;
  46248. }
  46249. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46250. defines.ALPHAFROMALBEDO = true;
  46251. }
  46252. else {
  46253. defines.ALPHAFROMALBEDO = false;
  46254. }
  46255. }
  46256. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46257. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46258. defines.USEPHYSICALLIGHTFALLOFF = false;
  46259. defines.USEGLTFLIGHTFALLOFF = false;
  46260. }
  46261. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46262. defines.USEPHYSICALLIGHTFALLOFF = false;
  46263. defines.USEGLTFLIGHTFALLOFF = true;
  46264. }
  46265. else {
  46266. defines.USEPHYSICALLIGHTFALLOFF = true;
  46267. defines.USEGLTFLIGHTFALLOFF = false;
  46268. }
  46269. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46270. if (!this.backFaceCulling && this._twoSidedLighting) {
  46271. defines.TWOSIDEDLIGHTING = true;
  46272. }
  46273. else {
  46274. defines.TWOSIDEDLIGHTING = false;
  46275. }
  46276. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46277. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46278. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46279. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46280. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46281. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46282. }
  46283. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46284. this._imageProcessingConfiguration.prepareDefines(defines);
  46285. }
  46286. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46287. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46288. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46289. // Misc.
  46290. if (defines._areMiscDirty) {
  46291. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46292. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46293. }
  46294. // Values that need to be evaluated on every frame
  46295. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46296. // Attribs
  46297. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46298. };
  46299. /**
  46300. * Force shader compilation
  46301. */
  46302. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46303. var _this = this;
  46304. var localOptions = __assign({ clipPlane: false }, options);
  46305. var defines = new PBRMaterialDefines();
  46306. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46307. if (effect.isReady()) {
  46308. if (onCompiled) {
  46309. onCompiled(this);
  46310. }
  46311. }
  46312. else {
  46313. effect.onCompileObservable.add(function () {
  46314. if (onCompiled) {
  46315. onCompiled(_this);
  46316. }
  46317. });
  46318. }
  46319. };
  46320. /**
  46321. * Initializes the uniform buffer layout for the shader.
  46322. */
  46323. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46324. // Order is important !
  46325. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46326. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46327. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46328. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46329. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46330. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46331. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46332. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46333. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46334. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46335. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46336. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46337. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46338. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46339. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46340. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46341. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46342. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46343. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46344. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46345. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46346. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46347. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46348. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46349. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46350. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46351. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46352. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46353. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46354. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46355. this._uniformBuffer.addUniform("pointSize", 1);
  46356. this._uniformBuffer.create();
  46357. };
  46358. /**
  46359. * Unbinds the textures.
  46360. */
  46361. PBRBaseMaterial.prototype.unbind = function () {
  46362. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46363. this._uniformBuffer.setTexture("reflectionSampler", null);
  46364. }
  46365. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46366. this._uniformBuffer.setTexture("refractionSampler", null);
  46367. }
  46368. _super.prototype.unbind.call(this);
  46369. };
  46370. /**
  46371. * Binds the submesh data.
  46372. * @param world - The world matrix.
  46373. * @param mesh - The BJS mesh.
  46374. * @param subMesh - A submesh of the BJS mesh.
  46375. */
  46376. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46377. var scene = this.getScene();
  46378. var defines = subMesh._materialDefines;
  46379. if (!defines) {
  46380. return;
  46381. }
  46382. var effect = subMesh.effect;
  46383. if (!effect) {
  46384. return;
  46385. }
  46386. this._activeEffect = effect;
  46387. // Matrices
  46388. this.bindOnlyWorldMatrix(world);
  46389. // Normal Matrix
  46390. if (defines.OBJECTSPACE_NORMALMAP) {
  46391. world.toNormalMatrix(this._normalMatrix);
  46392. this.bindOnlyNormalMatrix(this._normalMatrix);
  46393. }
  46394. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46395. // Bones
  46396. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46397. var reflectionTexture = null;
  46398. if (mustRebind) {
  46399. this._uniformBuffer.bindToEffect(effect, "Material");
  46400. this.bindViewProjection(effect);
  46401. reflectionTexture = this._getReflectionTexture();
  46402. var refractionTexture = this._getRefractionTexture();
  46403. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46404. // Texture uniforms
  46405. if (scene.texturesEnabled) {
  46406. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46407. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46408. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46409. }
  46410. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46411. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46412. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46413. }
  46414. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46415. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46416. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46417. }
  46418. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46419. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46420. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46421. if (reflectionTexture.boundingBoxSize) {
  46422. var cubeTexture = reflectionTexture;
  46423. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46424. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46425. }
  46426. var polynomials = reflectionTexture.sphericalPolynomial;
  46427. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46428. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46429. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46430. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46431. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46432. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46433. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46434. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46435. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46436. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46437. }
  46438. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46439. }
  46440. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46441. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46442. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46443. }
  46444. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46445. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46446. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46447. }
  46448. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46449. if (this._metallicTexture) {
  46450. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46451. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46452. }
  46453. else if (this._reflectivityTexture) {
  46454. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46455. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46456. }
  46457. if (this._microSurfaceTexture) {
  46458. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46459. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46460. }
  46461. }
  46462. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46463. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46464. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46465. if (scene._mirroredCameraPosition) {
  46466. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46467. }
  46468. else {
  46469. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46470. }
  46471. }
  46472. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46473. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46474. var depth = 1.0;
  46475. if (!refractionTexture.isCube) {
  46476. if (refractionTexture.depth) {
  46477. depth = refractionTexture.depth;
  46478. }
  46479. }
  46480. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46481. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46482. }
  46483. }
  46484. // Point size
  46485. if (this.pointsCloud) {
  46486. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46487. }
  46488. // Colors
  46489. if (defines.METALLICWORKFLOW) {
  46490. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46491. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46492. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46493. }
  46494. else {
  46495. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46496. }
  46497. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46498. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46499. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46500. // Misc
  46501. this._lightingInfos.x = this._directIntensity;
  46502. this._lightingInfos.y = this._emissiveIntensity;
  46503. this._lightingInfos.z = this._environmentIntensity;
  46504. this._lightingInfos.w = this._specularIntensity;
  46505. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46506. }
  46507. // Textures
  46508. if (scene.texturesEnabled) {
  46509. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46510. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46511. }
  46512. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46513. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46514. }
  46515. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46516. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46517. }
  46518. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46519. if (defines.LODBASEDMICROSFURACE) {
  46520. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46521. }
  46522. else {
  46523. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46524. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46525. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46526. }
  46527. }
  46528. if (defines.ENVIRONMENTBRDF) {
  46529. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46530. }
  46531. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46532. if (defines.LODBASEDMICROSFURACE) {
  46533. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46534. }
  46535. else {
  46536. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46537. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46538. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46539. }
  46540. }
  46541. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46542. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46543. }
  46544. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46545. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46546. }
  46547. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46548. if (this._metallicTexture) {
  46549. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46550. }
  46551. else if (this._reflectivityTexture) {
  46552. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46553. }
  46554. if (this._microSurfaceTexture) {
  46555. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46556. }
  46557. }
  46558. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46559. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46560. }
  46561. }
  46562. // Clip plane
  46563. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46564. // Colors
  46565. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46566. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46567. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46568. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46569. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46570. }
  46571. if (mustRebind || !this.isFrozen) {
  46572. // Lights
  46573. if (scene.lightsEnabled && !this._disableLighting) {
  46574. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46575. }
  46576. // View
  46577. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46578. this.bindView(effect);
  46579. }
  46580. // Fog
  46581. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46582. // Morph targets
  46583. if (defines.NUM_MORPH_INFLUENCERS) {
  46584. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46585. }
  46586. // image processing
  46587. this._imageProcessingConfiguration.bind(this._activeEffect);
  46588. // Log. depth
  46589. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46590. }
  46591. this._uniformBuffer.update();
  46592. this._afterBind(mesh, this._activeEffect);
  46593. };
  46594. /**
  46595. * Returns the animatable textures.
  46596. * @returns - Array of animatable textures.
  46597. */
  46598. PBRBaseMaterial.prototype.getAnimatables = function () {
  46599. var results = [];
  46600. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46601. results.push(this._albedoTexture);
  46602. }
  46603. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46604. results.push(this._ambientTexture);
  46605. }
  46606. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46607. results.push(this._opacityTexture);
  46608. }
  46609. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46610. results.push(this._reflectionTexture);
  46611. }
  46612. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46613. results.push(this._emissiveTexture);
  46614. }
  46615. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46616. results.push(this._metallicTexture);
  46617. }
  46618. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46619. results.push(this._reflectivityTexture);
  46620. }
  46621. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46622. results.push(this._bumpTexture);
  46623. }
  46624. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46625. results.push(this._lightmapTexture);
  46626. }
  46627. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46628. results.push(this._refractionTexture);
  46629. }
  46630. return results;
  46631. };
  46632. /**
  46633. * Returns the texture used for reflections.
  46634. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46635. */
  46636. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46637. if (this._reflectionTexture) {
  46638. return this._reflectionTexture;
  46639. }
  46640. return this.getScene().environmentTexture;
  46641. };
  46642. /**
  46643. * Returns the texture used for refraction or null if none is used.
  46644. * @returns - Refection texture if present. If no refraction texture and refraction
  46645. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46646. */
  46647. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46648. if (this._refractionTexture) {
  46649. return this._refractionTexture;
  46650. }
  46651. if (this._linkRefractionWithTransparency) {
  46652. return this.getScene().environmentTexture;
  46653. }
  46654. return null;
  46655. };
  46656. /**
  46657. * Disposes the resources of the material.
  46658. * @param forceDisposeEffect - Forces the disposal of effects.
  46659. * @param forceDisposeTextures - Forces the disposal of all textures.
  46660. */
  46661. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  46662. if (forceDisposeTextures) {
  46663. if (this._albedoTexture) {
  46664. this._albedoTexture.dispose();
  46665. }
  46666. if (this._ambientTexture) {
  46667. this._ambientTexture.dispose();
  46668. }
  46669. if (this._opacityTexture) {
  46670. this._opacityTexture.dispose();
  46671. }
  46672. if (this._reflectionTexture) {
  46673. this._reflectionTexture.dispose();
  46674. }
  46675. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  46676. this._environmentBRDFTexture.dispose();
  46677. }
  46678. if (this._emissiveTexture) {
  46679. this._emissiveTexture.dispose();
  46680. }
  46681. if (this._metallicTexture) {
  46682. this._metallicTexture.dispose();
  46683. }
  46684. if (this._reflectivityTexture) {
  46685. this._reflectivityTexture.dispose();
  46686. }
  46687. if (this._bumpTexture) {
  46688. this._bumpTexture.dispose();
  46689. }
  46690. if (this._lightmapTexture) {
  46691. this._lightmapTexture.dispose();
  46692. }
  46693. if (this._refractionTexture) {
  46694. this._refractionTexture.dispose();
  46695. }
  46696. }
  46697. this._renderTargets.dispose();
  46698. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46699. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46700. }
  46701. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  46702. };
  46703. /**
  46704. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  46705. */
  46706. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  46707. /**
  46708. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  46709. * to enhance interoperability with other engines.
  46710. */
  46711. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  46712. /**
  46713. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  46714. * to enhance interoperability with other materials.
  46715. */
  46716. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  46717. /**
  46718. * Stores the reflectivity values based on metallic roughness workflow.
  46719. */
  46720. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  46721. __decorate([
  46722. BABYLON.serializeAsImageProcessingConfiguration()
  46723. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  46724. __decorate([
  46725. BABYLON.serialize()
  46726. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  46727. __decorate([
  46728. BABYLON.serialize()
  46729. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  46730. return PBRBaseMaterial;
  46731. }(BABYLON.PushMaterial));
  46732. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  46733. })(BABYLON || (BABYLON = {}));
  46734. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  46735. var BABYLON;
  46736. (function (BABYLON) {
  46737. /**
  46738. * The Physically based simple base material of BJS.
  46739. *
  46740. * This enables better naming and convention enforcements on top of the pbrMaterial.
  46741. * It is used as the base class for both the specGloss and metalRough conventions.
  46742. */
  46743. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  46744. __extends(PBRBaseSimpleMaterial, _super);
  46745. /**
  46746. * Instantiates a new PBRMaterial instance.
  46747. *
  46748. * @param name The material name
  46749. * @param scene The scene the material will be use in.
  46750. */
  46751. function PBRBaseSimpleMaterial(name, scene) {
  46752. var _this = _super.call(this, name, scene) || this;
  46753. /**
  46754. * Number of Simultaneous lights allowed on the material.
  46755. */
  46756. _this.maxSimultaneousLights = 4;
  46757. /**
  46758. * If sets to true, disables all the lights affecting the material.
  46759. */
  46760. _this.disableLighting = false;
  46761. /**
  46762. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  46763. */
  46764. _this.invertNormalMapX = false;
  46765. /**
  46766. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  46767. */
  46768. _this.invertNormalMapY = false;
  46769. /**
  46770. * Emissivie color used to self-illuminate the model.
  46771. */
  46772. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46773. /**
  46774. * Occlusion Channel Strenght.
  46775. */
  46776. _this.occlusionStrength = 1.0;
  46777. /**
  46778. * If true, the light map contains occlusion information instead of lighting info.
  46779. */
  46780. _this.useLightmapAsShadowmap = false;
  46781. _this._useAlphaFromAlbedoTexture = true;
  46782. _this._useAmbientInGrayScale = true;
  46783. return _this;
  46784. }
  46785. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  46786. /**
  46787. * Gets the current double sided mode.
  46788. */
  46789. get: function () {
  46790. return this._twoSidedLighting;
  46791. },
  46792. /**
  46793. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46794. */
  46795. set: function (value) {
  46796. if (this._twoSidedLighting === value) {
  46797. return;
  46798. }
  46799. this._twoSidedLighting = value;
  46800. this.backFaceCulling = !value;
  46801. this._markAllSubMeshesAsTexturesDirty();
  46802. },
  46803. enumerable: true,
  46804. configurable: true
  46805. });
  46806. /**
  46807. * Return the active textures of the material.
  46808. */
  46809. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  46810. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46811. if (this.environmentTexture) {
  46812. activeTextures.push(this.environmentTexture);
  46813. }
  46814. if (this.normalTexture) {
  46815. activeTextures.push(this.normalTexture);
  46816. }
  46817. if (this.emissiveTexture) {
  46818. activeTextures.push(this.emissiveTexture);
  46819. }
  46820. if (this.occlusionTexture) {
  46821. activeTextures.push(this.occlusionTexture);
  46822. }
  46823. if (this.lightmapTexture) {
  46824. activeTextures.push(this.lightmapTexture);
  46825. }
  46826. return activeTextures;
  46827. };
  46828. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  46829. if (_super.prototype.hasTexture.call(this, texture)) {
  46830. return true;
  46831. }
  46832. if (this.lightmapTexture === texture) {
  46833. return true;
  46834. }
  46835. return false;
  46836. };
  46837. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  46838. return "PBRBaseSimpleMaterial";
  46839. };
  46840. __decorate([
  46841. BABYLON.serialize(),
  46842. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46843. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  46844. __decorate([
  46845. BABYLON.serialize(),
  46846. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46847. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  46848. __decorate([
  46849. BABYLON.serializeAsTexture(),
  46850. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  46851. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  46852. __decorate([
  46853. BABYLON.serialize(),
  46854. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46855. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  46856. __decorate([
  46857. BABYLON.serialize(),
  46858. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46859. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  46860. __decorate([
  46861. BABYLON.serializeAsTexture(),
  46862. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  46863. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  46864. __decorate([
  46865. BABYLON.serializeAsColor3("emissive"),
  46866. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46867. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  46868. __decorate([
  46869. BABYLON.serializeAsTexture(),
  46870. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46871. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  46872. __decorate([
  46873. BABYLON.serialize(),
  46874. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  46875. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  46876. __decorate([
  46877. BABYLON.serializeAsTexture(),
  46878. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  46879. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  46880. __decorate([
  46881. BABYLON.serialize(),
  46882. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  46883. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  46884. __decorate([
  46885. BABYLON.serialize()
  46886. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  46887. __decorate([
  46888. BABYLON.serializeAsTexture(),
  46889. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  46890. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  46891. __decorate([
  46892. BABYLON.serialize(),
  46893. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46894. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  46895. return PBRBaseSimpleMaterial;
  46896. }(BABYLON.PBRBaseMaterial));
  46897. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  46898. })(BABYLON || (BABYLON = {}));
  46899. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  46900. var BABYLON;
  46901. (function (BABYLON) {
  46902. /**
  46903. * The Physically based material of BJS.
  46904. *
  46905. * This offers the main features of a standard PBR material.
  46906. * For more information, please refer to the documentation :
  46907. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46908. */
  46909. var PBRMaterial = /** @class */ (function (_super) {
  46910. __extends(PBRMaterial, _super);
  46911. /**
  46912. * Instantiates a new PBRMaterial instance.
  46913. *
  46914. * @param name The material name
  46915. * @param scene The scene the material will be use in.
  46916. */
  46917. function PBRMaterial(name, scene) {
  46918. var _this = _super.call(this, name, scene) || this;
  46919. /**
  46920. * Intensity of the direct lights e.g. the four lights available in your scene.
  46921. * This impacts both the direct diffuse and specular highlights.
  46922. */
  46923. _this.directIntensity = 1.0;
  46924. /**
  46925. * Intensity of the emissive part of the material.
  46926. * This helps controlling the emissive effect without modifying the emissive color.
  46927. */
  46928. _this.emissiveIntensity = 1.0;
  46929. /**
  46930. * Intensity of the environment e.g. how much the environment will light the object
  46931. * either through harmonics for rough material or through the refelction for shiny ones.
  46932. */
  46933. _this.environmentIntensity = 1.0;
  46934. /**
  46935. * This is a special control allowing the reduction of the specular highlights coming from the
  46936. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46937. */
  46938. _this.specularIntensity = 1.0;
  46939. /**
  46940. * Debug Control allowing disabling the bump map on this material.
  46941. */
  46942. _this.disableBumpMap = false;
  46943. /**
  46944. * AKA Occlusion Texture Intensity in other nomenclature.
  46945. */
  46946. _this.ambientTextureStrength = 1.0;
  46947. /**
  46948. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46949. * 1 means it completely occludes it
  46950. * 0 mean it has no impact
  46951. */
  46952. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46953. /**
  46954. * The color of a material in ambient lighting.
  46955. */
  46956. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  46957. /**
  46958. * AKA Diffuse Color in other nomenclature.
  46959. */
  46960. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  46961. /**
  46962. * AKA Specular Color in other nomenclature.
  46963. */
  46964. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46965. /**
  46966. * The color reflected from the material.
  46967. */
  46968. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  46969. /**
  46970. * The color emitted from the material.
  46971. */
  46972. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46973. /**
  46974. * AKA Glossiness in other nomenclature.
  46975. */
  46976. _this.microSurface = 1.0;
  46977. /**
  46978. * source material index of refraction (IOR)' / 'destination material IOR.
  46979. */
  46980. _this.indexOfRefraction = 0.66;
  46981. /**
  46982. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  46983. */
  46984. _this.invertRefractionY = false;
  46985. /**
  46986. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46987. * Materials half opaque for instance using refraction could benefit from this control.
  46988. */
  46989. _this.linkRefractionWithTransparency = false;
  46990. /**
  46991. * If true, the light map contains occlusion information instead of lighting info.
  46992. */
  46993. _this.useLightmapAsShadowmap = false;
  46994. /**
  46995. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46996. */
  46997. _this.useAlphaFromAlbedoTexture = false;
  46998. /**
  46999. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47000. */
  47001. _this.forceAlphaTest = false;
  47002. /**
  47003. * Defines the alpha limits in alpha test mode.
  47004. */
  47005. _this.alphaCutOff = 0.4;
  47006. /**
  47007. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47008. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47009. */
  47010. _this.useSpecularOverAlpha = true;
  47011. /**
  47012. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47013. */
  47014. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47015. /**
  47016. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47017. */
  47018. _this.useRoughnessFromMetallicTextureAlpha = true;
  47019. /**
  47020. * Specifies if the metallic texture contains the roughness information in its green channel.
  47021. */
  47022. _this.useRoughnessFromMetallicTextureGreen = false;
  47023. /**
  47024. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47025. */
  47026. _this.useMetallnessFromMetallicTextureBlue = false;
  47027. /**
  47028. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47029. */
  47030. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47031. /**
  47032. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47033. */
  47034. _this.useAmbientInGrayScale = false;
  47035. /**
  47036. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47037. * The material will try to infer what glossiness each pixel should be.
  47038. */
  47039. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47040. /**
  47041. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47042. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47043. */
  47044. _this.useRadianceOverAlpha = true;
  47045. /**
  47046. * Allows using an object space normal map (instead of tangent space).
  47047. */
  47048. _this.useObjectSpaceNormalMap = false;
  47049. /**
  47050. * Allows using the bump map in parallax mode.
  47051. */
  47052. _this.useParallax = false;
  47053. /**
  47054. * Allows using the bump map in parallax occlusion mode.
  47055. */
  47056. _this.useParallaxOcclusion = false;
  47057. /**
  47058. * Controls the scale bias of the parallax mode.
  47059. */
  47060. _this.parallaxScaleBias = 0.05;
  47061. /**
  47062. * If sets to true, disables all the lights affecting the material.
  47063. */
  47064. _this.disableLighting = false;
  47065. /**
  47066. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47067. */
  47068. _this.forceIrradianceInFragment = false;
  47069. /**
  47070. * Number of Simultaneous lights allowed on the material.
  47071. */
  47072. _this.maxSimultaneousLights = 4;
  47073. /**
  47074. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47075. */
  47076. _this.invertNormalMapX = false;
  47077. /**
  47078. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47079. */
  47080. _this.invertNormalMapY = false;
  47081. /**
  47082. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47083. */
  47084. _this.twoSidedLighting = false;
  47085. /**
  47086. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47087. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47088. */
  47089. _this.useAlphaFresnel = false;
  47090. /**
  47091. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47092. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47093. */
  47094. _this.useLinearAlphaFresnel = false;
  47095. /**
  47096. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47097. * And/Or occlude the blended part.
  47098. */
  47099. _this.environmentBRDFTexture = null;
  47100. /**
  47101. * Force normal to face away from face.
  47102. */
  47103. _this.forceNormalForward = false;
  47104. /**
  47105. * Enables specular anti aliasing in the PBR shader.
  47106. * It will both interacts on the Geometry for analytical and IBL lighting.
  47107. * It also prefilter the roughness map based on the bump values.
  47108. */
  47109. _this.enableSpecularAntiAliasing = false;
  47110. /**
  47111. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47112. * makes the reflect vector face the model (under horizon).
  47113. */
  47114. _this.useHorizonOcclusion = true;
  47115. /**
  47116. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47117. * too much the area relying on ambient texture to define their ambient occlusion.
  47118. */
  47119. _this.useRadianceOcclusion = true;
  47120. /**
  47121. * If set to true, no lighting calculations will be applied.
  47122. */
  47123. _this.unlit = false;
  47124. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47125. return _this;
  47126. }
  47127. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47128. /**
  47129. * BJS is using an harcoded light falloff based on a manually sets up range.
  47130. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47131. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47132. */
  47133. get: function () {
  47134. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47135. },
  47136. /**
  47137. * BJS is using an harcoded light falloff based on a manually sets up range.
  47138. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47139. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47140. */
  47141. set: function (value) {
  47142. if (value !== this.usePhysicalLightFalloff) {
  47143. // Ensure the effect will be rebuilt.
  47144. this._markAllSubMeshesAsTexturesDirty();
  47145. if (value) {
  47146. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47147. }
  47148. else {
  47149. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47150. }
  47151. }
  47152. },
  47153. enumerable: true,
  47154. configurable: true
  47155. });
  47156. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47157. /**
  47158. * In order to support the falloff compatibility with gltf, a special mode has been added
  47159. * to reproduce the gltf light falloff.
  47160. */
  47161. get: function () {
  47162. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47163. },
  47164. /**
  47165. * In order to support the falloff compatibility with gltf, a special mode has been added
  47166. * to reproduce the gltf light falloff.
  47167. */
  47168. set: function (value) {
  47169. if (value !== this.useGLTFLightFalloff) {
  47170. // Ensure the effect will be rebuilt.
  47171. this._markAllSubMeshesAsTexturesDirty();
  47172. if (value) {
  47173. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47174. }
  47175. else {
  47176. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47177. }
  47178. }
  47179. },
  47180. enumerable: true,
  47181. configurable: true
  47182. });
  47183. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47184. /**
  47185. * Gets the image processing configuration used either in this material.
  47186. */
  47187. get: function () {
  47188. return this._imageProcessingConfiguration;
  47189. },
  47190. /**
  47191. * Sets the Default image processing configuration used either in the this material.
  47192. *
  47193. * If sets to null, the scene one is in use.
  47194. */
  47195. set: function (value) {
  47196. this._attachImageProcessingConfiguration(value);
  47197. // Ensure the effect will be rebuilt.
  47198. this._markAllSubMeshesAsTexturesDirty();
  47199. },
  47200. enumerable: true,
  47201. configurable: true
  47202. });
  47203. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47204. /**
  47205. * Gets wether the color curves effect is enabled.
  47206. */
  47207. get: function () {
  47208. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47209. },
  47210. /**
  47211. * Sets wether the color curves effect is enabled.
  47212. */
  47213. set: function (value) {
  47214. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47215. },
  47216. enumerable: true,
  47217. configurable: true
  47218. });
  47219. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47220. /**
  47221. * Gets wether the color grading effect is enabled.
  47222. */
  47223. get: function () {
  47224. return this.imageProcessingConfiguration.colorGradingEnabled;
  47225. },
  47226. /**
  47227. * Gets wether the color grading effect is enabled.
  47228. */
  47229. set: function (value) {
  47230. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47231. },
  47232. enumerable: true,
  47233. configurable: true
  47234. });
  47235. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47236. /**
  47237. * Gets wether tonemapping is enabled or not.
  47238. */
  47239. get: function () {
  47240. return this._imageProcessingConfiguration.toneMappingEnabled;
  47241. },
  47242. /**
  47243. * Sets wether tonemapping is enabled or not
  47244. */
  47245. set: function (value) {
  47246. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47247. },
  47248. enumerable: true,
  47249. configurable: true
  47250. });
  47251. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47252. /**
  47253. * The camera exposure used on this material.
  47254. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47255. * This corresponds to a photographic exposure.
  47256. */
  47257. get: function () {
  47258. return this._imageProcessingConfiguration.exposure;
  47259. },
  47260. /**
  47261. * The camera exposure used on this material.
  47262. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47263. * This corresponds to a photographic exposure.
  47264. */
  47265. set: function (value) {
  47266. this._imageProcessingConfiguration.exposure = value;
  47267. },
  47268. enumerable: true,
  47269. configurable: true
  47270. });
  47271. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47272. /**
  47273. * Gets The camera contrast used on this material.
  47274. */
  47275. get: function () {
  47276. return this._imageProcessingConfiguration.contrast;
  47277. },
  47278. /**
  47279. * Sets The camera contrast used on this material.
  47280. */
  47281. set: function (value) {
  47282. this._imageProcessingConfiguration.contrast = value;
  47283. },
  47284. enumerable: true,
  47285. configurable: true
  47286. });
  47287. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47288. /**
  47289. * Gets the Color Grading 2D Lookup Texture.
  47290. */
  47291. get: function () {
  47292. return this._imageProcessingConfiguration.colorGradingTexture;
  47293. },
  47294. /**
  47295. * Sets the Color Grading 2D Lookup Texture.
  47296. */
  47297. set: function (value) {
  47298. this._imageProcessingConfiguration.colorGradingTexture = value;
  47299. },
  47300. enumerable: true,
  47301. configurable: true
  47302. });
  47303. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47304. /**
  47305. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47306. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47307. * 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;
  47308. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47309. */
  47310. get: function () {
  47311. return this._imageProcessingConfiguration.colorCurves;
  47312. },
  47313. /**
  47314. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47315. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47316. * 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;
  47317. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47318. */
  47319. set: function (value) {
  47320. this._imageProcessingConfiguration.colorCurves = value;
  47321. },
  47322. enumerable: true,
  47323. configurable: true
  47324. });
  47325. /**
  47326. * Returns the name of this material class.
  47327. */
  47328. PBRMaterial.prototype.getClassName = function () {
  47329. return "PBRMaterial";
  47330. };
  47331. /**
  47332. * Returns an array of the actively used textures.
  47333. * @returns - Array of BaseTextures
  47334. */
  47335. PBRMaterial.prototype.getActiveTextures = function () {
  47336. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47337. if (this._albedoTexture) {
  47338. activeTextures.push(this._albedoTexture);
  47339. }
  47340. if (this._ambientTexture) {
  47341. activeTextures.push(this._ambientTexture);
  47342. }
  47343. if (this._opacityTexture) {
  47344. activeTextures.push(this._opacityTexture);
  47345. }
  47346. if (this._reflectionTexture) {
  47347. activeTextures.push(this._reflectionTexture);
  47348. }
  47349. if (this._emissiveTexture) {
  47350. activeTextures.push(this._emissiveTexture);
  47351. }
  47352. if (this._reflectivityTexture) {
  47353. activeTextures.push(this._reflectivityTexture);
  47354. }
  47355. if (this._metallicTexture) {
  47356. activeTextures.push(this._metallicTexture);
  47357. }
  47358. if (this._microSurfaceTexture) {
  47359. activeTextures.push(this._microSurfaceTexture);
  47360. }
  47361. if (this._bumpTexture) {
  47362. activeTextures.push(this._bumpTexture);
  47363. }
  47364. if (this._lightmapTexture) {
  47365. activeTextures.push(this._lightmapTexture);
  47366. }
  47367. if (this._refractionTexture) {
  47368. activeTextures.push(this._refractionTexture);
  47369. }
  47370. return activeTextures;
  47371. };
  47372. /**
  47373. * Checks to see if a texture is used in the material.
  47374. * @param texture - Base texture to use.
  47375. * @returns - Boolean specifying if a texture is used in the material.
  47376. */
  47377. PBRMaterial.prototype.hasTexture = function (texture) {
  47378. if (_super.prototype.hasTexture.call(this, texture)) {
  47379. return true;
  47380. }
  47381. if (this._albedoTexture === texture) {
  47382. return true;
  47383. }
  47384. if (this._ambientTexture === texture) {
  47385. return true;
  47386. }
  47387. if (this._opacityTexture === texture) {
  47388. return true;
  47389. }
  47390. if (this._reflectionTexture === texture) {
  47391. return true;
  47392. }
  47393. if (this._reflectivityTexture === texture) {
  47394. return true;
  47395. }
  47396. if (this._metallicTexture === texture) {
  47397. return true;
  47398. }
  47399. if (this._microSurfaceTexture === texture) {
  47400. return true;
  47401. }
  47402. if (this._bumpTexture === texture) {
  47403. return true;
  47404. }
  47405. if (this._lightmapTexture === texture) {
  47406. return true;
  47407. }
  47408. if (this._refractionTexture === texture) {
  47409. return true;
  47410. }
  47411. return false;
  47412. };
  47413. /**
  47414. * Makes a duplicate of the current material.
  47415. * @param name - name to use for the new material.
  47416. */
  47417. PBRMaterial.prototype.clone = function (name) {
  47418. var _this = this;
  47419. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47420. clone.id = name;
  47421. clone.name = name;
  47422. return clone;
  47423. };
  47424. /**
  47425. * Serializes this PBR Material.
  47426. * @returns - An object with the serialized material.
  47427. */
  47428. PBRMaterial.prototype.serialize = function () {
  47429. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47430. serializationObject.customType = "BABYLON.PBRMaterial";
  47431. return serializationObject;
  47432. };
  47433. // Statics
  47434. /**
  47435. * Parses a PBR Material from a serialized object.
  47436. * @param source - Serialized object.
  47437. * @param scene - BJS scene instance.
  47438. * @param rootUrl - url for the scene object
  47439. * @returns - PBRMaterial
  47440. */
  47441. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47442. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47443. };
  47444. /**
  47445. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47446. */
  47447. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47448. /**
  47449. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47450. */
  47451. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47452. /**
  47453. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47454. */
  47455. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47456. /**
  47457. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47458. * They are also discarded below the alpha cutoff threshold to improve performances.
  47459. */
  47460. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47461. /**
  47462. * Defines the default value of how much AO map is occluding the analytical lights
  47463. * (point spot...).
  47464. */
  47465. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47466. __decorate([
  47467. BABYLON.serialize(),
  47468. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47469. ], PBRMaterial.prototype, "directIntensity", void 0);
  47470. __decorate([
  47471. BABYLON.serialize(),
  47472. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47473. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47474. __decorate([
  47475. BABYLON.serialize(),
  47476. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47477. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47478. __decorate([
  47479. BABYLON.serialize(),
  47480. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47481. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47482. __decorate([
  47483. BABYLON.serialize(),
  47484. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47485. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47486. __decorate([
  47487. BABYLON.serializeAsTexture(),
  47488. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47489. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47490. __decorate([
  47491. BABYLON.serializeAsTexture(),
  47492. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47493. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47494. __decorate([
  47495. BABYLON.serialize(),
  47496. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47497. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47498. __decorate([
  47499. BABYLON.serialize(),
  47500. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47501. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47502. __decorate([
  47503. BABYLON.serializeAsTexture(),
  47504. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47505. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47506. __decorate([
  47507. BABYLON.serializeAsTexture(),
  47508. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47509. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47510. __decorate([
  47511. BABYLON.serializeAsTexture(),
  47512. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47513. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47514. __decorate([
  47515. BABYLON.serializeAsTexture(),
  47516. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47517. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47518. __decorate([
  47519. BABYLON.serializeAsTexture(),
  47520. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47521. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47522. __decorate([
  47523. BABYLON.serialize(),
  47524. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47525. ], PBRMaterial.prototype, "metallic", void 0);
  47526. __decorate([
  47527. BABYLON.serialize(),
  47528. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47529. ], PBRMaterial.prototype, "roughness", void 0);
  47530. __decorate([
  47531. BABYLON.serializeAsTexture(),
  47532. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47533. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47534. __decorate([
  47535. BABYLON.serializeAsTexture(),
  47536. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47537. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47538. __decorate([
  47539. BABYLON.serializeAsTexture(),
  47540. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47541. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47542. __decorate([
  47543. BABYLON.serializeAsTexture(),
  47544. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47545. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47546. __decorate([
  47547. BABYLON.serializeAsColor3("ambient"),
  47548. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47549. ], PBRMaterial.prototype, "ambientColor", void 0);
  47550. __decorate([
  47551. BABYLON.serializeAsColor3("albedo"),
  47552. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47553. ], PBRMaterial.prototype, "albedoColor", void 0);
  47554. __decorate([
  47555. BABYLON.serializeAsColor3("reflectivity"),
  47556. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47557. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47558. __decorate([
  47559. BABYLON.serializeAsColor3("reflection"),
  47560. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47561. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47562. __decorate([
  47563. BABYLON.serializeAsColor3("emissive"),
  47564. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47565. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47566. __decorate([
  47567. BABYLON.serialize(),
  47568. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47569. ], PBRMaterial.prototype, "microSurface", void 0);
  47570. __decorate([
  47571. BABYLON.serialize(),
  47572. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47573. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47574. __decorate([
  47575. BABYLON.serialize(),
  47576. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47577. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47578. __decorate([
  47579. BABYLON.serialize(),
  47580. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47581. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47582. __decorate([
  47583. BABYLON.serialize(),
  47584. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47585. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47586. __decorate([
  47587. BABYLON.serialize(),
  47588. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47589. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47590. __decorate([
  47591. BABYLON.serialize(),
  47592. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47593. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47594. __decorate([
  47595. BABYLON.serialize(),
  47596. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47597. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47598. __decorate([
  47599. BABYLON.serialize(),
  47600. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47601. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47602. __decorate([
  47603. BABYLON.serialize(),
  47604. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47605. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47606. __decorate([
  47607. BABYLON.serialize(),
  47608. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47609. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47610. __decorate([
  47611. BABYLON.serialize(),
  47612. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47613. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47614. __decorate([
  47615. BABYLON.serialize(),
  47616. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47617. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47618. __decorate([
  47619. BABYLON.serialize(),
  47620. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47621. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47622. __decorate([
  47623. BABYLON.serialize(),
  47624. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47625. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47626. __decorate([
  47627. BABYLON.serialize(),
  47628. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47629. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47630. __decorate([
  47631. BABYLON.serialize()
  47632. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47633. __decorate([
  47634. BABYLON.serialize()
  47635. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47636. __decorate([
  47637. BABYLON.serialize(),
  47638. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47639. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47640. __decorate([
  47641. BABYLON.serialize(),
  47642. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47643. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47644. __decorate([
  47645. BABYLON.serialize(),
  47646. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47647. ], PBRMaterial.prototype, "useParallax", void 0);
  47648. __decorate([
  47649. BABYLON.serialize(),
  47650. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47651. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47652. __decorate([
  47653. BABYLON.serialize(),
  47654. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47655. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  47656. __decorate([
  47657. BABYLON.serialize(),
  47658. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47659. ], PBRMaterial.prototype, "disableLighting", void 0);
  47660. __decorate([
  47661. BABYLON.serialize(),
  47662. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47663. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  47664. __decorate([
  47665. BABYLON.serialize(),
  47666. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47667. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  47668. __decorate([
  47669. BABYLON.serialize(),
  47670. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47671. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  47672. __decorate([
  47673. BABYLON.serialize(),
  47674. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47675. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  47676. __decorate([
  47677. BABYLON.serialize(),
  47678. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47679. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  47680. __decorate([
  47681. BABYLON.serialize(),
  47682. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47683. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  47684. __decorate([
  47685. BABYLON.serialize(),
  47686. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47687. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  47688. __decorate([
  47689. BABYLON.serializeAsTexture(),
  47690. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47691. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  47692. __decorate([
  47693. BABYLON.serialize(),
  47694. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47695. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  47696. __decorate([
  47697. BABYLON.serialize(),
  47698. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47699. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  47700. __decorate([
  47701. BABYLON.serialize(),
  47702. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47703. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  47704. __decorate([
  47705. BABYLON.serialize(),
  47706. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47707. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  47708. __decorate([
  47709. BABYLON.serialize(),
  47710. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  47711. ], PBRMaterial.prototype, "unlit", void 0);
  47712. return PBRMaterial;
  47713. }(BABYLON.PBRBaseMaterial));
  47714. BABYLON.PBRMaterial = PBRMaterial;
  47715. })(BABYLON || (BABYLON = {}));
  47716. //# sourceMappingURL=babylon.pbrMaterial.js.map
  47717. var BABYLON;
  47718. (function (BABYLON) {
  47719. /**
  47720. * The PBR material of BJS following the metal roughness convention.
  47721. *
  47722. * This fits to the PBR convention in the GLTF definition:
  47723. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  47724. */
  47725. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  47726. __extends(PBRMetallicRoughnessMaterial, _super);
  47727. /**
  47728. * Instantiates a new PBRMetalRoughnessMaterial instance.
  47729. *
  47730. * @param name The material name
  47731. * @param scene The scene the material will be use in.
  47732. */
  47733. function PBRMetallicRoughnessMaterial(name, scene) {
  47734. var _this = _super.call(this, name, scene) || this;
  47735. _this._useRoughnessFromMetallicTextureAlpha = false;
  47736. _this._useRoughnessFromMetallicTextureGreen = true;
  47737. _this._useMetallnessFromMetallicTextureBlue = true;
  47738. _this.metallic = 1.0;
  47739. _this.roughness = 1.0;
  47740. return _this;
  47741. }
  47742. /**
  47743. * Return the currrent class name of the material.
  47744. */
  47745. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  47746. return "PBRMetallicRoughnessMaterial";
  47747. };
  47748. /**
  47749. * Return the active textures of the material.
  47750. */
  47751. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  47752. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47753. if (this.baseTexture) {
  47754. activeTextures.push(this.baseTexture);
  47755. }
  47756. if (this.metallicRoughnessTexture) {
  47757. activeTextures.push(this.metallicRoughnessTexture);
  47758. }
  47759. return activeTextures;
  47760. };
  47761. /**
  47762. * Checks to see if a texture is used in the material.
  47763. * @param texture - Base texture to use.
  47764. * @returns - Boolean specifying if a texture is used in the material.
  47765. */
  47766. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  47767. if (_super.prototype.hasTexture.call(this, texture)) {
  47768. return true;
  47769. }
  47770. if (this.baseTexture === texture) {
  47771. return true;
  47772. }
  47773. if (this.metallicRoughnessTexture === texture) {
  47774. return true;
  47775. }
  47776. return false;
  47777. };
  47778. /**
  47779. * Makes a duplicate of the current material.
  47780. * @param name - name to use for the new material.
  47781. */
  47782. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  47783. var _this = this;
  47784. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  47785. clone.id = name;
  47786. clone.name = name;
  47787. return clone;
  47788. };
  47789. /**
  47790. * Serialize the material to a parsable JSON object.
  47791. */
  47792. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  47793. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47794. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  47795. return serializationObject;
  47796. };
  47797. /**
  47798. * Parses a JSON object correponding to the serialize function.
  47799. */
  47800. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  47801. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  47802. };
  47803. __decorate([
  47804. BABYLON.serializeAsColor3(),
  47805. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47806. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  47807. __decorate([
  47808. BABYLON.serializeAsTexture(),
  47809. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47810. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  47811. __decorate([
  47812. BABYLON.serialize(),
  47813. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47814. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  47815. __decorate([
  47816. BABYLON.serialize(),
  47817. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47818. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  47819. __decorate([
  47820. BABYLON.serializeAsTexture(),
  47821. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  47822. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  47823. return PBRMetallicRoughnessMaterial;
  47824. }(BABYLON.PBRBaseSimpleMaterial));
  47825. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  47826. })(BABYLON || (BABYLON = {}));
  47827. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  47828. var BABYLON;
  47829. (function (BABYLON) {
  47830. /**
  47831. * The PBR material of BJS following the specular glossiness convention.
  47832. *
  47833. * This fits to the PBR convention in the GLTF definition:
  47834. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  47835. */
  47836. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  47837. __extends(PBRSpecularGlossinessMaterial, _super);
  47838. /**
  47839. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  47840. *
  47841. * @param name The material name
  47842. * @param scene The scene the material will be use in.
  47843. */
  47844. function PBRSpecularGlossinessMaterial(name, scene) {
  47845. var _this = _super.call(this, name, scene) || this;
  47846. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  47847. return _this;
  47848. }
  47849. /**
  47850. * Return the currrent class name of the material.
  47851. */
  47852. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  47853. return "PBRSpecularGlossinessMaterial";
  47854. };
  47855. /**
  47856. * Return the active textures of the material.
  47857. */
  47858. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  47859. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47860. if (this.diffuseTexture) {
  47861. activeTextures.push(this.diffuseTexture);
  47862. }
  47863. if (this.specularGlossinessTexture) {
  47864. activeTextures.push(this.specularGlossinessTexture);
  47865. }
  47866. return activeTextures;
  47867. };
  47868. /**
  47869. * Checks to see if a texture is used in the material.
  47870. * @param texture - Base texture to use.
  47871. * @returns - Boolean specifying if a texture is used in the material.
  47872. */
  47873. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  47874. if (_super.prototype.hasTexture.call(this, texture)) {
  47875. return true;
  47876. }
  47877. if (this.diffuseTexture === texture) {
  47878. return true;
  47879. }
  47880. if (this.specularGlossinessTexture === texture) {
  47881. return true;
  47882. }
  47883. return false;
  47884. };
  47885. /**
  47886. * Makes a duplicate of the current material.
  47887. * @param name - name to use for the new material.
  47888. */
  47889. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  47890. var _this = this;
  47891. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  47892. clone.id = name;
  47893. clone.name = name;
  47894. return clone;
  47895. };
  47896. /**
  47897. * Serialize the material to a parsable JSON object.
  47898. */
  47899. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  47900. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47901. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  47902. return serializationObject;
  47903. };
  47904. /**
  47905. * Parses a JSON object correponding to the serialize function.
  47906. */
  47907. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  47908. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  47909. };
  47910. __decorate([
  47911. BABYLON.serializeAsColor3("diffuse"),
  47912. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47913. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  47914. __decorate([
  47915. BABYLON.serializeAsTexture(),
  47916. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47917. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  47918. __decorate([
  47919. BABYLON.serializeAsColor3("specular"),
  47920. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  47921. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  47922. __decorate([
  47923. BABYLON.serialize(),
  47924. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  47925. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  47926. __decorate([
  47927. BABYLON.serializeAsTexture(),
  47928. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  47929. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  47930. return PBRSpecularGlossinessMaterial;
  47931. }(BABYLON.PBRBaseSimpleMaterial));
  47932. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  47933. })(BABYLON || (BABYLON = {}));
  47934. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  47935. var BABYLON;
  47936. (function (BABYLON) {
  47937. /**
  47938. * @ignore
  47939. * This is a list of all the different input types that are available in the application.
  47940. * Fo instance: ArcRotateCameraGamepadInput...
  47941. */
  47942. BABYLON.CameraInputTypes = {};
  47943. /**
  47944. * This represents the input manager used within a camera.
  47945. * It helps dealing with all the different kind of input attached to a camera.
  47946. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47947. */
  47948. var CameraInputsManager = /** @class */ (function () {
  47949. /**
  47950. * Instantiate a new Camera Input Manager.
  47951. * @param camera Defines the camera the input manager blongs to
  47952. */
  47953. function CameraInputsManager(camera) {
  47954. this.attached = {};
  47955. this.camera = camera;
  47956. this.checkInputs = function () { };
  47957. }
  47958. /**
  47959. * Add an input method to a camera
  47960. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47961. * @param input camera input method
  47962. */
  47963. CameraInputsManager.prototype.add = function (input) {
  47964. var type = input.getSimpleName();
  47965. if (this.attached[type]) {
  47966. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  47967. return;
  47968. }
  47969. this.attached[type] = input;
  47970. input.camera = this.camera;
  47971. //for checkInputs, we are dynamically creating a function
  47972. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  47973. if (input.checkInputs) {
  47974. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  47975. }
  47976. if (this.attachedElement) {
  47977. input.attachControl(this.attachedElement);
  47978. }
  47979. };
  47980. /**
  47981. * Remove a specific input method from a camera
  47982. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  47983. * @param inputToRemove camera input method
  47984. */
  47985. CameraInputsManager.prototype.remove = function (inputToRemove) {
  47986. for (var cam in this.attached) {
  47987. var input = this.attached[cam];
  47988. if (input === inputToRemove) {
  47989. input.detachControl(this.attachedElement);
  47990. input.camera = null;
  47991. delete this.attached[cam];
  47992. this.rebuildInputCheck();
  47993. }
  47994. }
  47995. };
  47996. /**
  47997. * Remove a specific input type from a camera
  47998. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  47999. * @param inputType the type of the input to remove
  48000. */
  48001. CameraInputsManager.prototype.removeByType = function (inputType) {
  48002. for (var cam in this.attached) {
  48003. var input = this.attached[cam];
  48004. if (input.getClassName() === inputType) {
  48005. input.detachControl(this.attachedElement);
  48006. input.camera = null;
  48007. delete this.attached[cam];
  48008. this.rebuildInputCheck();
  48009. }
  48010. }
  48011. };
  48012. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48013. var current = this.checkInputs;
  48014. return function () {
  48015. current();
  48016. fn();
  48017. };
  48018. };
  48019. /**
  48020. * Attach the input controls to the currently attached dom element to listen the events from.
  48021. * @param input Defines the input to attach
  48022. */
  48023. CameraInputsManager.prototype.attachInput = function (input) {
  48024. if (this.attachedElement) {
  48025. input.attachControl(this.attachedElement, this.noPreventDefault);
  48026. }
  48027. };
  48028. /**
  48029. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48030. * @param element Defines the dom element to collect the events from
  48031. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48032. */
  48033. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48034. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48035. if (this.attachedElement) {
  48036. return;
  48037. }
  48038. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48039. this.attachedElement = element;
  48040. this.noPreventDefault = noPreventDefault;
  48041. for (var cam in this.attached) {
  48042. this.attached[cam].attachControl(element, noPreventDefault);
  48043. }
  48044. };
  48045. /**
  48046. * Detach the current manager inputs controls from a specific dom element.
  48047. * @param element Defines the dom element to collect the events from
  48048. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48049. */
  48050. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48051. if (disconnect === void 0) { disconnect = false; }
  48052. if (this.attachedElement !== element) {
  48053. return;
  48054. }
  48055. for (var cam in this.attached) {
  48056. this.attached[cam].detachControl(element);
  48057. if (disconnect) {
  48058. this.attached[cam].camera = null;
  48059. }
  48060. }
  48061. this.attachedElement = null;
  48062. };
  48063. /**
  48064. * Rebuild the dynamic inputCheck function from the current list of
  48065. * defined inputs in the manager.
  48066. */
  48067. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48068. this.checkInputs = function () { };
  48069. for (var cam in this.attached) {
  48070. var input = this.attached[cam];
  48071. if (input.checkInputs) {
  48072. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48073. }
  48074. }
  48075. };
  48076. /**
  48077. * Remove all attached input methods from a camera
  48078. */
  48079. CameraInputsManager.prototype.clear = function () {
  48080. if (this.attachedElement) {
  48081. this.detachElement(this.attachedElement, true);
  48082. }
  48083. this.attached = {};
  48084. this.attachedElement = null;
  48085. this.checkInputs = function () { };
  48086. };
  48087. /**
  48088. * Serialize the current input manager attached to a camera.
  48089. * This ensures than once parsed,
  48090. * the input associated to the camera will be identical to the current ones
  48091. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48092. */
  48093. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48094. var inputs = {};
  48095. for (var cam in this.attached) {
  48096. var input = this.attached[cam];
  48097. var res = BABYLON.SerializationHelper.Serialize(input);
  48098. inputs[input.getClassName()] = res;
  48099. }
  48100. serializedCamera.inputsmgr = inputs;
  48101. };
  48102. /**
  48103. * Parses an input manager serialized JSON to restore the previous list of inputs
  48104. * and states associated to a camera.
  48105. * @param parsedCamera Defines the JSON to parse
  48106. */
  48107. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48108. var parsedInputs = parsedCamera.inputsmgr;
  48109. if (parsedInputs) {
  48110. this.clear();
  48111. for (var n in parsedInputs) {
  48112. var construct = BABYLON.CameraInputTypes[n];
  48113. if (construct) {
  48114. var parsedinput = parsedInputs[n];
  48115. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48116. this.add(input);
  48117. }
  48118. }
  48119. }
  48120. else {
  48121. //2016-03-08 this part is for managing backward compatibility
  48122. for (var n in this.attached) {
  48123. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48124. if (construct) {
  48125. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48126. this.remove(this.attached[n]);
  48127. this.add(input);
  48128. }
  48129. }
  48130. }
  48131. };
  48132. return CameraInputsManager;
  48133. }());
  48134. BABYLON.CameraInputsManager = CameraInputsManager;
  48135. })(BABYLON || (BABYLON = {}));
  48136. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48137. var BABYLON;
  48138. (function (BABYLON) {
  48139. /**
  48140. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48141. * This is the base of the follow, arc rotate cameras and Free camera
  48142. * @see http://doc.babylonjs.com/features/cameras
  48143. */
  48144. var TargetCamera = /** @class */ (function (_super) {
  48145. __extends(TargetCamera, _super);
  48146. /**
  48147. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48148. * This is the base of the follow, arc rotate cameras and Free camera
  48149. * @see http://doc.babylonjs.com/features/cameras
  48150. * @param name Defines the name of the camera in the scene
  48151. * @param position Defines the start position of the camera in the scene
  48152. * @param scene Defines the scene the camera belongs to
  48153. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48154. */
  48155. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48156. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48157. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48158. /**
  48159. * Define the current direction the camera is moving to
  48160. */
  48161. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48162. /**
  48163. * Define the current rotation the camera is rotating to
  48164. */
  48165. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48166. /**
  48167. * Define the current rotation of the camera
  48168. */
  48169. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48170. /**
  48171. * Define the current speed of the camera
  48172. */
  48173. _this.speed = 2.0;
  48174. /**
  48175. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48176. * around all axis.
  48177. */
  48178. _this.noRotationConstraint = false;
  48179. /**
  48180. * Define the current target of the camera as an object or a position.
  48181. */
  48182. _this.lockedTarget = null;
  48183. /** @hidden */
  48184. _this._currentTarget = BABYLON.Vector3.Zero();
  48185. /** @hidden */
  48186. _this._viewMatrix = BABYLON.Matrix.Zero();
  48187. /** @hidden */
  48188. _this._camMatrix = BABYLON.Matrix.Zero();
  48189. /** @hidden */
  48190. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48191. /** @hidden */
  48192. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48193. /** @hidden */
  48194. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48195. /** @hidden */
  48196. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48197. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48198. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48199. _this._defaultUp = BABYLON.Vector3.Up();
  48200. _this._cachedRotationZ = 0;
  48201. _this._cachedQuaternionRotationZ = 0;
  48202. return _this;
  48203. }
  48204. /**
  48205. * Gets the position in front of the camera at a given distance.
  48206. * @param distance The distance from the camera we want the position to be
  48207. * @returns the position
  48208. */
  48209. TargetCamera.prototype.getFrontPosition = function (distance) {
  48210. this.getWorldMatrix();
  48211. var direction = this.getTarget().subtract(this.position);
  48212. direction.normalize();
  48213. direction.scaleInPlace(distance);
  48214. return this.globalPosition.add(direction);
  48215. };
  48216. /** @hidden */
  48217. TargetCamera.prototype._getLockedTargetPosition = function () {
  48218. if (!this.lockedTarget) {
  48219. return null;
  48220. }
  48221. if (this.lockedTarget.absolutePosition) {
  48222. this.lockedTarget.computeWorldMatrix();
  48223. }
  48224. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48225. };
  48226. /**
  48227. * Store current camera state of the camera (fov, position, rotation, etc..)
  48228. * @returns the camera
  48229. */
  48230. TargetCamera.prototype.storeState = function () {
  48231. this._storedPosition = this.position.clone();
  48232. this._storedRotation = this.rotation.clone();
  48233. if (this.rotationQuaternion) {
  48234. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48235. }
  48236. return _super.prototype.storeState.call(this);
  48237. };
  48238. /**
  48239. * Restored camera state. You must call storeState() first
  48240. * @returns whether it was successful or not
  48241. * @hidden
  48242. */
  48243. TargetCamera.prototype._restoreStateValues = function () {
  48244. if (!_super.prototype._restoreStateValues.call(this)) {
  48245. return false;
  48246. }
  48247. this.position = this._storedPosition.clone();
  48248. this.rotation = this._storedRotation.clone();
  48249. if (this.rotationQuaternion) {
  48250. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48251. }
  48252. this.cameraDirection.copyFromFloats(0, 0, 0);
  48253. this.cameraRotation.copyFromFloats(0, 0);
  48254. return true;
  48255. };
  48256. /** @hidden */
  48257. TargetCamera.prototype._initCache = function () {
  48258. _super.prototype._initCache.call(this);
  48259. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48260. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48261. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48262. };
  48263. /** @hidden */
  48264. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48265. if (!ignoreParentClass) {
  48266. _super.prototype._updateCache.call(this);
  48267. }
  48268. var lockedTargetPosition = this._getLockedTargetPosition();
  48269. if (!lockedTargetPosition) {
  48270. this._cache.lockedTarget = null;
  48271. }
  48272. else {
  48273. if (!this._cache.lockedTarget) {
  48274. this._cache.lockedTarget = lockedTargetPosition.clone();
  48275. }
  48276. else {
  48277. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48278. }
  48279. }
  48280. this._cache.rotation.copyFrom(this.rotation);
  48281. if (this.rotationQuaternion) {
  48282. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48283. }
  48284. };
  48285. // Synchronized
  48286. /** @hidden */
  48287. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48288. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48289. return false;
  48290. }
  48291. var lockedTargetPosition = this._getLockedTargetPosition();
  48292. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48293. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48294. };
  48295. // Methods
  48296. /** @hidden */
  48297. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48298. var engine = this.getEngine();
  48299. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48300. };
  48301. // Target
  48302. /** @hidden */
  48303. TargetCamera.prototype.setTarget = function (target) {
  48304. this.upVector.normalize();
  48305. if (this.position.z === target.z) {
  48306. this.position.z += BABYLON.Epsilon;
  48307. }
  48308. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48309. this._camMatrix.invert();
  48310. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48311. var vDir = target.subtract(this.position);
  48312. if (vDir.x >= 0.0) {
  48313. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48314. }
  48315. else {
  48316. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48317. }
  48318. this.rotation.z = 0;
  48319. if (isNaN(this.rotation.x)) {
  48320. this.rotation.x = 0;
  48321. }
  48322. if (isNaN(this.rotation.y)) {
  48323. this.rotation.y = 0;
  48324. }
  48325. if (isNaN(this.rotation.z)) {
  48326. this.rotation.z = 0;
  48327. }
  48328. if (this.rotationQuaternion) {
  48329. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48330. }
  48331. };
  48332. /**
  48333. * Return the current target position of the camera. This value is expressed in local space.
  48334. * @returns the target position
  48335. */
  48336. TargetCamera.prototype.getTarget = function () {
  48337. return this._currentTarget;
  48338. };
  48339. /** @hidden */
  48340. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48341. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48342. };
  48343. /** @hidden */
  48344. TargetCamera.prototype._updatePosition = function () {
  48345. if (this.parent) {
  48346. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48347. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48348. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48349. return;
  48350. }
  48351. this.position.addInPlace(this.cameraDirection);
  48352. };
  48353. /** @hidden */
  48354. TargetCamera.prototype._checkInputs = function () {
  48355. var needToMove = this._decideIfNeedsToMove();
  48356. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48357. // Move
  48358. if (needToMove) {
  48359. this._updatePosition();
  48360. }
  48361. // Rotate
  48362. if (needToRotate) {
  48363. this.rotation.x += this.cameraRotation.x;
  48364. this.rotation.y += this.cameraRotation.y;
  48365. //rotate, if quaternion is set and rotation was used
  48366. if (this.rotationQuaternion) {
  48367. var len = this.rotation.lengthSquared();
  48368. if (len) {
  48369. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48370. }
  48371. }
  48372. if (!this.noRotationConstraint) {
  48373. var limit = (Math.PI / 2) * 0.95;
  48374. if (this.rotation.x > limit) {
  48375. this.rotation.x = limit;
  48376. }
  48377. if (this.rotation.x < -limit) {
  48378. this.rotation.x = -limit;
  48379. }
  48380. }
  48381. }
  48382. // Inertia
  48383. if (needToMove) {
  48384. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48385. this.cameraDirection.x = 0;
  48386. }
  48387. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48388. this.cameraDirection.y = 0;
  48389. }
  48390. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48391. this.cameraDirection.z = 0;
  48392. }
  48393. this.cameraDirection.scaleInPlace(this.inertia);
  48394. }
  48395. if (needToRotate) {
  48396. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48397. this.cameraRotation.x = 0;
  48398. }
  48399. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48400. this.cameraRotation.y = 0;
  48401. }
  48402. this.cameraRotation.scaleInPlace(this.inertia);
  48403. }
  48404. _super.prototype._checkInputs.call(this);
  48405. };
  48406. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48407. if (this.rotationQuaternion) {
  48408. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48409. }
  48410. else {
  48411. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48412. }
  48413. };
  48414. /**
  48415. * 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)
  48416. * @returns the current camera
  48417. */
  48418. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48419. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48420. return this;
  48421. };
  48422. /** @hidden */
  48423. TargetCamera.prototype._getViewMatrix = function () {
  48424. if (this.lockedTarget) {
  48425. this.setTarget(this._getLockedTargetPosition());
  48426. }
  48427. // Compute
  48428. this._updateCameraRotationMatrix();
  48429. // Apply the changed rotation to the upVector
  48430. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48431. this._rotateUpVectorWithCameraRotationMatrix();
  48432. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48433. }
  48434. else if (this._cachedRotationZ != this.rotation.z) {
  48435. this._rotateUpVectorWithCameraRotationMatrix();
  48436. this._cachedRotationZ = this.rotation.z;
  48437. }
  48438. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48439. // Computing target and final matrix
  48440. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48441. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48442. return this._viewMatrix;
  48443. };
  48444. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48445. if (this.parent) {
  48446. var parentWorldMatrix = this.parent.getWorldMatrix();
  48447. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48448. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48449. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48450. this._markSyncedWithParent();
  48451. }
  48452. else {
  48453. this._globalPosition.copyFrom(position);
  48454. this._globalCurrentTarget.copyFrom(target);
  48455. this._globalCurrentUpVector.copyFrom(up);
  48456. }
  48457. if (this.getScene().useRightHandedSystem) {
  48458. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48459. }
  48460. else {
  48461. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48462. }
  48463. };
  48464. /**
  48465. * @hidden
  48466. */
  48467. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48468. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48469. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48470. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48471. if (!this.rotationQuaternion) {
  48472. this.rotationQuaternion = new BABYLON.Quaternion();
  48473. }
  48474. rigCamera._cameraRigParams = {};
  48475. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48476. }
  48477. return rigCamera;
  48478. }
  48479. return null;
  48480. };
  48481. /**
  48482. * @hidden
  48483. */
  48484. TargetCamera.prototype._updateRigCameras = function () {
  48485. var camLeft = this._rigCameras[0];
  48486. var camRight = this._rigCameras[1];
  48487. switch (this.cameraRigMode) {
  48488. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48489. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48490. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48491. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48492. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48493. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48494. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48495. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48496. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48497. camLeft.setTarget(this.getTarget());
  48498. camRight.setTarget(this.getTarget());
  48499. break;
  48500. case BABYLON.Camera.RIG_MODE_VR:
  48501. if (camLeft.rotationQuaternion) {
  48502. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48503. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48504. }
  48505. else {
  48506. camLeft.rotation.copyFrom(this.rotation);
  48507. camRight.rotation.copyFrom(this.rotation);
  48508. }
  48509. camLeft.position.copyFrom(this.position);
  48510. camRight.position.copyFrom(this.position);
  48511. break;
  48512. }
  48513. _super.prototype._updateRigCameras.call(this);
  48514. };
  48515. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48516. if (!this._rigCamTransformMatrix) {
  48517. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48518. }
  48519. var target = this.getTarget();
  48520. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48521. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48522. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48523. };
  48524. /**
  48525. * Gets the current object class name.
  48526. * @return the class name
  48527. */
  48528. TargetCamera.prototype.getClassName = function () {
  48529. return "TargetCamera";
  48530. };
  48531. __decorate([
  48532. BABYLON.serializeAsVector3()
  48533. ], TargetCamera.prototype, "rotation", void 0);
  48534. __decorate([
  48535. BABYLON.serialize()
  48536. ], TargetCamera.prototype, "speed", void 0);
  48537. __decorate([
  48538. BABYLON.serializeAsMeshReference("lockedTargetId")
  48539. ], TargetCamera.prototype, "lockedTarget", void 0);
  48540. return TargetCamera;
  48541. }(BABYLON.Camera));
  48542. BABYLON.TargetCamera = TargetCamera;
  48543. })(BABYLON || (BABYLON = {}));
  48544. //# sourceMappingURL=babylon.targetCamera.js.map
  48545. var BABYLON;
  48546. (function (BABYLON) {
  48547. /**
  48548. * Manage the mouse inputs to control the movement of a free camera.
  48549. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48550. */
  48551. var FreeCameraMouseInput = /** @class */ (function () {
  48552. /**
  48553. * Manage the mouse inputs to control the movement of a free camera.
  48554. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48555. * @param touchEnabled Defines if touch is enabled or not
  48556. */
  48557. function FreeCameraMouseInput(
  48558. /**
  48559. * Define if touch is enabled in the mouse input
  48560. */
  48561. touchEnabled) {
  48562. if (touchEnabled === void 0) { touchEnabled = true; }
  48563. this.touchEnabled = touchEnabled;
  48564. /**
  48565. * Defines the buttons associated with the input to handle camera move.
  48566. */
  48567. this.buttons = [0, 1, 2];
  48568. /**
  48569. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48570. */
  48571. this.angularSensibility = 2000.0;
  48572. this.previousPosition = null;
  48573. }
  48574. /**
  48575. * Attach the input controls to a specific dom element to get the input from.
  48576. * @param element Defines the element the controls should be listened from
  48577. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48578. */
  48579. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48580. var _this = this;
  48581. var engine = this.camera.getEngine();
  48582. if (!this._pointerInput) {
  48583. this._pointerInput = function (p, s) {
  48584. var evt = p.event;
  48585. if (engine.isInVRExclusivePointerMode) {
  48586. return;
  48587. }
  48588. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48589. return;
  48590. }
  48591. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48592. return;
  48593. }
  48594. var srcElement = (evt.srcElement || evt.target);
  48595. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48596. try {
  48597. srcElement.setPointerCapture(evt.pointerId);
  48598. }
  48599. catch (e) {
  48600. //Nothing to do with the error. Execution will continue.
  48601. }
  48602. _this.previousPosition = {
  48603. x: evt.clientX,
  48604. y: evt.clientY
  48605. };
  48606. if (!noPreventDefault) {
  48607. evt.preventDefault();
  48608. element.focus();
  48609. }
  48610. }
  48611. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48612. try {
  48613. srcElement.releasePointerCapture(evt.pointerId);
  48614. }
  48615. catch (e) {
  48616. //Nothing to do with the error.
  48617. }
  48618. _this.previousPosition = null;
  48619. if (!noPreventDefault) {
  48620. evt.preventDefault();
  48621. }
  48622. }
  48623. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48624. if (!_this.previousPosition || engine.isPointerLock) {
  48625. return;
  48626. }
  48627. var offsetX = evt.clientX - _this.previousPosition.x;
  48628. if (_this.camera.getScene().useRightHandedSystem) {
  48629. offsetX *= -1;
  48630. }
  48631. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48632. offsetX *= -1;
  48633. }
  48634. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48635. var offsetY = evt.clientY - _this.previousPosition.y;
  48636. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48637. _this.previousPosition = {
  48638. x: evt.clientX,
  48639. y: evt.clientY
  48640. };
  48641. if (!noPreventDefault) {
  48642. evt.preventDefault();
  48643. }
  48644. }
  48645. };
  48646. }
  48647. this._onMouseMove = function (evt) {
  48648. if (!engine.isPointerLock) {
  48649. return;
  48650. }
  48651. if (engine.isInVRExclusivePointerMode) {
  48652. return;
  48653. }
  48654. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48655. if (_this.camera.getScene().useRightHandedSystem) {
  48656. offsetX *= -1;
  48657. }
  48658. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48659. offsetX *= -1;
  48660. }
  48661. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48662. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48663. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48664. _this.previousPosition = null;
  48665. if (!noPreventDefault) {
  48666. evt.preventDefault();
  48667. }
  48668. };
  48669. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  48670. element.addEventListener("mousemove", this._onMouseMove, false);
  48671. };
  48672. /**
  48673. * Detach the current controls from the specified dom element.
  48674. * @param element Defines the element to stop listening the inputs from
  48675. */
  48676. FreeCameraMouseInput.prototype.detachControl = function (element) {
  48677. if (this._observer && element) {
  48678. this.camera.getScene().onPointerObservable.remove(this._observer);
  48679. if (this._onMouseMove) {
  48680. element.removeEventListener("mousemove", this._onMouseMove);
  48681. }
  48682. this._observer = null;
  48683. this._onMouseMove = null;
  48684. this.previousPosition = null;
  48685. }
  48686. };
  48687. /**
  48688. * Gets the class name of the current intput.
  48689. * @returns the class name
  48690. */
  48691. FreeCameraMouseInput.prototype.getClassName = function () {
  48692. return "FreeCameraMouseInput";
  48693. };
  48694. /**
  48695. * Get the friendly name associated with the input class.
  48696. * @returns the input friendly name
  48697. */
  48698. FreeCameraMouseInput.prototype.getSimpleName = function () {
  48699. return "mouse";
  48700. };
  48701. __decorate([
  48702. BABYLON.serialize()
  48703. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  48704. __decorate([
  48705. BABYLON.serialize()
  48706. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  48707. return FreeCameraMouseInput;
  48708. }());
  48709. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  48710. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  48711. })(BABYLON || (BABYLON = {}));
  48712. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  48713. var BABYLON;
  48714. (function (BABYLON) {
  48715. /**
  48716. * Manage the keyboard inputs to control the movement of a free camera.
  48717. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48718. */
  48719. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  48720. function FreeCameraKeyboardMoveInput() {
  48721. /**
  48722. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48723. */
  48724. this.keysUp = [38];
  48725. /**
  48726. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48727. */
  48728. this.keysDown = [40];
  48729. /**
  48730. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  48731. */
  48732. this.keysLeft = [37];
  48733. /**
  48734. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  48735. */
  48736. this.keysRight = [39];
  48737. this._keys = new Array();
  48738. }
  48739. /**
  48740. * Attach the input controls to a specific dom element to get the input from.
  48741. * @param element Defines the element the controls should be listened from
  48742. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48743. */
  48744. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  48745. var _this = this;
  48746. if (this._onCanvasBlurObserver) {
  48747. return;
  48748. }
  48749. this._scene = this.camera.getScene();
  48750. this._engine = this._scene.getEngine();
  48751. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  48752. _this._keys = [];
  48753. });
  48754. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  48755. var evt = info.event;
  48756. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  48757. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48758. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48759. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48760. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48761. var index = _this._keys.indexOf(evt.keyCode);
  48762. if (index === -1) {
  48763. _this._keys.push(evt.keyCode);
  48764. }
  48765. if (!noPreventDefault) {
  48766. evt.preventDefault();
  48767. }
  48768. }
  48769. }
  48770. else {
  48771. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48772. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48773. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48774. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48775. var index = _this._keys.indexOf(evt.keyCode);
  48776. if (index >= 0) {
  48777. _this._keys.splice(index, 1);
  48778. }
  48779. if (!noPreventDefault) {
  48780. evt.preventDefault();
  48781. }
  48782. }
  48783. }
  48784. });
  48785. };
  48786. /**
  48787. * Detach the current controls from the specified dom element.
  48788. * @param element Defines the element to stop listening the inputs from
  48789. */
  48790. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  48791. if (this._scene) {
  48792. if (this._onKeyboardObserver) {
  48793. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  48794. }
  48795. if (this._onCanvasBlurObserver) {
  48796. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  48797. }
  48798. this._onKeyboardObserver = null;
  48799. this._onCanvasBlurObserver = null;
  48800. }
  48801. this._keys = [];
  48802. };
  48803. /**
  48804. * Update the current camera state depending on the inputs that have been used this frame.
  48805. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  48806. */
  48807. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  48808. if (this._onKeyboardObserver) {
  48809. var camera = this.camera;
  48810. // Keyboard
  48811. for (var index = 0; index < this._keys.length; index++) {
  48812. var keyCode = this._keys[index];
  48813. var speed = camera._computeLocalCameraSpeed();
  48814. if (this.keysLeft.indexOf(keyCode) !== -1) {
  48815. camera._localDirection.copyFromFloats(-speed, 0, 0);
  48816. }
  48817. else if (this.keysUp.indexOf(keyCode) !== -1) {
  48818. camera._localDirection.copyFromFloats(0, 0, speed);
  48819. }
  48820. else if (this.keysRight.indexOf(keyCode) !== -1) {
  48821. camera._localDirection.copyFromFloats(speed, 0, 0);
  48822. }
  48823. else if (this.keysDown.indexOf(keyCode) !== -1) {
  48824. camera._localDirection.copyFromFloats(0, 0, -speed);
  48825. }
  48826. if (camera.getScene().useRightHandedSystem) {
  48827. camera._localDirection.z *= -1;
  48828. }
  48829. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  48830. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  48831. camera.cameraDirection.addInPlace(camera._transformedDirection);
  48832. }
  48833. }
  48834. };
  48835. /**
  48836. * Gets the class name of the current intput.
  48837. * @returns the class name
  48838. */
  48839. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  48840. return "FreeCameraKeyboardMoveInput";
  48841. };
  48842. /** @hidden */
  48843. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  48844. this._keys = [];
  48845. };
  48846. /**
  48847. * Get the friendly name associated with the input class.
  48848. * @returns the input friendly name
  48849. */
  48850. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  48851. return "keyboard";
  48852. };
  48853. __decorate([
  48854. BABYLON.serialize()
  48855. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  48856. __decorate([
  48857. BABYLON.serialize()
  48858. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  48859. __decorate([
  48860. BABYLON.serialize()
  48861. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  48862. __decorate([
  48863. BABYLON.serialize()
  48864. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  48865. return FreeCameraKeyboardMoveInput;
  48866. }());
  48867. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  48868. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  48869. })(BABYLON || (BABYLON = {}));
  48870. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  48871. var BABYLON;
  48872. (function (BABYLON) {
  48873. /**
  48874. * Default Inputs manager for the FreeCamera.
  48875. * It groups all the default supported inputs for ease of use.
  48876. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48877. */
  48878. var FreeCameraInputsManager = /** @class */ (function (_super) {
  48879. __extends(FreeCameraInputsManager, _super);
  48880. /**
  48881. * Instantiates a new FreeCameraInputsManager.
  48882. * @param camera Defines the camera the inputs belong to
  48883. */
  48884. function FreeCameraInputsManager(camera) {
  48885. return _super.call(this, camera) || this;
  48886. }
  48887. /**
  48888. * Add keyboard input support to the input manager.
  48889. * @returns the current input manager
  48890. */
  48891. FreeCameraInputsManager.prototype.addKeyboard = function () {
  48892. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  48893. return this;
  48894. };
  48895. /**
  48896. * Add mouse input support to the input manager.
  48897. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  48898. * @returns the current input manager
  48899. */
  48900. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  48901. if (touchEnabled === void 0) { touchEnabled = true; }
  48902. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  48903. return this;
  48904. };
  48905. /**
  48906. * Add orientation input support to the input manager.
  48907. * @returns the current input manager
  48908. */
  48909. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  48910. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  48911. return this;
  48912. };
  48913. /**
  48914. * Add touch input support to the input manager.
  48915. * @returns the current input manager
  48916. */
  48917. FreeCameraInputsManager.prototype.addTouch = function () {
  48918. this.add(new BABYLON.FreeCameraTouchInput());
  48919. return this;
  48920. };
  48921. /**
  48922. * Add virtual joystick input support to the input manager.
  48923. * @returns the current input manager
  48924. */
  48925. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  48926. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  48927. return this;
  48928. };
  48929. return FreeCameraInputsManager;
  48930. }(BABYLON.CameraInputsManager));
  48931. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  48932. })(BABYLON || (BABYLON = {}));
  48933. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  48934. var BABYLON;
  48935. (function (BABYLON) {
  48936. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  48937. // Forcing to use the Universal camera
  48938. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  48939. });
  48940. /**
  48941. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48942. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  48943. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48944. */
  48945. var FreeCamera = /** @class */ (function (_super) {
  48946. __extends(FreeCamera, _super);
  48947. /**
  48948. * Instantiates a Free Camera.
  48949. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48950. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  48951. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48952. * @param name Define the name of the camera in the scene
  48953. * @param position Define the start position of the camera in the scene
  48954. * @param scene Define the scene the camera belongs to
  48955. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48956. */
  48957. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48958. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48959. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48960. /**
  48961. * Define the collision ellipsoid of the camera.
  48962. * This is helpful to simulate a camera body like the player body around the camera
  48963. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  48964. */
  48965. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  48966. /**
  48967. * Define an offset for the position of the ellipsoid around the camera.
  48968. * This can be helpful to determine the center of the body near the gravity center of the body
  48969. * instead of its head.
  48970. */
  48971. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  48972. /**
  48973. * Enable or disable collisions of the camera with the rest of the scene objects.
  48974. */
  48975. _this.checkCollisions = false;
  48976. /**
  48977. * Enable or disable gravity on the camera.
  48978. */
  48979. _this.applyGravity = false;
  48980. _this._needMoveForGravity = false;
  48981. _this._oldPosition = BABYLON.Vector3.Zero();
  48982. _this._diffPosition = BABYLON.Vector3.Zero();
  48983. _this._newPosition = BABYLON.Vector3.Zero();
  48984. // Collisions
  48985. _this._collisionMask = -1;
  48986. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  48987. if (collidedMesh === void 0) { collidedMesh = null; }
  48988. //TODO move this to the collision coordinator!
  48989. if (_this.getScene().workerCollisions) {
  48990. newPosition.multiplyInPlace(_this._collider._radius);
  48991. }
  48992. var updatePosition = function (newPos) {
  48993. _this._newPosition.copyFrom(newPos);
  48994. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  48995. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  48996. _this.position.addInPlace(_this._diffPosition);
  48997. if (_this.onCollide && collidedMesh) {
  48998. _this.onCollide(collidedMesh);
  48999. }
  49000. }
  49001. };
  49002. updatePosition(newPosition);
  49003. };
  49004. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49005. _this.inputs.addKeyboard().addMouse();
  49006. return _this;
  49007. }
  49008. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49009. /**
  49010. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49011. * Higher values reduce sensitivity.
  49012. */
  49013. get: function () {
  49014. var mouse = this.inputs.attached["mouse"];
  49015. if (mouse) {
  49016. return mouse.angularSensibility;
  49017. }
  49018. return 0;
  49019. },
  49020. /**
  49021. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49022. * Higher values reduce sensitivity.
  49023. */
  49024. set: function (value) {
  49025. var mouse = this.inputs.attached["mouse"];
  49026. if (mouse) {
  49027. mouse.angularSensibility = value;
  49028. }
  49029. },
  49030. enumerable: true,
  49031. configurable: true
  49032. });
  49033. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49034. /**
  49035. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49036. */
  49037. get: function () {
  49038. var keyboard = this.inputs.attached["keyboard"];
  49039. if (keyboard) {
  49040. return keyboard.keysUp;
  49041. }
  49042. return [];
  49043. },
  49044. set: function (value) {
  49045. var keyboard = this.inputs.attached["keyboard"];
  49046. if (keyboard) {
  49047. keyboard.keysUp = value;
  49048. }
  49049. },
  49050. enumerable: true,
  49051. configurable: true
  49052. });
  49053. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49054. /**
  49055. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49056. */
  49057. get: function () {
  49058. var keyboard = this.inputs.attached["keyboard"];
  49059. if (keyboard) {
  49060. return keyboard.keysDown;
  49061. }
  49062. return [];
  49063. },
  49064. set: function (value) {
  49065. var keyboard = this.inputs.attached["keyboard"];
  49066. if (keyboard) {
  49067. keyboard.keysDown = value;
  49068. }
  49069. },
  49070. enumerable: true,
  49071. configurable: true
  49072. });
  49073. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49074. /**
  49075. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49076. */
  49077. get: function () {
  49078. var keyboard = this.inputs.attached["keyboard"];
  49079. if (keyboard) {
  49080. return keyboard.keysLeft;
  49081. }
  49082. return [];
  49083. },
  49084. set: function (value) {
  49085. var keyboard = this.inputs.attached["keyboard"];
  49086. if (keyboard) {
  49087. keyboard.keysLeft = value;
  49088. }
  49089. },
  49090. enumerable: true,
  49091. configurable: true
  49092. });
  49093. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49094. /**
  49095. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49096. */
  49097. get: function () {
  49098. var keyboard = this.inputs.attached["keyboard"];
  49099. if (keyboard) {
  49100. return keyboard.keysRight;
  49101. }
  49102. return [];
  49103. },
  49104. set: function (value) {
  49105. var keyboard = this.inputs.attached["keyboard"];
  49106. if (keyboard) {
  49107. keyboard.keysRight = value;
  49108. }
  49109. },
  49110. enumerable: true,
  49111. configurable: true
  49112. });
  49113. /**
  49114. * Attached controls to the current camera.
  49115. * @param element Defines the element the controls should be listened from
  49116. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49117. */
  49118. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49119. this.inputs.attachElement(element, noPreventDefault);
  49120. };
  49121. /**
  49122. * Detach the current controls from the camera.
  49123. * The camera will stop reacting to inputs.
  49124. * @param element Defines the element to stop listening the inputs from
  49125. */
  49126. FreeCamera.prototype.detachControl = function (element) {
  49127. this.inputs.detachElement(element);
  49128. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49129. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49130. };
  49131. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49132. /**
  49133. * Define a collision mask to limit the list of object the camera can collide with
  49134. */
  49135. get: function () {
  49136. return this._collisionMask;
  49137. },
  49138. set: function (mask) {
  49139. this._collisionMask = !isNaN(mask) ? mask : -1;
  49140. },
  49141. enumerable: true,
  49142. configurable: true
  49143. });
  49144. /** @hidden */
  49145. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49146. var globalPosition;
  49147. if (this.parent) {
  49148. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49149. }
  49150. else {
  49151. globalPosition = this.position;
  49152. }
  49153. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49154. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49155. if (!this._collider) {
  49156. this._collider = new BABYLON.Collider();
  49157. }
  49158. this._collider._radius = this.ellipsoid;
  49159. this._collider.collisionMask = this._collisionMask;
  49160. //no need for clone, as long as gravity is not on.
  49161. var actualDisplacement = displacement;
  49162. //add gravity to the direction to prevent the dual-collision checking
  49163. if (this.applyGravity) {
  49164. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49165. actualDisplacement = displacement.add(this.getScene().gravity);
  49166. }
  49167. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49168. };
  49169. /** @hidden */
  49170. FreeCamera.prototype._checkInputs = function () {
  49171. if (!this._localDirection) {
  49172. this._localDirection = BABYLON.Vector3.Zero();
  49173. this._transformedDirection = BABYLON.Vector3.Zero();
  49174. }
  49175. this.inputs.checkInputs();
  49176. _super.prototype._checkInputs.call(this);
  49177. };
  49178. /** @hidden */
  49179. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49180. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49181. };
  49182. /** @hidden */
  49183. FreeCamera.prototype._updatePosition = function () {
  49184. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49185. this._collideWithWorld(this.cameraDirection);
  49186. }
  49187. else {
  49188. _super.prototype._updatePosition.call(this);
  49189. }
  49190. };
  49191. /**
  49192. * Destroy the camera and release the current resources hold by it.
  49193. */
  49194. FreeCamera.prototype.dispose = function () {
  49195. this.inputs.clear();
  49196. _super.prototype.dispose.call(this);
  49197. };
  49198. /**
  49199. * Gets the current object class name.
  49200. * @return the class name
  49201. */
  49202. FreeCamera.prototype.getClassName = function () {
  49203. return "FreeCamera";
  49204. };
  49205. __decorate([
  49206. BABYLON.serializeAsVector3()
  49207. ], FreeCamera.prototype, "ellipsoid", void 0);
  49208. __decorate([
  49209. BABYLON.serializeAsVector3()
  49210. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49211. __decorate([
  49212. BABYLON.serialize()
  49213. ], FreeCamera.prototype, "checkCollisions", void 0);
  49214. __decorate([
  49215. BABYLON.serialize()
  49216. ], FreeCamera.prototype, "applyGravity", void 0);
  49217. return FreeCamera;
  49218. }(BABYLON.TargetCamera));
  49219. BABYLON.FreeCamera = FreeCamera;
  49220. })(BABYLON || (BABYLON = {}));
  49221. //# sourceMappingURL=babylon.freeCamera.js.map
  49222. var BABYLON;
  49223. (function (BABYLON) {
  49224. /**
  49225. * Listen to mouse events to control the camera.
  49226. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49227. */
  49228. var FlyCameraMouseInput = /** @class */ (function () {
  49229. /**
  49230. * Listen to mouse events to control the camera.
  49231. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49232. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49233. */
  49234. function FlyCameraMouseInput(touchEnabled) {
  49235. if (touchEnabled === void 0) { touchEnabled = true; }
  49236. /**
  49237. * Defines the buttons associated with the input to handle camera rotation.
  49238. */
  49239. this.buttons = [0, 1, 2];
  49240. /**
  49241. * Assign buttons for Yaw control.
  49242. */
  49243. this.buttonsYaw = [-1, 0, 1];
  49244. /**
  49245. * Assign buttons for Pitch control.
  49246. */
  49247. this.buttonsPitch = [-1, 0, 1];
  49248. /**
  49249. * Assign buttons for Roll control.
  49250. */
  49251. this.buttonsRoll = [2];
  49252. /**
  49253. * Detect if any button is being pressed while mouse is moved.
  49254. * -1 = Mouse locked.
  49255. * 0 = Left button.
  49256. * 1 = Middle Button.
  49257. * 2 = Right Button.
  49258. */
  49259. this.activeButton = -1;
  49260. /**
  49261. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49262. * Higher values reduce its sensitivity.
  49263. */
  49264. this.angularSensibility = 1000.0;
  49265. this.previousPosition = null;
  49266. }
  49267. /**
  49268. * Attach the mouse control to the HTML DOM element.
  49269. * @param element Defines the element that listens to the input events.
  49270. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49271. */
  49272. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49273. var _this = this;
  49274. this.element = element;
  49275. this.noPreventDefault = noPreventDefault;
  49276. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49277. _this._pointerInput(p, s);
  49278. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49279. // Correct Roll by rate, if enabled.
  49280. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49281. if (_this.camera.rollCorrect) {
  49282. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49283. }
  49284. });
  49285. // Helper function to keep 'this'.
  49286. this._mousemoveCallback = function (e) {
  49287. _this._onMouseMove(e);
  49288. };
  49289. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49290. };
  49291. /**
  49292. * Detach the current controls from the specified dom element.
  49293. * @param element Defines the element to stop listening the inputs from
  49294. */
  49295. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49296. if (this._observer && element) {
  49297. this.camera.getScene().onPointerObservable.remove(this._observer);
  49298. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49299. if (this._mousemoveCallback) {
  49300. element.removeEventListener("mousemove", this._mousemoveCallback);
  49301. }
  49302. this._observer = null;
  49303. this._rollObserver = null;
  49304. this.previousPosition = null;
  49305. this.noPreventDefault = undefined;
  49306. }
  49307. };
  49308. /**
  49309. * Gets the class name of the current input.
  49310. * @returns the class name.
  49311. */
  49312. FlyCameraMouseInput.prototype.getClassName = function () {
  49313. return "FlyCameraMouseInput";
  49314. };
  49315. /**
  49316. * Get the friendly name associated with the input class.
  49317. * @returns the input's friendly name.
  49318. */
  49319. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49320. return "mouse";
  49321. };
  49322. // Track mouse movement, when the pointer is not locked.
  49323. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49324. var e = p.event;
  49325. var camera = this.camera;
  49326. var engine = camera.getEngine();
  49327. if (engine.isInVRExclusivePointerMode) {
  49328. return;
  49329. }
  49330. if (!this.touchEnabled && e.pointerType === "touch") {
  49331. return;
  49332. }
  49333. // Mouse is moved but an unknown mouse button is pressed.
  49334. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49335. return;
  49336. }
  49337. var srcElement = (e.srcElement || e.target);
  49338. // Mouse down.
  49339. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49340. try {
  49341. srcElement.setPointerCapture(e.pointerId);
  49342. }
  49343. catch (e) {
  49344. // Nothing to do with the error. Execution continues.
  49345. }
  49346. this.previousPosition = {
  49347. x: e.clientX,
  49348. y: e.clientY
  49349. };
  49350. this.activeButton = e.button;
  49351. if (!this.noPreventDefault) {
  49352. e.preventDefault();
  49353. this.element.focus();
  49354. }
  49355. }
  49356. else
  49357. // Mouse up.
  49358. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49359. try {
  49360. srcElement.releasePointerCapture(e.pointerId);
  49361. }
  49362. catch (e) {
  49363. // Nothing to do with the error. Execution continues.
  49364. }
  49365. this.activeButton = -1;
  49366. this.previousPosition = null;
  49367. if (!this.noPreventDefault) {
  49368. e.preventDefault();
  49369. }
  49370. }
  49371. else
  49372. // Mouse move.
  49373. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49374. if (!this.previousPosition || engine.isPointerLock) {
  49375. return;
  49376. }
  49377. var offsetX = e.clientX - this.previousPosition.x;
  49378. var offsetY = e.clientY - this.previousPosition.y;
  49379. this.rotateCamera(offsetX, offsetY);
  49380. this.previousPosition = {
  49381. x: e.clientX,
  49382. y: e.clientY
  49383. };
  49384. if (!this.noPreventDefault) {
  49385. e.preventDefault();
  49386. }
  49387. }
  49388. };
  49389. // Track mouse movement, when pointer is locked.
  49390. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49391. var camera = this.camera;
  49392. var engine = camera.getEngine();
  49393. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49394. return;
  49395. }
  49396. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49397. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49398. this.rotateCamera(offsetX, offsetY);
  49399. this.previousPosition = null;
  49400. if (!this.noPreventDefault) {
  49401. e.preventDefault();
  49402. }
  49403. };
  49404. /**
  49405. * Rotate camera by mouse offset.
  49406. */
  49407. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49408. var _this = this;
  49409. var camera = this.camera;
  49410. var scene = this.camera.getScene();
  49411. if (scene.useRightHandedSystem) {
  49412. offsetX *= -1;
  49413. }
  49414. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49415. offsetX *= -1;
  49416. }
  49417. var x = offsetX / this.angularSensibility;
  49418. var y = offsetY / this.angularSensibility;
  49419. // Initialize to current rotation.
  49420. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49421. var rotationChange;
  49422. // Pitch.
  49423. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49424. // Apply change in Radians to vector Angle.
  49425. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49426. // Apply Pitch to quaternion.
  49427. currentRotation.multiplyInPlace(rotationChange);
  49428. }
  49429. // Yaw.
  49430. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49431. // Apply change in Radians to vector Angle.
  49432. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49433. // Apply Yaw to quaternion.
  49434. currentRotation.multiplyInPlace(rotationChange);
  49435. // Add Roll, if banked turning is enabled, within Roll limit.
  49436. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49437. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49438. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49439. // Apply change in Radians to vector Angle.
  49440. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49441. // Apply Yaw to quaternion.
  49442. currentRotation.multiplyInPlace(rotationChange);
  49443. }
  49444. }
  49445. // Roll.
  49446. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49447. // Apply change in Radians to vector Angle.
  49448. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49449. // Track Rolling.
  49450. camera._trackRoll -= x;
  49451. // Apply Pitch to quaternion.
  49452. currentRotation.multiplyInPlace(rotationChange);
  49453. }
  49454. // Apply rotationQuaternion to Euler camera.rotation.
  49455. currentRotation.toEulerAnglesToRef(camera.rotation);
  49456. };
  49457. __decorate([
  49458. BABYLON.serialize()
  49459. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49460. __decorate([
  49461. BABYLON.serialize()
  49462. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49463. return FlyCameraMouseInput;
  49464. }());
  49465. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49466. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49467. })(BABYLON || (BABYLON = {}));
  49468. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49469. var BABYLON;
  49470. (function (BABYLON) {
  49471. /**
  49472. * Listen to keyboard events to control the camera.
  49473. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49474. */
  49475. var FlyCameraKeyboardInput = /** @class */ (function () {
  49476. function FlyCameraKeyboardInput() {
  49477. /**
  49478. * The list of keyboard keys used to control the forward move of the camera.
  49479. */
  49480. this.keysForward = [87];
  49481. /**
  49482. * The list of keyboard keys used to control the backward move of the camera.
  49483. */
  49484. this.keysBackward = [83];
  49485. /**
  49486. * The list of keyboard keys used to control the forward move of the camera.
  49487. */
  49488. this.keysUp = [69];
  49489. /**
  49490. * The list of keyboard keys used to control the backward move of the camera.
  49491. */
  49492. this.keysDown = [81];
  49493. /**
  49494. * The list of keyboard keys used to control the right strafe move of the camera.
  49495. */
  49496. this.keysRight = [68];
  49497. /**
  49498. * The list of keyboard keys used to control the left strafe move of the camera.
  49499. */
  49500. this.keysLeft = [65];
  49501. this._keys = new Array();
  49502. }
  49503. /**
  49504. * Attach the input controls to a specific dom element to get the input from.
  49505. * @param element Defines the element the controls should be listened from
  49506. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49507. */
  49508. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49509. var _this = this;
  49510. if (this._onCanvasBlurObserver) {
  49511. return;
  49512. }
  49513. this._scene = this.camera.getScene();
  49514. this._engine = this._scene.getEngine();
  49515. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49516. _this._keys = [];
  49517. });
  49518. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49519. var evt = info.event;
  49520. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49521. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49522. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49523. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49524. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49525. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49526. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49527. var index = _this._keys.indexOf(evt.keyCode);
  49528. if (index === -1) {
  49529. _this._keys.push(evt.keyCode);
  49530. }
  49531. if (!noPreventDefault) {
  49532. evt.preventDefault();
  49533. }
  49534. }
  49535. }
  49536. else {
  49537. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49538. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49539. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49540. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49541. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49542. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49543. var index = _this._keys.indexOf(evt.keyCode);
  49544. if (index >= 0) {
  49545. _this._keys.splice(index, 1);
  49546. }
  49547. if (!noPreventDefault) {
  49548. evt.preventDefault();
  49549. }
  49550. }
  49551. }
  49552. });
  49553. };
  49554. /**
  49555. * Detach the current controls from the specified dom element.
  49556. * @param element Defines the element to stop listening the inputs from
  49557. */
  49558. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49559. if (this._scene) {
  49560. if (this._onKeyboardObserver) {
  49561. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49562. }
  49563. if (this._onCanvasBlurObserver) {
  49564. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49565. }
  49566. this._onKeyboardObserver = null;
  49567. this._onCanvasBlurObserver = null;
  49568. }
  49569. this._keys = [];
  49570. };
  49571. /**
  49572. * Gets the class name of the current intput.
  49573. * @returns the class name
  49574. */
  49575. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49576. return "FlyCameraKeyboardInput";
  49577. };
  49578. /** @hidden */
  49579. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49580. this._keys = [];
  49581. };
  49582. /**
  49583. * Get the friendly name associated with the input class.
  49584. * @returns the input friendly name
  49585. */
  49586. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49587. return "keyboard";
  49588. };
  49589. /**
  49590. * Update the current camera state depending on the inputs that have been used this frame.
  49591. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49592. */
  49593. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49594. if (this._onKeyboardObserver) {
  49595. var camera = this.camera;
  49596. // Keyboard
  49597. for (var index = 0; index < this._keys.length; index++) {
  49598. var keyCode = this._keys[index];
  49599. var speed = camera._computeLocalCameraSpeed();
  49600. if (this.keysForward.indexOf(keyCode) !== -1) {
  49601. camera._localDirection.copyFromFloats(0, 0, speed);
  49602. }
  49603. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49604. camera._localDirection.copyFromFloats(0, 0, -speed);
  49605. }
  49606. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49607. camera._localDirection.copyFromFloats(0, speed, 0);
  49608. }
  49609. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49610. camera._localDirection.copyFromFloats(0, -speed, 0);
  49611. }
  49612. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49613. camera._localDirection.copyFromFloats(speed, 0, 0);
  49614. }
  49615. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49616. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49617. }
  49618. if (camera.getScene().useRightHandedSystem) {
  49619. camera._localDirection.z *= -1;
  49620. }
  49621. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49622. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49623. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49624. }
  49625. }
  49626. };
  49627. __decorate([
  49628. BABYLON.serialize()
  49629. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49630. __decorate([
  49631. BABYLON.serialize()
  49632. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49633. __decorate([
  49634. BABYLON.serialize()
  49635. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49636. __decorate([
  49637. BABYLON.serialize()
  49638. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49639. __decorate([
  49640. BABYLON.serialize()
  49641. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  49642. __decorate([
  49643. BABYLON.serialize()
  49644. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  49645. return FlyCameraKeyboardInput;
  49646. }());
  49647. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  49648. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  49649. })(BABYLON || (BABYLON = {}));
  49650. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  49651. var BABYLON;
  49652. (function (BABYLON) {
  49653. /**
  49654. * Default Inputs manager for the FlyCamera.
  49655. * It groups all the default supported inputs for ease of use.
  49656. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49657. */
  49658. var FlyCameraInputsManager = /** @class */ (function (_super) {
  49659. __extends(FlyCameraInputsManager, _super);
  49660. /**
  49661. * Instantiates a new FlyCameraInputsManager.
  49662. * @param camera Defines the camera the inputs belong to.
  49663. */
  49664. function FlyCameraInputsManager(camera) {
  49665. return _super.call(this, camera) || this;
  49666. }
  49667. /**
  49668. * Add keyboard input support to the input manager.
  49669. * @returns the new FlyCameraKeyboardMoveInput().
  49670. */
  49671. FlyCameraInputsManager.prototype.addKeyboard = function () {
  49672. this.add(new BABYLON.FlyCameraKeyboardInput());
  49673. return this;
  49674. };
  49675. /**
  49676. * Add mouse input support to the input manager.
  49677. * @param touchEnabled Enable touch screen support.
  49678. * @returns the new FlyCameraMouseInput().
  49679. */
  49680. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49681. if (touchEnabled === void 0) { touchEnabled = true; }
  49682. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  49683. return this;
  49684. };
  49685. return FlyCameraInputsManager;
  49686. }(BABYLON.CameraInputsManager));
  49687. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  49688. })(BABYLON || (BABYLON = {}));
  49689. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  49690. var BABYLON;
  49691. (function (BABYLON) {
  49692. /**
  49693. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49694. * such as in a 3D Space Shooter or a Flight Simulator.
  49695. */
  49696. var FlyCamera = /** @class */ (function (_super) {
  49697. __extends(FlyCamera, _super);
  49698. /**
  49699. * Instantiates a FlyCamera.
  49700. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49701. * such as in a 3D Space Shooter or a Flight Simulator.
  49702. * @param name Define the name of the camera in the scene.
  49703. * @param position Define the starting position of the camera in the scene.
  49704. * @param scene Define the scene the camera belongs to.
  49705. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  49706. */
  49707. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49708. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49709. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49710. /**
  49711. * Define the collision ellipsoid of the camera.
  49712. * This is helpful for simulating a camera body, like a player's body.
  49713. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49714. */
  49715. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  49716. /**
  49717. * Define an offset for the position of the ellipsoid around the camera.
  49718. * This can be helpful if the camera is attached away from the player's body center,
  49719. * such as at its head.
  49720. */
  49721. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49722. /**
  49723. * Enable or disable collisions of the camera with the rest of the scene objects.
  49724. */
  49725. _this.checkCollisions = false;
  49726. /**
  49727. * Enable or disable gravity on the camera.
  49728. */
  49729. _this.applyGravity = false;
  49730. /**
  49731. * Define the current direction the camera is moving to.
  49732. */
  49733. _this.cameraDirection = BABYLON.Vector3.Zero();
  49734. /**
  49735. * Track Roll to maintain the wanted Rolling when looking around.
  49736. */
  49737. _this._trackRoll = 0;
  49738. /**
  49739. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  49740. */
  49741. _this.rollCorrect = 100;
  49742. /**
  49743. * Mimic a banked turn, Rolling the camera when Yawing.
  49744. * It's recommended to use rollCorrect = 10 for faster banking correction.
  49745. */
  49746. _this.bankedTurn = false;
  49747. /**
  49748. * Limit in radians for how much Roll banking will add. (Default: 90°)
  49749. */
  49750. _this.bankedTurnLimit = Math.PI / 2;
  49751. /**
  49752. * Value of 0 disables the banked Roll.
  49753. * Value of 1 is equal to the Yaw angle in radians.
  49754. */
  49755. _this.bankedTurnMultiplier = 1;
  49756. _this._needMoveForGravity = false;
  49757. _this._oldPosition = BABYLON.Vector3.Zero();
  49758. _this._diffPosition = BABYLON.Vector3.Zero();
  49759. _this._newPosition = BABYLON.Vector3.Zero();
  49760. // Collisions.
  49761. _this._collisionMask = -1;
  49762. /** @hidden */
  49763. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49764. if (collidedMesh === void 0) { collidedMesh = null; }
  49765. // TODO Move this to the collision coordinator!
  49766. if (_this.getScene().workerCollisions) {
  49767. newPosition.multiplyInPlace(_this._collider._radius);
  49768. }
  49769. var updatePosition = function (newPos) {
  49770. _this._newPosition.copyFrom(newPos);
  49771. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49772. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49773. _this.position.addInPlace(_this._diffPosition);
  49774. if (_this.onCollide && collidedMesh) {
  49775. _this.onCollide(collidedMesh);
  49776. }
  49777. }
  49778. };
  49779. updatePosition(newPosition);
  49780. };
  49781. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  49782. _this.inputs.addKeyboard().addMouse();
  49783. return _this;
  49784. }
  49785. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  49786. /**
  49787. * Gets the input sensibility for mouse input.
  49788. * Higher values reduce sensitivity.
  49789. */
  49790. get: function () {
  49791. var mouse = this.inputs.attached["mouse"];
  49792. if (mouse) {
  49793. return mouse.angularSensibility;
  49794. }
  49795. return 0;
  49796. },
  49797. /**
  49798. * Sets the input sensibility for a mouse input.
  49799. * Higher values reduce sensitivity.
  49800. */
  49801. set: function (value) {
  49802. var mouse = this.inputs.attached["mouse"];
  49803. if (mouse) {
  49804. mouse.angularSensibility = value;
  49805. }
  49806. },
  49807. enumerable: true,
  49808. configurable: true
  49809. });
  49810. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  49811. /**
  49812. * Get the keys for camera movement forward.
  49813. */
  49814. get: function () {
  49815. var keyboard = this.inputs.attached["keyboard"];
  49816. if (keyboard) {
  49817. return keyboard.keysForward;
  49818. }
  49819. return [];
  49820. },
  49821. /**
  49822. * Set the keys for camera movement forward.
  49823. */
  49824. set: function (value) {
  49825. var keyboard = this.inputs.attached["keyboard"];
  49826. if (keyboard) {
  49827. keyboard.keysForward = value;
  49828. }
  49829. },
  49830. enumerable: true,
  49831. configurable: true
  49832. });
  49833. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  49834. /**
  49835. * Get the keys for camera movement backward.
  49836. */
  49837. get: function () {
  49838. var keyboard = this.inputs.attached["keyboard"];
  49839. if (keyboard) {
  49840. return keyboard.keysBackward;
  49841. }
  49842. return [];
  49843. },
  49844. set: function (value) {
  49845. var keyboard = this.inputs.attached["keyboard"];
  49846. if (keyboard) {
  49847. keyboard.keysBackward = value;
  49848. }
  49849. },
  49850. enumerable: true,
  49851. configurable: true
  49852. });
  49853. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  49854. /**
  49855. * Get the keys for camera movement up.
  49856. */
  49857. get: function () {
  49858. var keyboard = this.inputs.attached["keyboard"];
  49859. if (keyboard) {
  49860. return keyboard.keysUp;
  49861. }
  49862. return [];
  49863. },
  49864. /**
  49865. * Set the keys for camera movement up.
  49866. */
  49867. set: function (value) {
  49868. var keyboard = this.inputs.attached["keyboard"];
  49869. if (keyboard) {
  49870. keyboard.keysUp = value;
  49871. }
  49872. },
  49873. enumerable: true,
  49874. configurable: true
  49875. });
  49876. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  49877. /**
  49878. * Get the keys for camera movement down.
  49879. */
  49880. get: function () {
  49881. var keyboard = this.inputs.attached["keyboard"];
  49882. if (keyboard) {
  49883. return keyboard.keysDown;
  49884. }
  49885. return [];
  49886. },
  49887. /**
  49888. * Set the keys for camera movement down.
  49889. */
  49890. set: function (value) {
  49891. var keyboard = this.inputs.attached["keyboard"];
  49892. if (keyboard) {
  49893. keyboard.keysDown = value;
  49894. }
  49895. },
  49896. enumerable: true,
  49897. configurable: true
  49898. });
  49899. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  49900. /**
  49901. * Get the keys for camera movement left.
  49902. */
  49903. get: function () {
  49904. var keyboard = this.inputs.attached["keyboard"];
  49905. if (keyboard) {
  49906. return keyboard.keysLeft;
  49907. }
  49908. return [];
  49909. },
  49910. /**
  49911. * Set the keys for camera movement left.
  49912. */
  49913. set: function (value) {
  49914. var keyboard = this.inputs.attached["keyboard"];
  49915. if (keyboard) {
  49916. keyboard.keysLeft = value;
  49917. }
  49918. },
  49919. enumerable: true,
  49920. configurable: true
  49921. });
  49922. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  49923. /**
  49924. * Set the keys for camera movement right.
  49925. */
  49926. get: function () {
  49927. var keyboard = this.inputs.attached["keyboard"];
  49928. if (keyboard) {
  49929. return keyboard.keysRight;
  49930. }
  49931. return [];
  49932. },
  49933. /**
  49934. * Set the keys for camera movement right.
  49935. */
  49936. set: function (value) {
  49937. var keyboard = this.inputs.attached["keyboard"];
  49938. if (keyboard) {
  49939. keyboard.keysRight = value;
  49940. }
  49941. },
  49942. enumerable: true,
  49943. configurable: true
  49944. });
  49945. /**
  49946. * Attach a control to the HTML DOM element.
  49947. * @param element Defines the element that listens to the input events.
  49948. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  49949. */
  49950. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  49951. this.inputs.attachElement(element, noPreventDefault);
  49952. };
  49953. /**
  49954. * Detach a control from the HTML DOM element.
  49955. * The camera will stop reacting to that input.
  49956. * @param element Defines the element that listens to the input events.
  49957. */
  49958. FlyCamera.prototype.detachControl = function (element) {
  49959. this.inputs.detachElement(element);
  49960. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49961. };
  49962. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  49963. /**
  49964. * Get the mask that the camera ignores in collision events.
  49965. */
  49966. get: function () {
  49967. return this._collisionMask;
  49968. },
  49969. /**
  49970. * Set the mask that the camera ignores in collision events.
  49971. */
  49972. set: function (mask) {
  49973. this._collisionMask = !isNaN(mask) ? mask : -1;
  49974. },
  49975. enumerable: true,
  49976. configurable: true
  49977. });
  49978. /** @hidden */
  49979. FlyCamera.prototype._collideWithWorld = function (displacement) {
  49980. var globalPosition;
  49981. if (this.parent) {
  49982. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49983. }
  49984. else {
  49985. globalPosition = this.position;
  49986. }
  49987. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49988. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49989. if (!this._collider) {
  49990. this._collider = new BABYLON.Collider();
  49991. }
  49992. this._collider._radius = this.ellipsoid;
  49993. this._collider.collisionMask = this._collisionMask;
  49994. // No need for clone, as long as gravity is not on.
  49995. var actualDisplacement = displacement;
  49996. // Add gravity to direction to prevent dual-collision checking.
  49997. if (this.applyGravity) {
  49998. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  49999. actualDisplacement = displacement.add(this.getScene().gravity);
  50000. }
  50001. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50002. };
  50003. /** @hidden */
  50004. FlyCamera.prototype._checkInputs = function () {
  50005. if (!this._localDirection) {
  50006. this._localDirection = BABYLON.Vector3.Zero();
  50007. this._transformedDirection = BABYLON.Vector3.Zero();
  50008. }
  50009. this.inputs.checkInputs();
  50010. _super.prototype._checkInputs.call(this);
  50011. };
  50012. /** @hidden */
  50013. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50014. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50015. };
  50016. /** @hidden */
  50017. FlyCamera.prototype._updatePosition = function () {
  50018. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50019. this._collideWithWorld(this.cameraDirection);
  50020. }
  50021. else {
  50022. _super.prototype._updatePosition.call(this);
  50023. }
  50024. };
  50025. /**
  50026. * Restore the Roll to its target value at the rate specified.
  50027. * @param rate - Higher means slower restoring.
  50028. * @hidden
  50029. */
  50030. FlyCamera.prototype.restoreRoll = function (rate) {
  50031. var limit = this._trackRoll; // Target Roll.
  50032. var z = this.rotation.z; // Current Roll.
  50033. var delta = limit - z; // Difference in Roll.
  50034. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50035. // If the difference is noticable, restore the Roll.
  50036. if (Math.abs(delta) >= minRad) {
  50037. // Change Z rotation towards the target Roll.
  50038. this.rotation.z += delta / rate;
  50039. // Match when near enough.
  50040. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50041. this.rotation.z = limit;
  50042. }
  50043. }
  50044. };
  50045. /**
  50046. * Destroy the camera and release the current resources held by it.
  50047. */
  50048. FlyCamera.prototype.dispose = function () {
  50049. this.inputs.clear();
  50050. _super.prototype.dispose.call(this);
  50051. };
  50052. /**
  50053. * Get the current object class name.
  50054. * @returns the class name.
  50055. */
  50056. FlyCamera.prototype.getClassName = function () {
  50057. return "FlyCamera";
  50058. };
  50059. __decorate([
  50060. BABYLON.serializeAsVector3()
  50061. ], FlyCamera.prototype, "ellipsoid", void 0);
  50062. __decorate([
  50063. BABYLON.serializeAsVector3()
  50064. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50065. __decorate([
  50066. BABYLON.serialize()
  50067. ], FlyCamera.prototype, "checkCollisions", void 0);
  50068. __decorate([
  50069. BABYLON.serialize()
  50070. ], FlyCamera.prototype, "applyGravity", void 0);
  50071. return FlyCamera;
  50072. }(BABYLON.TargetCamera));
  50073. BABYLON.FlyCamera = FlyCamera;
  50074. })(BABYLON || (BABYLON = {}));
  50075. //# sourceMappingURL=babylon.flyCamera.js.map
  50076. var BABYLON;
  50077. (function (BABYLON) {
  50078. /**
  50079. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50080. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50081. */
  50082. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50083. function ArcRotateCameraKeyboardMoveInput() {
  50084. /**
  50085. * Defines the list of key codes associated with the up action (increase alpha)
  50086. */
  50087. this.keysUp = [38];
  50088. /**
  50089. * Defines the list of key codes associated with the down action (decrease alpha)
  50090. */
  50091. this.keysDown = [40];
  50092. /**
  50093. * Defines the list of key codes associated with the left action (increase beta)
  50094. */
  50095. this.keysLeft = [37];
  50096. /**
  50097. * Defines the list of key codes associated with the right action (decrease beta)
  50098. */
  50099. this.keysRight = [39];
  50100. /**
  50101. * Defines the list of key codes associated with the reset action.
  50102. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50103. */
  50104. this.keysReset = [220];
  50105. /**
  50106. * Defines the panning sensibility of the inputs.
  50107. * (How fast is the camera paning)
  50108. */
  50109. this.panningSensibility = 50.0;
  50110. /**
  50111. * Defines the zooming sensibility of the inputs.
  50112. * (How fast is the camera zooming)
  50113. */
  50114. this.zoomingSensibility = 25.0;
  50115. /**
  50116. * Defines wether maintaining the alt key down switch the movement mode from
  50117. * orientation to zoom.
  50118. */
  50119. this.useAltToZoom = true;
  50120. /**
  50121. * Rotation speed of the camera
  50122. */
  50123. this.angularSpeed = 0.01;
  50124. this._keys = new Array();
  50125. }
  50126. /**
  50127. * Attach the input controls to a specific dom element to get the input from.
  50128. * @param element Defines the element the controls should be listened from
  50129. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50130. */
  50131. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50132. var _this = this;
  50133. if (this._onCanvasBlurObserver) {
  50134. return;
  50135. }
  50136. this._scene = this.camera.getScene();
  50137. this._engine = this._scene.getEngine();
  50138. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50139. _this._keys = [];
  50140. });
  50141. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50142. var evt = info.event;
  50143. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50144. _this._ctrlPressed = evt.ctrlKey;
  50145. _this._altPressed = evt.altKey;
  50146. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50147. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50148. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50149. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50150. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50151. var index = _this._keys.indexOf(evt.keyCode);
  50152. if (index === -1) {
  50153. _this._keys.push(evt.keyCode);
  50154. }
  50155. if (evt.preventDefault) {
  50156. if (!noPreventDefault) {
  50157. evt.preventDefault();
  50158. }
  50159. }
  50160. }
  50161. }
  50162. else {
  50163. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50164. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50165. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50166. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50167. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50168. var index = _this._keys.indexOf(evt.keyCode);
  50169. if (index >= 0) {
  50170. _this._keys.splice(index, 1);
  50171. }
  50172. if (evt.preventDefault) {
  50173. if (!noPreventDefault) {
  50174. evt.preventDefault();
  50175. }
  50176. }
  50177. }
  50178. }
  50179. });
  50180. };
  50181. /**
  50182. * Detach the current controls from the specified dom element.
  50183. * @param element Defines the element to stop listening the inputs from
  50184. */
  50185. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50186. if (this._scene) {
  50187. if (this._onKeyboardObserver) {
  50188. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50189. }
  50190. if (this._onCanvasBlurObserver) {
  50191. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50192. }
  50193. this._onKeyboardObserver = null;
  50194. this._onCanvasBlurObserver = null;
  50195. }
  50196. this._keys = [];
  50197. };
  50198. /**
  50199. * Update the current camera state depending on the inputs that have been used this frame.
  50200. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50201. */
  50202. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50203. if (this._onKeyboardObserver) {
  50204. var camera = this.camera;
  50205. for (var index = 0; index < this._keys.length; index++) {
  50206. var keyCode = this._keys[index];
  50207. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50208. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50209. camera.inertialPanningX -= 1 / this.panningSensibility;
  50210. }
  50211. else {
  50212. camera.inertialAlphaOffset -= this.angularSpeed;
  50213. }
  50214. }
  50215. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50216. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50217. camera.inertialPanningY += 1 / this.panningSensibility;
  50218. }
  50219. else if (this._altPressed && this.useAltToZoom) {
  50220. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50221. }
  50222. else {
  50223. camera.inertialBetaOffset -= this.angularSpeed;
  50224. }
  50225. }
  50226. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50227. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50228. camera.inertialPanningX += 1 / this.panningSensibility;
  50229. }
  50230. else {
  50231. camera.inertialAlphaOffset += this.angularSpeed;
  50232. }
  50233. }
  50234. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50235. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50236. camera.inertialPanningY -= 1 / this.panningSensibility;
  50237. }
  50238. else if (this._altPressed && this.useAltToZoom) {
  50239. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50240. }
  50241. else {
  50242. camera.inertialBetaOffset += this.angularSpeed;
  50243. }
  50244. }
  50245. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50246. if (camera.useInputToRestoreState) {
  50247. camera.restoreState();
  50248. }
  50249. }
  50250. }
  50251. }
  50252. };
  50253. /**
  50254. * Gets the class name of the current intput.
  50255. * @returns the class name
  50256. */
  50257. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50258. return "ArcRotateCameraKeyboardMoveInput";
  50259. };
  50260. /**
  50261. * Get the friendly name associated with the input class.
  50262. * @returns the input friendly name
  50263. */
  50264. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50265. return "keyboard";
  50266. };
  50267. __decorate([
  50268. BABYLON.serialize()
  50269. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50270. __decorate([
  50271. BABYLON.serialize()
  50272. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50273. __decorate([
  50274. BABYLON.serialize()
  50275. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50276. __decorate([
  50277. BABYLON.serialize()
  50278. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50279. __decorate([
  50280. BABYLON.serialize()
  50281. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50282. __decorate([
  50283. BABYLON.serialize()
  50284. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50285. __decorate([
  50286. BABYLON.serialize()
  50287. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50288. __decorate([
  50289. BABYLON.serialize()
  50290. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50291. __decorate([
  50292. BABYLON.serialize()
  50293. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50294. return ArcRotateCameraKeyboardMoveInput;
  50295. }());
  50296. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50297. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50298. })(BABYLON || (BABYLON = {}));
  50299. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50300. var BABYLON;
  50301. (function (BABYLON) {
  50302. /**
  50303. * Manage the mouse wheel inputs to control an arc rotate camera.
  50304. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50305. */
  50306. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50307. function ArcRotateCameraMouseWheelInput() {
  50308. /**
  50309. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50310. */
  50311. this.wheelPrecision = 3.0;
  50312. /**
  50313. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50314. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50315. */
  50316. this.wheelDeltaPercentage = 0;
  50317. }
  50318. /**
  50319. * Attach the input controls to a specific dom element to get the input from.
  50320. * @param element Defines the element the controls should be listened from
  50321. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50322. */
  50323. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50324. var _this = this;
  50325. this._wheel = function (p, s) {
  50326. //sanity check - this should be a PointerWheel event.
  50327. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50328. return;
  50329. }
  50330. var event = p.event;
  50331. var delta = 0;
  50332. if (event.wheelDelta) {
  50333. if (_this.wheelDeltaPercentage) {
  50334. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50335. if (event.wheelDelta > 0) {
  50336. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50337. }
  50338. else {
  50339. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50340. }
  50341. }
  50342. else {
  50343. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50344. }
  50345. }
  50346. else if (event.detail) {
  50347. delta = -event.detail / _this.wheelPrecision;
  50348. }
  50349. if (delta) {
  50350. _this.camera.inertialRadiusOffset += delta;
  50351. }
  50352. if (event.preventDefault) {
  50353. if (!noPreventDefault) {
  50354. event.preventDefault();
  50355. }
  50356. }
  50357. };
  50358. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50359. };
  50360. /**
  50361. * Detach the current controls from the specified dom element.
  50362. * @param element Defines the element to stop listening the inputs from
  50363. */
  50364. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50365. if (this._observer && element) {
  50366. this.camera.getScene().onPointerObservable.remove(this._observer);
  50367. this._observer = null;
  50368. this._wheel = null;
  50369. }
  50370. };
  50371. /**
  50372. * Gets the class name of the current intput.
  50373. * @returns the class name
  50374. */
  50375. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50376. return "ArcRotateCameraMouseWheelInput";
  50377. };
  50378. /**
  50379. * Get the friendly name associated with the input class.
  50380. * @returns the input friendly name
  50381. */
  50382. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50383. return "mousewheel";
  50384. };
  50385. __decorate([
  50386. BABYLON.serialize()
  50387. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50388. __decorate([
  50389. BABYLON.serialize()
  50390. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50391. return ArcRotateCameraMouseWheelInput;
  50392. }());
  50393. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50394. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50395. })(BABYLON || (BABYLON = {}));
  50396. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50397. var BABYLON;
  50398. (function (BABYLON) {
  50399. /**
  50400. * Manage the pointers inputs to control an arc rotate camera.
  50401. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50402. */
  50403. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50404. function ArcRotateCameraPointersInput() {
  50405. /**
  50406. * Defines the buttons associated with the input to handle camera move.
  50407. */
  50408. this.buttons = [0, 1, 2];
  50409. /**
  50410. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50411. */
  50412. this.angularSensibilityX = 1000.0;
  50413. /**
  50414. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50415. */
  50416. this.angularSensibilityY = 1000.0;
  50417. /**
  50418. * Defines the pointer pinch precision or how fast is the camera zooming.
  50419. */
  50420. this.pinchPrecision = 12.0;
  50421. /**
  50422. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50423. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50424. */
  50425. this.pinchDeltaPercentage = 0;
  50426. /**
  50427. * Defines the pointer panning sensibility or how fast is the camera moving.
  50428. */
  50429. this.panningSensibility = 1000.0;
  50430. /**
  50431. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50432. */
  50433. this.multiTouchPanning = true;
  50434. /**
  50435. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50436. */
  50437. this.multiTouchPanAndZoom = true;
  50438. /**
  50439. * Revers pinch action direction.
  50440. */
  50441. this.pinchInwards = true;
  50442. this._isPanClick = false;
  50443. }
  50444. /**
  50445. * Attach the input controls to a specific dom element to get the input from.
  50446. * @param element Defines the element the controls should be listened from
  50447. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50448. */
  50449. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50450. var _this = this;
  50451. var engine = this.camera.getEngine();
  50452. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50453. var pointA = null;
  50454. var pointB = null;
  50455. var previousPinchSquaredDistance = 0;
  50456. var initialDistance = 0;
  50457. var twoFingerActivityCount = 0;
  50458. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50459. this._pointerInput = function (p, s) {
  50460. var evt = p.event;
  50461. var isTouch = p.event.pointerType === "touch";
  50462. if (engine.isInVRExclusivePointerMode) {
  50463. return;
  50464. }
  50465. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50466. return;
  50467. }
  50468. var srcElement = (evt.srcElement || evt.target);
  50469. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50470. try {
  50471. srcElement.setPointerCapture(evt.pointerId);
  50472. }
  50473. catch (e) {
  50474. //Nothing to do with the error. Execution will continue.
  50475. }
  50476. // Manage panning with pan button click
  50477. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50478. // manage pointers
  50479. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50480. if (pointA === null) {
  50481. pointA = cacheSoloPointer;
  50482. }
  50483. else if (pointB === null) {
  50484. pointB = cacheSoloPointer;
  50485. }
  50486. if (!noPreventDefault) {
  50487. evt.preventDefault();
  50488. element.focus();
  50489. }
  50490. }
  50491. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50492. if (_this.camera.useInputToRestoreState) {
  50493. _this.camera.restoreState();
  50494. }
  50495. }
  50496. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50497. try {
  50498. srcElement.releasePointerCapture(evt.pointerId);
  50499. }
  50500. catch (e) {
  50501. //Nothing to do with the error.
  50502. }
  50503. cacheSoloPointer = null;
  50504. previousPinchSquaredDistance = 0;
  50505. previousMultiTouchPanPosition.isPaning = false;
  50506. previousMultiTouchPanPosition.isPinching = false;
  50507. twoFingerActivityCount = 0;
  50508. initialDistance = 0;
  50509. if (!isTouch) {
  50510. pointB = null; // Mouse and pen are mono pointer
  50511. }
  50512. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50513. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50514. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50515. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50516. if (engine._badOS) {
  50517. pointA = pointB = null;
  50518. }
  50519. else {
  50520. //only remove the impacted pointer in case of multitouch allowing on most
  50521. //platforms switching from rotate to zoom and pan seamlessly.
  50522. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50523. pointA = pointB;
  50524. pointB = null;
  50525. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50526. }
  50527. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50528. pointB = null;
  50529. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50530. }
  50531. else {
  50532. pointA = pointB = null;
  50533. }
  50534. }
  50535. if (!noPreventDefault) {
  50536. evt.preventDefault();
  50537. }
  50538. }
  50539. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50540. if (!noPreventDefault) {
  50541. evt.preventDefault();
  50542. }
  50543. // One button down
  50544. if (pointA && pointB === null && cacheSoloPointer) {
  50545. if (_this.panningSensibility !== 0 &&
  50546. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50547. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50548. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50549. }
  50550. else {
  50551. var offsetX = evt.clientX - cacheSoloPointer.x;
  50552. var offsetY = evt.clientY - cacheSoloPointer.y;
  50553. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50554. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50555. }
  50556. cacheSoloPointer.x = evt.clientX;
  50557. cacheSoloPointer.y = evt.clientY;
  50558. }
  50559. // Two buttons down: pinch/pan
  50560. else if (pointA && pointB) {
  50561. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50562. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50563. ed.x = evt.clientX;
  50564. ed.y = evt.clientY;
  50565. var direction = _this.pinchInwards ? 1 : -1;
  50566. var distX = pointA.x - pointB.x;
  50567. var distY = pointA.y - pointB.y;
  50568. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50569. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50570. if (previousPinchSquaredDistance === 0) {
  50571. initialDistance = pinchDistance;
  50572. previousPinchSquaredDistance = pinchSquaredDistance;
  50573. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50574. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50575. return;
  50576. }
  50577. if (_this.multiTouchPanAndZoom) {
  50578. if (_this.pinchDeltaPercentage) {
  50579. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50580. }
  50581. else {
  50582. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50583. (_this.pinchPrecision *
  50584. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50585. direction);
  50586. }
  50587. if (_this.panningSensibility !== 0) {
  50588. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50589. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50590. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50591. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50592. previousMultiTouchPanPosition.x = pointersCenterX;
  50593. previousMultiTouchPanPosition.y = pointersCenterY;
  50594. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50595. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50596. }
  50597. }
  50598. else {
  50599. twoFingerActivityCount++;
  50600. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50601. if (_this.pinchDeltaPercentage) {
  50602. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50603. }
  50604. else {
  50605. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50606. (_this.pinchPrecision *
  50607. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50608. direction);
  50609. }
  50610. previousMultiTouchPanPosition.isPaning = false;
  50611. previousMultiTouchPanPosition.isPinching = true;
  50612. }
  50613. else {
  50614. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50615. if (!previousMultiTouchPanPosition.isPaning) {
  50616. previousMultiTouchPanPosition.isPaning = true;
  50617. previousMultiTouchPanPosition.isPinching = false;
  50618. previousMultiTouchPanPosition.x = ed.x;
  50619. previousMultiTouchPanPosition.y = ed.y;
  50620. return;
  50621. }
  50622. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50623. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50624. }
  50625. }
  50626. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50627. previousMultiTouchPanPosition.x = ed.x;
  50628. previousMultiTouchPanPosition.y = ed.y;
  50629. }
  50630. }
  50631. previousPinchSquaredDistance = pinchSquaredDistance;
  50632. }
  50633. }
  50634. };
  50635. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50636. this._onContextMenu = function (evt) {
  50637. evt.preventDefault();
  50638. };
  50639. if (!this.camera._useCtrlForPanning) {
  50640. element.addEventListener("contextmenu", this._onContextMenu, false);
  50641. }
  50642. this._onLostFocus = function () {
  50643. //this._keys = [];
  50644. pointA = pointB = null;
  50645. previousPinchSquaredDistance = 0;
  50646. previousMultiTouchPanPosition.isPaning = false;
  50647. previousMultiTouchPanPosition.isPinching = false;
  50648. twoFingerActivityCount = 0;
  50649. cacheSoloPointer = null;
  50650. initialDistance = 0;
  50651. };
  50652. this._onMouseMove = function (evt) {
  50653. if (!engine.isPointerLock) {
  50654. return;
  50655. }
  50656. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  50657. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  50658. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50659. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50660. if (!noPreventDefault) {
  50661. evt.preventDefault();
  50662. }
  50663. };
  50664. this._onGestureStart = function (e) {
  50665. if (window.MSGesture === undefined) {
  50666. return;
  50667. }
  50668. if (!_this._MSGestureHandler) {
  50669. _this._MSGestureHandler = new MSGesture();
  50670. _this._MSGestureHandler.target = element;
  50671. }
  50672. _this._MSGestureHandler.addPointer(e.pointerId);
  50673. };
  50674. this._onGesture = function (e) {
  50675. _this.camera.radius *= e.scale;
  50676. if (e.preventDefault) {
  50677. if (!noPreventDefault) {
  50678. e.stopPropagation();
  50679. e.preventDefault();
  50680. }
  50681. }
  50682. };
  50683. element.addEventListener("mousemove", this._onMouseMove, false);
  50684. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  50685. element.addEventListener("MSGestureChange", this._onGesture, false);
  50686. BABYLON.Tools.RegisterTopRootEvents([
  50687. { name: "blur", handler: this._onLostFocus }
  50688. ]);
  50689. };
  50690. /**
  50691. * Detach the current controls from the specified dom element.
  50692. * @param element Defines the element to stop listening the inputs from
  50693. */
  50694. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  50695. if (this._onLostFocus) {
  50696. BABYLON.Tools.UnregisterTopRootEvents([
  50697. { name: "blur", handler: this._onLostFocus }
  50698. ]);
  50699. }
  50700. if (element && this._observer) {
  50701. this.camera.getScene().onPointerObservable.remove(this._observer);
  50702. this._observer = null;
  50703. if (this._onContextMenu) {
  50704. element.removeEventListener("contextmenu", this._onContextMenu);
  50705. }
  50706. if (this._onMouseMove) {
  50707. element.removeEventListener("mousemove", this._onMouseMove);
  50708. }
  50709. if (this._onGestureStart) {
  50710. element.removeEventListener("MSPointerDown", this._onGestureStart);
  50711. }
  50712. if (this._onGesture) {
  50713. element.removeEventListener("MSGestureChange", this._onGesture);
  50714. }
  50715. this._isPanClick = false;
  50716. this.pinchInwards = true;
  50717. this._onMouseMove = null;
  50718. this._onGestureStart = null;
  50719. this._onGesture = null;
  50720. this._MSGestureHandler = null;
  50721. this._onLostFocus = null;
  50722. this._onContextMenu = null;
  50723. }
  50724. };
  50725. /**
  50726. * Gets the class name of the current intput.
  50727. * @returns the class name
  50728. */
  50729. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  50730. return "ArcRotateCameraPointersInput";
  50731. };
  50732. /**
  50733. * Get the friendly name associated with the input class.
  50734. * @returns the input friendly name
  50735. */
  50736. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  50737. return "pointers";
  50738. };
  50739. __decorate([
  50740. BABYLON.serialize()
  50741. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  50742. __decorate([
  50743. BABYLON.serialize()
  50744. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  50745. __decorate([
  50746. BABYLON.serialize()
  50747. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  50748. __decorate([
  50749. BABYLON.serialize()
  50750. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  50751. __decorate([
  50752. BABYLON.serialize()
  50753. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  50754. __decorate([
  50755. BABYLON.serialize()
  50756. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  50757. __decorate([
  50758. BABYLON.serialize()
  50759. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  50760. __decorate([
  50761. BABYLON.serialize()
  50762. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  50763. return ArcRotateCameraPointersInput;
  50764. }());
  50765. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  50766. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  50767. })(BABYLON || (BABYLON = {}));
  50768. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  50769. var BABYLON;
  50770. (function (BABYLON) {
  50771. /**
  50772. * Default Inputs manager for the ArcRotateCamera.
  50773. * It groups all the default supported inputs for ease of use.
  50774. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50775. */
  50776. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  50777. __extends(ArcRotateCameraInputsManager, _super);
  50778. /**
  50779. * Instantiates a new ArcRotateCameraInputsManager.
  50780. * @param camera Defines the camera the inputs belong to
  50781. */
  50782. function ArcRotateCameraInputsManager(camera) {
  50783. return _super.call(this, camera) || this;
  50784. }
  50785. /**
  50786. * Add mouse wheel input support to the input manager.
  50787. * @returns the current input manager
  50788. */
  50789. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  50790. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  50791. return this;
  50792. };
  50793. /**
  50794. * Add pointers input support to the input manager.
  50795. * @returns the current input manager
  50796. */
  50797. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  50798. this.add(new BABYLON.ArcRotateCameraPointersInput());
  50799. return this;
  50800. };
  50801. /**
  50802. * Add keyboard input support to the input manager.
  50803. * @returns the current input manager
  50804. */
  50805. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  50806. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  50807. return this;
  50808. };
  50809. /**
  50810. * Add orientation input support to the input manager.
  50811. * @returns the current input manager
  50812. */
  50813. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  50814. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  50815. return this;
  50816. };
  50817. return ArcRotateCameraInputsManager;
  50818. }(BABYLON.CameraInputsManager));
  50819. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  50820. })(BABYLON || (BABYLON = {}));
  50821. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  50822. var BABYLON;
  50823. (function (BABYLON) {
  50824. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  50825. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  50826. });
  50827. /**
  50828. * This represents an orbital type of camera.
  50829. *
  50830. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  50831. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  50832. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  50833. */
  50834. var ArcRotateCamera = /** @class */ (function (_super) {
  50835. __extends(ArcRotateCamera, _super);
  50836. /**
  50837. * Instantiates a new ArcRotateCamera in a given scene
  50838. * @param name Defines the name of the camera
  50839. * @param alpha Defines the camera rotation along the logitudinal axis
  50840. * @param beta Defines the camera rotation along the latitudinal axis
  50841. * @param radius Defines the camera distance from its target
  50842. * @param target Defines the camera target
  50843. * @param scene Defines the scene the camera belongs to
  50844. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  50845. */
  50846. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  50847. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50848. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  50849. /**
  50850. * Current inertia value on the longitudinal axis.
  50851. * The bigger this number the longer it will take for the camera to stop.
  50852. */
  50853. _this.inertialAlphaOffset = 0;
  50854. /**
  50855. * Current inertia value on the latitudinal axis.
  50856. * The bigger this number the longer it will take for the camera to stop.
  50857. */
  50858. _this.inertialBetaOffset = 0;
  50859. /**
  50860. * Current inertia value on the radius axis.
  50861. * The bigger this number the longer it will take for the camera to stop.
  50862. */
  50863. _this.inertialRadiusOffset = 0;
  50864. /**
  50865. * Minimum allowed angle on the longitudinal axis.
  50866. * This can help limiting how the Camera is able to move in the scene.
  50867. */
  50868. _this.lowerAlphaLimit = null;
  50869. /**
  50870. * Maximum allowed angle on the longitudinal axis.
  50871. * This can help limiting how the Camera is able to move in the scene.
  50872. */
  50873. _this.upperAlphaLimit = null;
  50874. /**
  50875. * Minimum allowed angle on the latitudinal axis.
  50876. * This can help limiting how the Camera is able to move in the scene.
  50877. */
  50878. _this.lowerBetaLimit = 0.01;
  50879. /**
  50880. * Maximum allowed angle on the latitudinal axis.
  50881. * This can help limiting how the Camera is able to move in the scene.
  50882. */
  50883. _this.upperBetaLimit = Math.PI;
  50884. /**
  50885. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  50886. * This can help limiting how the Camera is able to move in the scene.
  50887. */
  50888. _this.lowerRadiusLimit = null;
  50889. /**
  50890. * Maximum allowed distance of the camera to the target (The camera can not get further).
  50891. * This can help limiting how the Camera is able to move in the scene.
  50892. */
  50893. _this.upperRadiusLimit = null;
  50894. /**
  50895. * Defines the current inertia value used during panning of the camera along the X axis.
  50896. */
  50897. _this.inertialPanningX = 0;
  50898. /**
  50899. * Defines the current inertia value used during panning of the camera along the Y axis.
  50900. */
  50901. _this.inertialPanningY = 0;
  50902. /**
  50903. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  50904. * Basically if your fingers moves away from more than this distance you will be considered
  50905. * in pinch mode.
  50906. */
  50907. _this.pinchToPanMaxDistance = 20;
  50908. /**
  50909. * Defines the maximum distance the camera can pan.
  50910. * This could help keeping the cammera always in your scene.
  50911. */
  50912. _this.panningDistanceLimit = null;
  50913. /**
  50914. * Defines the target of the camera before paning.
  50915. */
  50916. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  50917. /**
  50918. * Defines the value of the inertia used during panning.
  50919. * 0 would mean stop inertia and one would mean no decelleration at all.
  50920. */
  50921. _this.panningInertia = 0.9;
  50922. //-- end properties for backward compatibility for inputs
  50923. /**
  50924. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  50925. */
  50926. _this.zoomOnFactor = 1;
  50927. /**
  50928. * Defines a screen offset for the camera position.
  50929. */
  50930. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  50931. /**
  50932. * Allows the camera to be completely reversed.
  50933. * If false the camera can not arrive upside down.
  50934. */
  50935. _this.allowUpsideDown = true;
  50936. /**
  50937. * Define if double tap/click is used to restore the previously saved state of the camera.
  50938. */
  50939. _this.useInputToRestoreState = true;
  50940. /** @hidden */
  50941. _this._viewMatrix = new BABYLON.Matrix();
  50942. /**
  50943. * Defines the allowed panning axis.
  50944. */
  50945. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  50946. /**
  50947. * Observable triggered when the mesh target has been changed on the camera.
  50948. */
  50949. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  50950. /**
  50951. * Defines whether the camera should check collision with the objects oh the scene.
  50952. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  50953. */
  50954. _this.checkCollisions = false;
  50955. /**
  50956. * Defines the collision radius of the camera.
  50957. * This simulates a sphere around the camera.
  50958. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50959. */
  50960. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  50961. _this._previousPosition = BABYLON.Vector3.Zero();
  50962. _this._collisionVelocity = BABYLON.Vector3.Zero();
  50963. _this._newPosition = BABYLON.Vector3.Zero();
  50964. _this._computationVector = BABYLON.Vector3.Zero();
  50965. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50966. if (collidedMesh === void 0) { collidedMesh = null; }
  50967. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  50968. newPosition.multiplyInPlace(_this._collider._radius);
  50969. }
  50970. if (!collidedMesh) {
  50971. _this._previousPosition.copyFrom(_this.position);
  50972. }
  50973. else {
  50974. _this.setPosition(newPosition);
  50975. if (_this.onCollide) {
  50976. _this.onCollide(collidedMesh);
  50977. }
  50978. }
  50979. // Recompute because of constraints
  50980. var cosa = Math.cos(_this.alpha);
  50981. var sina = Math.sin(_this.alpha);
  50982. var cosb = Math.cos(_this.beta);
  50983. var sinb = Math.sin(_this.beta);
  50984. if (sinb === 0) {
  50985. sinb = 0.0001;
  50986. }
  50987. var target = _this._getTargetPosition();
  50988. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  50989. target.addToRef(_this._computationVector, _this._newPosition);
  50990. _this.position.copyFrom(_this._newPosition);
  50991. var up = _this.upVector;
  50992. if (_this.allowUpsideDown && _this.beta < 0) {
  50993. up = up.clone();
  50994. up = up.negate();
  50995. }
  50996. _this._computeViewMatrix(_this.position, target, up);
  50997. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  50998. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  50999. _this._collisionTriggered = false;
  51000. };
  51001. _this._target = BABYLON.Vector3.Zero();
  51002. if (target) {
  51003. _this.setTarget(target);
  51004. }
  51005. _this.alpha = alpha;
  51006. _this.beta = beta;
  51007. _this.radius = radius;
  51008. _this.getViewMatrix();
  51009. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51010. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51011. return _this;
  51012. }
  51013. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51014. /**
  51015. * Defines the target point of the camera.
  51016. * The camera looks towards it form the radius distance.
  51017. */
  51018. get: function () {
  51019. return this._target;
  51020. },
  51021. set: function (value) {
  51022. this.setTarget(value);
  51023. },
  51024. enumerable: true,
  51025. configurable: true
  51026. });
  51027. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51028. //-- begin properties for backward compatibility for inputs
  51029. /**
  51030. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51031. */
  51032. get: function () {
  51033. var pointers = this.inputs.attached["pointers"];
  51034. if (pointers) {
  51035. return pointers.angularSensibilityX;
  51036. }
  51037. return 0;
  51038. },
  51039. set: function (value) {
  51040. var pointers = this.inputs.attached["pointers"];
  51041. if (pointers) {
  51042. pointers.angularSensibilityX = value;
  51043. }
  51044. },
  51045. enumerable: true,
  51046. configurable: true
  51047. });
  51048. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51049. /**
  51050. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51051. */
  51052. get: function () {
  51053. var pointers = this.inputs.attached["pointers"];
  51054. if (pointers) {
  51055. return pointers.angularSensibilityY;
  51056. }
  51057. return 0;
  51058. },
  51059. set: function (value) {
  51060. var pointers = this.inputs.attached["pointers"];
  51061. if (pointers) {
  51062. pointers.angularSensibilityY = value;
  51063. }
  51064. },
  51065. enumerable: true,
  51066. configurable: true
  51067. });
  51068. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51069. /**
  51070. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51071. */
  51072. get: function () {
  51073. var pointers = this.inputs.attached["pointers"];
  51074. if (pointers) {
  51075. return pointers.pinchPrecision;
  51076. }
  51077. return 0;
  51078. },
  51079. set: function (value) {
  51080. var pointers = this.inputs.attached["pointers"];
  51081. if (pointers) {
  51082. pointers.pinchPrecision = value;
  51083. }
  51084. },
  51085. enumerable: true,
  51086. configurable: true
  51087. });
  51088. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51089. /**
  51090. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51091. * It will be used instead of pinchDeltaPrecision if different from 0.
  51092. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51093. */
  51094. get: function () {
  51095. var pointers = this.inputs.attached["pointers"];
  51096. if (pointers) {
  51097. return pointers.pinchDeltaPercentage;
  51098. }
  51099. return 0;
  51100. },
  51101. set: function (value) {
  51102. var pointers = this.inputs.attached["pointers"];
  51103. if (pointers) {
  51104. pointers.pinchDeltaPercentage = value;
  51105. }
  51106. },
  51107. enumerable: true,
  51108. configurable: true
  51109. });
  51110. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51111. /**
  51112. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51113. */
  51114. get: function () {
  51115. var pointers = this.inputs.attached["pointers"];
  51116. if (pointers) {
  51117. return pointers.panningSensibility;
  51118. }
  51119. return 0;
  51120. },
  51121. set: function (value) {
  51122. var pointers = this.inputs.attached["pointers"];
  51123. if (pointers) {
  51124. pointers.panningSensibility = value;
  51125. }
  51126. },
  51127. enumerable: true,
  51128. configurable: true
  51129. });
  51130. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51131. /**
  51132. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51133. */
  51134. get: function () {
  51135. var keyboard = this.inputs.attached["keyboard"];
  51136. if (keyboard) {
  51137. return keyboard.keysUp;
  51138. }
  51139. return [];
  51140. },
  51141. set: function (value) {
  51142. var keyboard = this.inputs.attached["keyboard"];
  51143. if (keyboard) {
  51144. keyboard.keysUp = value;
  51145. }
  51146. },
  51147. enumerable: true,
  51148. configurable: true
  51149. });
  51150. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51151. /**
  51152. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51153. */
  51154. get: function () {
  51155. var keyboard = this.inputs.attached["keyboard"];
  51156. if (keyboard) {
  51157. return keyboard.keysDown;
  51158. }
  51159. return [];
  51160. },
  51161. set: function (value) {
  51162. var keyboard = this.inputs.attached["keyboard"];
  51163. if (keyboard) {
  51164. keyboard.keysDown = value;
  51165. }
  51166. },
  51167. enumerable: true,
  51168. configurable: true
  51169. });
  51170. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51171. /**
  51172. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51173. */
  51174. get: function () {
  51175. var keyboard = this.inputs.attached["keyboard"];
  51176. if (keyboard) {
  51177. return keyboard.keysLeft;
  51178. }
  51179. return [];
  51180. },
  51181. set: function (value) {
  51182. var keyboard = this.inputs.attached["keyboard"];
  51183. if (keyboard) {
  51184. keyboard.keysLeft = value;
  51185. }
  51186. },
  51187. enumerable: true,
  51188. configurable: true
  51189. });
  51190. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51191. /**
  51192. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51193. */
  51194. get: function () {
  51195. var keyboard = this.inputs.attached["keyboard"];
  51196. if (keyboard) {
  51197. return keyboard.keysRight;
  51198. }
  51199. return [];
  51200. },
  51201. set: function (value) {
  51202. var keyboard = this.inputs.attached["keyboard"];
  51203. if (keyboard) {
  51204. keyboard.keysRight = value;
  51205. }
  51206. },
  51207. enumerable: true,
  51208. configurable: true
  51209. });
  51210. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51211. /**
  51212. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51213. */
  51214. get: function () {
  51215. var mousewheel = this.inputs.attached["mousewheel"];
  51216. if (mousewheel) {
  51217. return mousewheel.wheelPrecision;
  51218. }
  51219. return 0;
  51220. },
  51221. set: function (value) {
  51222. var mousewheel = this.inputs.attached["mousewheel"];
  51223. if (mousewheel) {
  51224. mousewheel.wheelPrecision = value;
  51225. }
  51226. },
  51227. enumerable: true,
  51228. configurable: true
  51229. });
  51230. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51231. /**
  51232. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51233. * It will be used instead of pinchDeltaPrecision if different from 0.
  51234. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51235. */
  51236. get: function () {
  51237. var mousewheel = this.inputs.attached["mousewheel"];
  51238. if (mousewheel) {
  51239. return mousewheel.wheelDeltaPercentage;
  51240. }
  51241. return 0;
  51242. },
  51243. set: function (value) {
  51244. var mousewheel = this.inputs.attached["mousewheel"];
  51245. if (mousewheel) {
  51246. mousewheel.wheelDeltaPercentage = value;
  51247. }
  51248. },
  51249. enumerable: true,
  51250. configurable: true
  51251. });
  51252. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51253. /**
  51254. * Gets the bouncing behavior of the camera if it has been enabled.
  51255. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51256. */
  51257. get: function () {
  51258. return this._bouncingBehavior;
  51259. },
  51260. enumerable: true,
  51261. configurable: true
  51262. });
  51263. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51264. /**
  51265. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51266. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51267. */
  51268. get: function () {
  51269. return this._bouncingBehavior != null;
  51270. },
  51271. set: function (value) {
  51272. if (value === this.useBouncingBehavior) {
  51273. return;
  51274. }
  51275. if (value) {
  51276. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51277. this.addBehavior(this._bouncingBehavior);
  51278. }
  51279. else if (this._bouncingBehavior) {
  51280. this.removeBehavior(this._bouncingBehavior);
  51281. this._bouncingBehavior = null;
  51282. }
  51283. },
  51284. enumerable: true,
  51285. configurable: true
  51286. });
  51287. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51288. /**
  51289. * Gets the framing behavior of the camera if it has been enabled.
  51290. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51291. */
  51292. get: function () {
  51293. return this._framingBehavior;
  51294. },
  51295. enumerable: true,
  51296. configurable: true
  51297. });
  51298. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51299. /**
  51300. * Defines if the framing behavior of the camera is enabled on the camera.
  51301. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51302. */
  51303. get: function () {
  51304. return this._framingBehavior != null;
  51305. },
  51306. set: function (value) {
  51307. if (value === this.useFramingBehavior) {
  51308. return;
  51309. }
  51310. if (value) {
  51311. this._framingBehavior = new BABYLON.FramingBehavior();
  51312. this.addBehavior(this._framingBehavior);
  51313. }
  51314. else if (this._framingBehavior) {
  51315. this.removeBehavior(this._framingBehavior);
  51316. this._framingBehavior = null;
  51317. }
  51318. },
  51319. enumerable: true,
  51320. configurable: true
  51321. });
  51322. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51323. /**
  51324. * Gets the auto rotation behavior of the camera if it has been enabled.
  51325. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51326. */
  51327. get: function () {
  51328. return this._autoRotationBehavior;
  51329. },
  51330. enumerable: true,
  51331. configurable: true
  51332. });
  51333. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51334. /**
  51335. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51336. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51337. */
  51338. get: function () {
  51339. return this._autoRotationBehavior != null;
  51340. },
  51341. set: function (value) {
  51342. if (value === this.useAutoRotationBehavior) {
  51343. return;
  51344. }
  51345. if (value) {
  51346. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51347. this.addBehavior(this._autoRotationBehavior);
  51348. }
  51349. else if (this._autoRotationBehavior) {
  51350. this.removeBehavior(this._autoRotationBehavior);
  51351. this._autoRotationBehavior = null;
  51352. }
  51353. },
  51354. enumerable: true,
  51355. configurable: true
  51356. });
  51357. // Cache
  51358. /** @hidden */
  51359. ArcRotateCamera.prototype._initCache = function () {
  51360. _super.prototype._initCache.call(this);
  51361. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51362. this._cache.alpha = undefined;
  51363. this._cache.beta = undefined;
  51364. this._cache.radius = undefined;
  51365. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51366. };
  51367. /** @hidden */
  51368. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51369. if (!ignoreParentClass) {
  51370. _super.prototype._updateCache.call(this);
  51371. }
  51372. this._cache._target.copyFrom(this._getTargetPosition());
  51373. this._cache.alpha = this.alpha;
  51374. this._cache.beta = this.beta;
  51375. this._cache.radius = this.radius;
  51376. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51377. };
  51378. ArcRotateCamera.prototype._getTargetPosition = function () {
  51379. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51380. var pos = this._targetHost.getAbsolutePosition();
  51381. if (this._targetBoundingCenter) {
  51382. pos.addToRef(this._targetBoundingCenter, this._target);
  51383. }
  51384. else {
  51385. this._target.copyFrom(pos);
  51386. }
  51387. }
  51388. var lockedTargetPosition = this._getLockedTargetPosition();
  51389. if (lockedTargetPosition) {
  51390. return lockedTargetPosition;
  51391. }
  51392. return this._target;
  51393. };
  51394. /**
  51395. * Stores the current state of the camera (alpha, beta, radius and target)
  51396. * @returns the camera itself
  51397. */
  51398. ArcRotateCamera.prototype.storeState = function () {
  51399. this._storedAlpha = this.alpha;
  51400. this._storedBeta = this.beta;
  51401. this._storedRadius = this.radius;
  51402. this._storedTarget = this._getTargetPosition().clone();
  51403. return _super.prototype.storeState.call(this);
  51404. };
  51405. /**
  51406. * @hidden
  51407. * Restored camera state. You must call storeState() first
  51408. */
  51409. ArcRotateCamera.prototype._restoreStateValues = function () {
  51410. if (!_super.prototype._restoreStateValues.call(this)) {
  51411. return false;
  51412. }
  51413. this.alpha = this._storedAlpha;
  51414. this.beta = this._storedBeta;
  51415. this.radius = this._storedRadius;
  51416. this.setTarget(this._storedTarget.clone());
  51417. this.inertialAlphaOffset = 0;
  51418. this.inertialBetaOffset = 0;
  51419. this.inertialRadiusOffset = 0;
  51420. this.inertialPanningX = 0;
  51421. this.inertialPanningY = 0;
  51422. return true;
  51423. };
  51424. // Synchronized
  51425. /** @hidden */
  51426. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51427. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51428. return false;
  51429. }
  51430. return this._cache._target.equals(this._getTargetPosition())
  51431. && this._cache.alpha === this.alpha
  51432. && this._cache.beta === this.beta
  51433. && this._cache.radius === this.radius
  51434. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51435. };
  51436. /**
  51437. * Attached controls to the current camera.
  51438. * @param element Defines the element the controls should be listened from
  51439. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51440. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51441. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51442. */
  51443. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51444. var _this = this;
  51445. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51446. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51447. this._useCtrlForPanning = useCtrlForPanning;
  51448. this._panningMouseButton = panningMouseButton;
  51449. this.inputs.attachElement(element, noPreventDefault);
  51450. this._reset = function () {
  51451. _this.inertialAlphaOffset = 0;
  51452. _this.inertialBetaOffset = 0;
  51453. _this.inertialRadiusOffset = 0;
  51454. _this.inertialPanningX = 0;
  51455. _this.inertialPanningY = 0;
  51456. };
  51457. };
  51458. /**
  51459. * Detach the current controls from the camera.
  51460. * The camera will stop reacting to inputs.
  51461. * @param element Defines the element to stop listening the inputs from
  51462. */
  51463. ArcRotateCamera.prototype.detachControl = function (element) {
  51464. this.inputs.detachElement(element);
  51465. if (this._reset) {
  51466. this._reset();
  51467. }
  51468. };
  51469. /** @hidden */
  51470. ArcRotateCamera.prototype._checkInputs = function () {
  51471. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51472. if (this._collisionTriggered) {
  51473. return;
  51474. }
  51475. this.inputs.checkInputs();
  51476. // Inertia
  51477. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51478. var inertialAlphaOffset = this.inertialAlphaOffset;
  51479. if (this.beta <= 0) {
  51480. inertialAlphaOffset *= -1;
  51481. }
  51482. if (this.getScene().useRightHandedSystem) {
  51483. inertialAlphaOffset *= -1;
  51484. }
  51485. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51486. inertialAlphaOffset *= -1;
  51487. }
  51488. this.alpha += inertialAlphaOffset;
  51489. this.beta += this.inertialBetaOffset;
  51490. this.radius -= this.inertialRadiusOffset;
  51491. this.inertialAlphaOffset *= this.inertia;
  51492. this.inertialBetaOffset *= this.inertia;
  51493. this.inertialRadiusOffset *= this.inertia;
  51494. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51495. this.inertialAlphaOffset = 0;
  51496. }
  51497. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51498. this.inertialBetaOffset = 0;
  51499. }
  51500. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51501. this.inertialRadiusOffset = 0;
  51502. }
  51503. }
  51504. // Panning inertia
  51505. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51506. if (!this._localDirection) {
  51507. this._localDirection = BABYLON.Vector3.Zero();
  51508. this._transformedDirection = BABYLON.Vector3.Zero();
  51509. }
  51510. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51511. this._localDirection.multiplyInPlace(this.panningAxis);
  51512. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51513. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51514. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51515. if (!this.panningAxis.y) {
  51516. this._transformedDirection.y = 0;
  51517. }
  51518. if (!this._targetHost) {
  51519. if (this.panningDistanceLimit) {
  51520. this._transformedDirection.addInPlace(this._target);
  51521. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51522. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51523. this._target.copyFrom(this._transformedDirection);
  51524. }
  51525. }
  51526. else {
  51527. this._target.addInPlace(this._transformedDirection);
  51528. }
  51529. }
  51530. this.inertialPanningX *= this.panningInertia;
  51531. this.inertialPanningY *= this.panningInertia;
  51532. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51533. this.inertialPanningX = 0;
  51534. }
  51535. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51536. this.inertialPanningY = 0;
  51537. }
  51538. }
  51539. // Limits
  51540. this._checkLimits();
  51541. _super.prototype._checkInputs.call(this);
  51542. };
  51543. ArcRotateCamera.prototype._checkLimits = function () {
  51544. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51545. if (this.allowUpsideDown && this.beta > Math.PI) {
  51546. this.beta = this.beta - (2 * Math.PI);
  51547. }
  51548. }
  51549. else {
  51550. if (this.beta < this.lowerBetaLimit) {
  51551. this.beta = this.lowerBetaLimit;
  51552. }
  51553. }
  51554. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51555. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51556. this.beta = this.beta + (2 * Math.PI);
  51557. }
  51558. }
  51559. else {
  51560. if (this.beta > this.upperBetaLimit) {
  51561. this.beta = this.upperBetaLimit;
  51562. }
  51563. }
  51564. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51565. this.alpha = this.lowerAlphaLimit;
  51566. }
  51567. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51568. this.alpha = this.upperAlphaLimit;
  51569. }
  51570. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51571. this.radius = this.lowerRadiusLimit;
  51572. }
  51573. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51574. this.radius = this.upperRadiusLimit;
  51575. }
  51576. };
  51577. /**
  51578. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51579. */
  51580. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51581. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51582. this.radius = this._computationVector.length();
  51583. if (this.radius === 0) {
  51584. this.radius = 0.0001; // Just to avoid division by zero
  51585. }
  51586. // Alpha
  51587. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51588. if (this._computationVector.z < 0) {
  51589. this.alpha = 2 * Math.PI - this.alpha;
  51590. }
  51591. // Beta
  51592. this.beta = Math.acos(this._computationVector.y / this.radius);
  51593. this._checkLimits();
  51594. };
  51595. /**
  51596. * Use a position to define the current camera related information like aplha, beta and radius
  51597. * @param position Defines the position to set the camera at
  51598. */
  51599. ArcRotateCamera.prototype.setPosition = function (position) {
  51600. if (this.position.equals(position)) {
  51601. return;
  51602. }
  51603. this.position.copyFrom(position);
  51604. this.rebuildAnglesAndRadius();
  51605. };
  51606. /**
  51607. * Defines the target the camera should look at.
  51608. * This will automatically adapt alpha beta and radius to fit within the new target.
  51609. * @param target Defines the new target as a Vector or a mesh
  51610. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51611. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51612. */
  51613. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51614. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51615. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51616. if (target.getBoundingInfo) {
  51617. if (toBoundingCenter) {
  51618. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51619. }
  51620. else {
  51621. this._targetBoundingCenter = null;
  51622. }
  51623. this._targetHost = target;
  51624. this._target = this._getTargetPosition();
  51625. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51626. }
  51627. else {
  51628. var newTarget = target;
  51629. var currentTarget = this._getTargetPosition();
  51630. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51631. return;
  51632. }
  51633. this._targetHost = null;
  51634. this._target = newTarget;
  51635. this._targetBoundingCenter = null;
  51636. this.onMeshTargetChangedObservable.notifyObservers(null);
  51637. }
  51638. this.rebuildAnglesAndRadius();
  51639. };
  51640. /** @hidden */
  51641. ArcRotateCamera.prototype._getViewMatrix = function () {
  51642. // Compute
  51643. var cosa = Math.cos(this.alpha);
  51644. var sina = Math.sin(this.alpha);
  51645. var cosb = Math.cos(this.beta);
  51646. var sinb = Math.sin(this.beta);
  51647. if (sinb === 0) {
  51648. sinb = 0.0001;
  51649. }
  51650. var target = this._getTargetPosition();
  51651. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  51652. target.addToRef(this._computationVector, this._newPosition);
  51653. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  51654. if (!this._collider) {
  51655. this._collider = new BABYLON.Collider();
  51656. }
  51657. this._collider._radius = this.collisionRadius;
  51658. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  51659. this._collisionTriggered = true;
  51660. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  51661. }
  51662. else {
  51663. this.position.copyFrom(this._newPosition);
  51664. var up = this.upVector;
  51665. if (this.allowUpsideDown && sinb < 0) {
  51666. up = up.clone();
  51667. up = up.negate();
  51668. }
  51669. this._computeViewMatrix(this.position, target, up);
  51670. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  51671. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  51672. }
  51673. this._currentTarget = target;
  51674. return this._viewMatrix;
  51675. };
  51676. /**
  51677. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  51678. * @param meshes Defines the mesh to zoom on
  51679. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  51680. */
  51681. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  51682. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51683. meshes = meshes || this.getScene().meshes;
  51684. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  51685. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  51686. this.radius = distance * this.zoomOnFactor;
  51687. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  51688. };
  51689. /**
  51690. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  51691. * The target will be changed but the radius
  51692. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  51693. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  51694. */
  51695. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  51696. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51697. var meshesOrMinMaxVector;
  51698. var distance;
  51699. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  51700. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  51701. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  51702. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  51703. }
  51704. else { //minMaxVector and distance
  51705. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  51706. meshesOrMinMaxVector = minMaxVectorAndDistance;
  51707. distance = minMaxVectorAndDistance.distance;
  51708. }
  51709. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  51710. if (!doNotUpdateMaxZ) {
  51711. this.maxZ = distance * 2;
  51712. }
  51713. };
  51714. /**
  51715. * @override
  51716. * Override Camera.createRigCamera
  51717. */
  51718. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  51719. var alphaShift = 0;
  51720. switch (this.cameraRigMode) {
  51721. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51722. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51723. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51724. case BABYLON.Camera.RIG_MODE_VR:
  51725. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  51726. break;
  51727. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51728. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  51729. break;
  51730. }
  51731. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  51732. rigCam._cameraRigParams = {};
  51733. return rigCam;
  51734. };
  51735. /**
  51736. * @hidden
  51737. * @override
  51738. * Override Camera._updateRigCameras
  51739. */
  51740. ArcRotateCamera.prototype._updateRigCameras = function () {
  51741. var camLeft = this._rigCameras[0];
  51742. var camRight = this._rigCameras[1];
  51743. camLeft.beta = camRight.beta = this.beta;
  51744. camLeft.radius = camRight.radius = this.radius;
  51745. switch (this.cameraRigMode) {
  51746. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51747. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51748. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51749. case BABYLON.Camera.RIG_MODE_VR:
  51750. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51751. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51752. break;
  51753. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51754. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51755. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51756. break;
  51757. }
  51758. _super.prototype._updateRigCameras.call(this);
  51759. };
  51760. /**
  51761. * Destroy the camera and release the current resources hold by it.
  51762. */
  51763. ArcRotateCamera.prototype.dispose = function () {
  51764. this.inputs.clear();
  51765. _super.prototype.dispose.call(this);
  51766. };
  51767. /**
  51768. * Gets the current object class name.
  51769. * @return the class name
  51770. */
  51771. ArcRotateCamera.prototype.getClassName = function () {
  51772. return "ArcRotateCamera";
  51773. };
  51774. __decorate([
  51775. BABYLON.serialize()
  51776. ], ArcRotateCamera.prototype, "alpha", void 0);
  51777. __decorate([
  51778. BABYLON.serialize()
  51779. ], ArcRotateCamera.prototype, "beta", void 0);
  51780. __decorate([
  51781. BABYLON.serialize()
  51782. ], ArcRotateCamera.prototype, "radius", void 0);
  51783. __decorate([
  51784. BABYLON.serializeAsVector3("target")
  51785. ], ArcRotateCamera.prototype, "_target", void 0);
  51786. __decorate([
  51787. BABYLON.serialize()
  51788. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  51789. __decorate([
  51790. BABYLON.serialize()
  51791. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  51792. __decorate([
  51793. BABYLON.serialize()
  51794. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  51795. __decorate([
  51796. BABYLON.serialize()
  51797. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  51798. __decorate([
  51799. BABYLON.serialize()
  51800. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  51801. __decorate([
  51802. BABYLON.serialize()
  51803. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  51804. __decorate([
  51805. BABYLON.serialize()
  51806. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  51807. __decorate([
  51808. BABYLON.serialize()
  51809. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  51810. __decorate([
  51811. BABYLON.serialize()
  51812. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  51813. __decorate([
  51814. BABYLON.serialize()
  51815. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  51816. __decorate([
  51817. BABYLON.serialize()
  51818. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  51819. __decorate([
  51820. BABYLON.serialize()
  51821. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  51822. __decorate([
  51823. BABYLON.serialize()
  51824. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  51825. __decorate([
  51826. BABYLON.serializeAsVector3()
  51827. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  51828. __decorate([
  51829. BABYLON.serialize()
  51830. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  51831. __decorate([
  51832. BABYLON.serialize()
  51833. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  51834. __decorate([
  51835. BABYLON.serialize()
  51836. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  51837. __decorate([
  51838. BABYLON.serialize()
  51839. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  51840. __decorate([
  51841. BABYLON.serialize()
  51842. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  51843. return ArcRotateCamera;
  51844. }(BABYLON.TargetCamera));
  51845. BABYLON.ArcRotateCamera = ArcRotateCamera;
  51846. })(BABYLON || (BABYLON = {}));
  51847. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  51848. var BABYLON;
  51849. (function (BABYLON) {
  51850. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  51851. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  51852. });
  51853. /**
  51854. * The HemisphericLight simulates the ambient environment light,
  51855. * so the passed direction is the light reflection direction, not the incoming direction.
  51856. */
  51857. var HemisphericLight = /** @class */ (function (_super) {
  51858. __extends(HemisphericLight, _super);
  51859. /**
  51860. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  51861. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  51862. * The HemisphericLight can't cast shadows.
  51863. * Documentation : http://doc.babylonjs.com/tutorials/lights
  51864. * @param name The friendly name of the light
  51865. * @param direction The direction of the light reflection
  51866. * @param scene The scene the light belongs to
  51867. */
  51868. function HemisphericLight(name, direction, scene) {
  51869. var _this = _super.call(this, name, scene) || this;
  51870. /**
  51871. * The groundColor is the light in the opposite direction to the one specified during creation.
  51872. * 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.
  51873. */
  51874. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  51875. _this.direction = direction || BABYLON.Vector3.Up();
  51876. return _this;
  51877. }
  51878. HemisphericLight.prototype._buildUniformLayout = function () {
  51879. this._uniformBuffer.addUniform("vLightData", 4);
  51880. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  51881. this._uniformBuffer.addUniform("vLightSpecular", 3);
  51882. this._uniformBuffer.addUniform("vLightGround", 3);
  51883. this._uniformBuffer.addUniform("shadowsInfo", 3);
  51884. this._uniformBuffer.addUniform("depthValues", 2);
  51885. this._uniformBuffer.create();
  51886. };
  51887. /**
  51888. * Returns the string "HemisphericLight".
  51889. * @return The class name
  51890. */
  51891. HemisphericLight.prototype.getClassName = function () {
  51892. return "HemisphericLight";
  51893. };
  51894. /**
  51895. * Sets the HemisphericLight direction towards the passed target (Vector3).
  51896. * Returns the updated direction.
  51897. * @param target The target the direction should point to
  51898. * @return The computed direction
  51899. */
  51900. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  51901. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  51902. return this.direction;
  51903. };
  51904. /**
  51905. * Returns the shadow generator associated to the light.
  51906. * @returns Always null for hemispheric lights because it does not support shadows.
  51907. */
  51908. HemisphericLight.prototype.getShadowGenerator = function () {
  51909. return null;
  51910. };
  51911. /**
  51912. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  51913. * @param effect The effect to update
  51914. * @param lightIndex The index of the light in the effect to update
  51915. * @returns The hemispheric light
  51916. */
  51917. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  51918. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  51919. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  51920. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  51921. return this;
  51922. };
  51923. /**
  51924. * Computes the world matrix of the node
  51925. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  51926. * @param useWasUpdatedFlag defines a reserved property
  51927. * @returns the world matrix
  51928. */
  51929. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  51930. if (!this._worldMatrix) {
  51931. this._worldMatrix = BABYLON.Matrix.Identity();
  51932. }
  51933. return this._worldMatrix;
  51934. };
  51935. /**
  51936. * Returns the integer 3.
  51937. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51938. */
  51939. HemisphericLight.prototype.getTypeID = function () {
  51940. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  51941. };
  51942. /**
  51943. * Prepares the list of defines specific to the light type.
  51944. * @param defines the list of defines
  51945. * @param lightIndex defines the index of the light for the effect
  51946. */
  51947. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  51948. defines["HEMILIGHT" + lightIndex] = true;
  51949. };
  51950. __decorate([
  51951. BABYLON.serializeAsColor3()
  51952. ], HemisphericLight.prototype, "groundColor", void 0);
  51953. __decorate([
  51954. BABYLON.serializeAsVector3()
  51955. ], HemisphericLight.prototype, "direction", void 0);
  51956. return HemisphericLight;
  51957. }(BABYLON.Light));
  51958. BABYLON.HemisphericLight = HemisphericLight;
  51959. })(BABYLON || (BABYLON = {}));
  51960. //# sourceMappingURL=babylon.hemisphericLight.js.map
  51961. var BABYLON;
  51962. (function (BABYLON) {
  51963. /**
  51964. * Base implementation IShadowLight
  51965. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  51966. */
  51967. var ShadowLight = /** @class */ (function (_super) {
  51968. __extends(ShadowLight, _super);
  51969. function ShadowLight() {
  51970. var _this = _super !== null && _super.apply(this, arguments) || this;
  51971. _this._needProjectionMatrixCompute = true;
  51972. return _this;
  51973. }
  51974. ShadowLight.prototype._setPosition = function (value) {
  51975. this._position = value;
  51976. };
  51977. Object.defineProperty(ShadowLight.prototype, "position", {
  51978. /**
  51979. * Sets the position the shadow will be casted from. Also use as the light position for both
  51980. * point and spot lights.
  51981. */
  51982. get: function () {
  51983. return this._position;
  51984. },
  51985. /**
  51986. * Sets the position the shadow will be casted from. Also use as the light position for both
  51987. * point and spot lights.
  51988. */
  51989. set: function (value) {
  51990. this._setPosition(value);
  51991. },
  51992. enumerable: true,
  51993. configurable: true
  51994. });
  51995. ShadowLight.prototype._setDirection = function (value) {
  51996. this._direction = value;
  51997. };
  51998. Object.defineProperty(ShadowLight.prototype, "direction", {
  51999. /**
  52000. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52001. * Also use as the light direction on spot and directional lights.
  52002. */
  52003. get: function () {
  52004. return this._direction;
  52005. },
  52006. /**
  52007. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52008. * Also use as the light direction on spot and directional lights.
  52009. */
  52010. set: function (value) {
  52011. this._setDirection(value);
  52012. },
  52013. enumerable: true,
  52014. configurable: true
  52015. });
  52016. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52017. /**
  52018. * Gets the shadow projection clipping minimum z value.
  52019. */
  52020. get: function () {
  52021. return this._shadowMinZ;
  52022. },
  52023. /**
  52024. * Sets the shadow projection clipping minimum z value.
  52025. */
  52026. set: function (value) {
  52027. this._shadowMinZ = value;
  52028. this.forceProjectionMatrixCompute();
  52029. },
  52030. enumerable: true,
  52031. configurable: true
  52032. });
  52033. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52034. /**
  52035. * Sets the shadow projection clipping maximum z value.
  52036. */
  52037. get: function () {
  52038. return this._shadowMaxZ;
  52039. },
  52040. /**
  52041. * Gets the shadow projection clipping maximum z value.
  52042. */
  52043. set: function (value) {
  52044. this._shadowMaxZ = value;
  52045. this.forceProjectionMatrixCompute();
  52046. },
  52047. enumerable: true,
  52048. configurable: true
  52049. });
  52050. /**
  52051. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52052. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52053. */
  52054. ShadowLight.prototype.computeTransformedInformation = function () {
  52055. if (this.parent && this.parent.getWorldMatrix) {
  52056. if (!this.transformedPosition) {
  52057. this.transformedPosition = BABYLON.Vector3.Zero();
  52058. }
  52059. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52060. // In case the direction is present.
  52061. if (this.direction) {
  52062. if (!this.transformedDirection) {
  52063. this.transformedDirection = BABYLON.Vector3.Zero();
  52064. }
  52065. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52066. }
  52067. return true;
  52068. }
  52069. return false;
  52070. };
  52071. /**
  52072. * Return the depth scale used for the shadow map.
  52073. * @returns the depth scale.
  52074. */
  52075. ShadowLight.prototype.getDepthScale = function () {
  52076. return 50.0;
  52077. };
  52078. /**
  52079. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52080. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52081. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52082. */
  52083. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52084. return this.transformedDirection ? this.transformedDirection : this.direction;
  52085. };
  52086. /**
  52087. * Returns the ShadowLight absolute position in the World.
  52088. * @returns the position vector in world space
  52089. */
  52090. ShadowLight.prototype.getAbsolutePosition = function () {
  52091. return this.transformedPosition ? this.transformedPosition : this.position;
  52092. };
  52093. /**
  52094. * Sets the ShadowLight direction toward the passed target.
  52095. * @param target The point tot target in local space
  52096. * @returns the updated ShadowLight direction
  52097. */
  52098. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52099. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52100. return this.direction;
  52101. };
  52102. /**
  52103. * Returns the light rotation in euler definition.
  52104. * @returns the x y z rotation in local space.
  52105. */
  52106. ShadowLight.prototype.getRotation = function () {
  52107. this.direction.normalize();
  52108. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52109. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52110. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52111. };
  52112. /**
  52113. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52114. * @returns true if a cube texture needs to be use
  52115. */
  52116. ShadowLight.prototype.needCube = function () {
  52117. return false;
  52118. };
  52119. /**
  52120. * Detects if the projection matrix requires to be recomputed this frame.
  52121. * @returns true if it requires to be recomputed otherwise, false.
  52122. */
  52123. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52124. return this._needProjectionMatrixCompute;
  52125. };
  52126. /**
  52127. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52128. */
  52129. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52130. this._needProjectionMatrixCompute = true;
  52131. };
  52132. /** @hidden */
  52133. ShadowLight.prototype._initCache = function () {
  52134. _super.prototype._initCache.call(this);
  52135. this._cache.position = BABYLON.Vector3.Zero();
  52136. };
  52137. /** @hidden */
  52138. ShadowLight.prototype._isSynchronized = function () {
  52139. if (!this._cache.position.equals(this.position)) {
  52140. return false;
  52141. }
  52142. return true;
  52143. };
  52144. /**
  52145. * Computes the world matrix of the node
  52146. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52147. * @returns the world matrix
  52148. */
  52149. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52150. if (!force && this.isSynchronized()) {
  52151. this._currentRenderId = this.getScene().getRenderId();
  52152. return this._worldMatrix;
  52153. }
  52154. this._updateCache();
  52155. this._cache.position.copyFrom(this.position);
  52156. if (!this._worldMatrix) {
  52157. this._worldMatrix = BABYLON.Matrix.Identity();
  52158. }
  52159. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52160. if (this.parent && this.parent.getWorldMatrix) {
  52161. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52162. this._markSyncedWithParent();
  52163. }
  52164. // Cache the determinant
  52165. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52166. return this._worldMatrix;
  52167. };
  52168. /**
  52169. * Gets the minZ used for shadow according to both the scene and the light.
  52170. * @param activeCamera The camera we are returning the min for
  52171. * @returns the depth min z
  52172. */
  52173. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52174. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52175. };
  52176. /**
  52177. * Gets the maxZ used for shadow according to both the scene and the light.
  52178. * @param activeCamera The camera we are returning the max for
  52179. * @returns the depth max z
  52180. */
  52181. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52182. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52183. };
  52184. /**
  52185. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52186. * @param matrix The materix to updated with the projection information
  52187. * @param viewMatrix The transform matrix of the light
  52188. * @param renderList The list of mesh to render in the map
  52189. * @returns The current light
  52190. */
  52191. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52192. if (this.customProjectionMatrixBuilder) {
  52193. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52194. }
  52195. else {
  52196. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52197. }
  52198. return this;
  52199. };
  52200. __decorate([
  52201. BABYLON.serializeAsVector3()
  52202. ], ShadowLight.prototype, "position", null);
  52203. __decorate([
  52204. BABYLON.serializeAsVector3()
  52205. ], ShadowLight.prototype, "direction", null);
  52206. __decorate([
  52207. BABYLON.serialize()
  52208. ], ShadowLight.prototype, "shadowMinZ", null);
  52209. __decorate([
  52210. BABYLON.serialize()
  52211. ], ShadowLight.prototype, "shadowMaxZ", null);
  52212. return ShadowLight;
  52213. }(BABYLON.Light));
  52214. BABYLON.ShadowLight = ShadowLight;
  52215. })(BABYLON || (BABYLON = {}));
  52216. //# sourceMappingURL=babylon.shadowLight.js.map
  52217. var BABYLON;
  52218. (function (BABYLON) {
  52219. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52220. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52221. });
  52222. /**
  52223. * A point light is a light defined by an unique point in world space.
  52224. * The light is emitted in every direction from this point.
  52225. * A good example of a point light is a standard light bulb.
  52226. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52227. */
  52228. var PointLight = /** @class */ (function (_super) {
  52229. __extends(PointLight, _super);
  52230. /**
  52231. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52232. * A PointLight emits the light in every direction.
  52233. * It can cast shadows.
  52234. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52235. * ```javascript
  52236. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52237. * ```
  52238. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52239. * @param name The light friendly name
  52240. * @param position The position of the point light in the scene
  52241. * @param scene The scene the lights belongs to
  52242. */
  52243. function PointLight(name, position, scene) {
  52244. var _this = _super.call(this, name, scene) || this;
  52245. _this._shadowAngle = Math.PI / 2;
  52246. _this.position = position;
  52247. return _this;
  52248. }
  52249. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52250. /**
  52251. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52252. * This specifies what angle the shadow will use to be created.
  52253. *
  52254. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52255. */
  52256. get: function () {
  52257. return this._shadowAngle;
  52258. },
  52259. /**
  52260. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52261. * This specifies what angle the shadow will use to be created.
  52262. *
  52263. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52264. */
  52265. set: function (value) {
  52266. this._shadowAngle = value;
  52267. this.forceProjectionMatrixCompute();
  52268. },
  52269. enumerable: true,
  52270. configurable: true
  52271. });
  52272. Object.defineProperty(PointLight.prototype, "direction", {
  52273. /**
  52274. * Gets the direction if it has been set.
  52275. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52276. */
  52277. get: function () {
  52278. return this._direction;
  52279. },
  52280. /**
  52281. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52282. */
  52283. set: function (value) {
  52284. var previousNeedCube = this.needCube();
  52285. this._direction = value;
  52286. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52287. this._shadowGenerator.recreateShadowMap();
  52288. }
  52289. },
  52290. enumerable: true,
  52291. configurable: true
  52292. });
  52293. /**
  52294. * Returns the string "PointLight"
  52295. * @returns the class name
  52296. */
  52297. PointLight.prototype.getClassName = function () {
  52298. return "PointLight";
  52299. };
  52300. /**
  52301. * Returns the integer 0.
  52302. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52303. */
  52304. PointLight.prototype.getTypeID = function () {
  52305. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52306. };
  52307. /**
  52308. * Specifies wether or not the shadowmap should be a cube texture.
  52309. * @returns true if the shadowmap needs to be a cube texture.
  52310. */
  52311. PointLight.prototype.needCube = function () {
  52312. return !this.direction;
  52313. };
  52314. /**
  52315. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52316. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52317. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52318. */
  52319. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52320. if (this.direction) {
  52321. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52322. }
  52323. else {
  52324. switch (faceIndex) {
  52325. case 0:
  52326. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52327. case 1:
  52328. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52329. case 2:
  52330. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52331. case 3:
  52332. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52333. case 4:
  52334. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52335. case 5:
  52336. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52337. }
  52338. }
  52339. return BABYLON.Vector3.Zero();
  52340. };
  52341. /**
  52342. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52343. * - fov = PI / 2
  52344. * - aspect ratio : 1.0
  52345. * - z-near and far equal to the active camera minZ and maxZ.
  52346. * Returns the PointLight.
  52347. */
  52348. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52349. var activeCamera = this.getScene().activeCamera;
  52350. if (!activeCamera) {
  52351. return;
  52352. }
  52353. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52354. };
  52355. PointLight.prototype._buildUniformLayout = function () {
  52356. this._uniformBuffer.addUniform("vLightData", 4);
  52357. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52358. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52359. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52360. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52361. this._uniformBuffer.addUniform("depthValues", 2);
  52362. this._uniformBuffer.create();
  52363. };
  52364. /**
  52365. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52366. * @param effect The effect to update
  52367. * @param lightIndex The index of the light in the effect to update
  52368. * @returns The point light
  52369. */
  52370. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52371. if (this.computeTransformedInformation()) {
  52372. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52373. }
  52374. else {
  52375. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52376. }
  52377. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52378. return this;
  52379. };
  52380. /**
  52381. * Prepares the list of defines specific to the light type.
  52382. * @param defines the list of defines
  52383. * @param lightIndex defines the index of the light for the effect
  52384. */
  52385. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52386. defines["POINTLIGHT" + lightIndex] = true;
  52387. };
  52388. __decorate([
  52389. BABYLON.serialize()
  52390. ], PointLight.prototype, "shadowAngle", null);
  52391. return PointLight;
  52392. }(BABYLON.ShadowLight));
  52393. BABYLON.PointLight = PointLight;
  52394. })(BABYLON || (BABYLON = {}));
  52395. //# sourceMappingURL=babylon.pointLight.js.map
  52396. var BABYLON;
  52397. (function (BABYLON) {
  52398. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52399. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52400. });
  52401. /**
  52402. * A directional light is defined by a direction (what a surprise!).
  52403. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52404. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  52405. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52406. */
  52407. var DirectionalLight = /** @class */ (function (_super) {
  52408. __extends(DirectionalLight, _super);
  52409. /**
  52410. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52411. * The directional light is emitted from everywhere in the given direction.
  52412. * It can cast shadows.
  52413. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52414. * @param name The friendly name of the light
  52415. * @param direction The direction of the light
  52416. * @param scene The scene the light belongs to
  52417. */
  52418. function DirectionalLight(name, direction, scene) {
  52419. var _this = _super.call(this, name, scene) || this;
  52420. _this._shadowFrustumSize = 0;
  52421. _this._shadowOrthoScale = 0.1;
  52422. /**
  52423. * Automatically compute the projection matrix to best fit (including all the casters)
  52424. * on each frame.
  52425. */
  52426. _this.autoUpdateExtends = true;
  52427. // Cache
  52428. _this._orthoLeft = Number.MAX_VALUE;
  52429. _this._orthoRight = Number.MIN_VALUE;
  52430. _this._orthoTop = Number.MIN_VALUE;
  52431. _this._orthoBottom = Number.MAX_VALUE;
  52432. _this.position = direction.scale(-1.0);
  52433. _this.direction = direction;
  52434. return _this;
  52435. }
  52436. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52437. /**
  52438. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52439. */
  52440. get: function () {
  52441. return this._shadowFrustumSize;
  52442. },
  52443. /**
  52444. * Specifies a fix frustum size for the shadow generation.
  52445. */
  52446. set: function (value) {
  52447. this._shadowFrustumSize = value;
  52448. this.forceProjectionMatrixCompute();
  52449. },
  52450. enumerable: true,
  52451. configurable: true
  52452. });
  52453. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52454. /**
  52455. * Gets the shadow projection scale against the optimal computed one.
  52456. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52457. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52458. */
  52459. get: function () {
  52460. return this._shadowOrthoScale;
  52461. },
  52462. /**
  52463. * Sets the shadow projection scale against the optimal computed one.
  52464. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52465. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52466. */
  52467. set: function (value) {
  52468. this._shadowOrthoScale = value;
  52469. this.forceProjectionMatrixCompute();
  52470. },
  52471. enumerable: true,
  52472. configurable: true
  52473. });
  52474. /**
  52475. * Returns the string "DirectionalLight".
  52476. * @return The class name
  52477. */
  52478. DirectionalLight.prototype.getClassName = function () {
  52479. return "DirectionalLight";
  52480. };
  52481. /**
  52482. * Returns the integer 1.
  52483. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52484. */
  52485. DirectionalLight.prototype.getTypeID = function () {
  52486. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52487. };
  52488. /**
  52489. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52490. * Returns the DirectionalLight Shadow projection matrix.
  52491. */
  52492. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52493. if (this.shadowFrustumSize > 0) {
  52494. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52495. }
  52496. else {
  52497. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52498. }
  52499. };
  52500. /**
  52501. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52502. * Returns the DirectionalLight Shadow projection matrix.
  52503. */
  52504. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52505. var activeCamera = this.getScene().activeCamera;
  52506. if (!activeCamera) {
  52507. return;
  52508. }
  52509. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52510. };
  52511. /**
  52512. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52513. * Returns the DirectionalLight Shadow projection matrix.
  52514. */
  52515. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52516. var activeCamera = this.getScene().activeCamera;
  52517. if (!activeCamera) {
  52518. return;
  52519. }
  52520. // Check extends
  52521. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52522. var tempVector3 = BABYLON.Vector3.Zero();
  52523. this._orthoLeft = Number.MAX_VALUE;
  52524. this._orthoRight = Number.MIN_VALUE;
  52525. this._orthoTop = Number.MIN_VALUE;
  52526. this._orthoBottom = Number.MAX_VALUE;
  52527. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52528. var mesh = renderList[meshIndex];
  52529. if (!mesh) {
  52530. continue;
  52531. }
  52532. var boundingInfo = mesh.getBoundingInfo();
  52533. var boundingBox = boundingInfo.boundingBox;
  52534. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52535. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52536. if (tempVector3.x < this._orthoLeft) {
  52537. this._orthoLeft = tempVector3.x;
  52538. }
  52539. if (tempVector3.y < this._orthoBottom) {
  52540. this._orthoBottom = tempVector3.y;
  52541. }
  52542. if (tempVector3.x > this._orthoRight) {
  52543. this._orthoRight = tempVector3.x;
  52544. }
  52545. if (tempVector3.y > this._orthoTop) {
  52546. this._orthoTop = tempVector3.y;
  52547. }
  52548. }
  52549. }
  52550. }
  52551. var xOffset = this._orthoRight - this._orthoLeft;
  52552. var yOffset = this._orthoTop - this._orthoBottom;
  52553. BABYLON.Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52554. };
  52555. DirectionalLight.prototype._buildUniformLayout = function () {
  52556. this._uniformBuffer.addUniform("vLightData", 4);
  52557. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52558. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52559. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52560. this._uniformBuffer.addUniform("depthValues", 2);
  52561. this._uniformBuffer.create();
  52562. };
  52563. /**
  52564. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52565. * @param effect The effect to update
  52566. * @param lightIndex The index of the light in the effect to update
  52567. * @returns The directional light
  52568. */
  52569. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52570. if (this.computeTransformedInformation()) {
  52571. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52572. return this;
  52573. }
  52574. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52575. return this;
  52576. };
  52577. /**
  52578. * Gets the minZ used for shadow according to both the scene and the light.
  52579. *
  52580. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52581. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52582. * @param activeCamera The camera we are returning the min for
  52583. * @returns the depth min z
  52584. */
  52585. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52586. return 1;
  52587. };
  52588. /**
  52589. * Gets the maxZ used for shadow according to both the scene and the light.
  52590. *
  52591. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52592. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52593. * @param activeCamera The camera we are returning the max for
  52594. * @returns the depth max z
  52595. */
  52596. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52597. return 1;
  52598. };
  52599. /**
  52600. * Prepares the list of defines specific to the light type.
  52601. * @param defines the list of defines
  52602. * @param lightIndex defines the index of the light for the effect
  52603. */
  52604. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52605. defines["DIRLIGHT" + lightIndex] = true;
  52606. };
  52607. __decorate([
  52608. BABYLON.serialize()
  52609. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52610. __decorate([
  52611. BABYLON.serialize()
  52612. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52613. __decorate([
  52614. BABYLON.serialize()
  52615. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52616. return DirectionalLight;
  52617. }(BABYLON.ShadowLight));
  52618. BABYLON.DirectionalLight = DirectionalLight;
  52619. })(BABYLON || (BABYLON = {}));
  52620. //# sourceMappingURL=babylon.directionalLight.js.map
  52621. var BABYLON;
  52622. (function (BABYLON) {
  52623. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52624. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52625. });
  52626. /**
  52627. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52628. * These values define a cone of light starting from the position, emitting toward the direction.
  52629. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52630. * and the exponent defines the speed of the decay of the light with distance (reach).
  52631. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52632. */
  52633. var SpotLight = /** @class */ (function (_super) {
  52634. __extends(SpotLight, _super);
  52635. /**
  52636. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  52637. * It can cast shadows.
  52638. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52639. * @param name The light friendly name
  52640. * @param position The position of the spot light in the scene
  52641. * @param direction The direction of the light in the scene
  52642. * @param angle The cone angle of the light in Radians
  52643. * @param exponent The light decay speed with the distance from the emission spot
  52644. * @param scene The scene the lights belongs to
  52645. */
  52646. function SpotLight(name, position, direction, angle, exponent, scene) {
  52647. var _this = _super.call(this, name, scene) || this;
  52648. _this._innerAngle = 0;
  52649. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  52650. _this._projectionTextureLightNear = 1e-6;
  52651. _this._projectionTextureLightFar = 1000.0;
  52652. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  52653. _this._projectionTextureViewLightDirty = true;
  52654. _this._projectionTextureProjectionLightDirty = true;
  52655. _this._projectionTextureDirty = true;
  52656. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  52657. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  52658. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  52659. _this._projectionTextureScalingMatrix = BABYLON.Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
  52660. _this.position = position;
  52661. _this.direction = direction;
  52662. _this.angle = angle;
  52663. _this.exponent = exponent;
  52664. return _this;
  52665. }
  52666. Object.defineProperty(SpotLight.prototype, "angle", {
  52667. /**
  52668. * Gets the cone angle of the spot light in Radians.
  52669. */
  52670. get: function () {
  52671. return this._angle;
  52672. },
  52673. /**
  52674. * Sets the cone angle of the spot light in Radians.
  52675. */
  52676. set: function (value) {
  52677. this._angle = value;
  52678. this._cosHalfAngle = Math.cos(value * 0.5);
  52679. this._projectionTextureProjectionLightDirty = true;
  52680. this.forceProjectionMatrixCompute();
  52681. this._computeAngleValues();
  52682. },
  52683. enumerable: true,
  52684. configurable: true
  52685. });
  52686. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  52687. /**
  52688. * Only used in gltf falloff mode, this defines the angle where
  52689. * the directional falloff will start before cutting at angle which could be seen
  52690. * as outer angle.
  52691. */
  52692. get: function () {
  52693. return this._innerAngle;
  52694. },
  52695. /**
  52696. * Only used in gltf falloff mode, this defines the angle where
  52697. * the directional falloff will start before cutting at angle which could be seen
  52698. * as outer angle.
  52699. */
  52700. set: function (value) {
  52701. this._innerAngle = value;
  52702. this._computeAngleValues();
  52703. },
  52704. enumerable: true,
  52705. configurable: true
  52706. });
  52707. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  52708. /**
  52709. * Allows scaling the angle of the light for shadow generation only.
  52710. */
  52711. get: function () {
  52712. return this._shadowAngleScale;
  52713. },
  52714. /**
  52715. * Allows scaling the angle of the light for shadow generation only.
  52716. */
  52717. set: function (value) {
  52718. this._shadowAngleScale = value;
  52719. this.forceProjectionMatrixCompute();
  52720. },
  52721. enumerable: true,
  52722. configurable: true
  52723. });
  52724. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  52725. /**
  52726. * Allows reading the projecton texture
  52727. */
  52728. get: function () {
  52729. return this._projectionTextureMatrix;
  52730. },
  52731. enumerable: true,
  52732. configurable: true
  52733. });
  52734. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  52735. /**
  52736. * Gets the near clip of the Spotlight for texture projection.
  52737. */
  52738. get: function () {
  52739. return this._projectionTextureLightNear;
  52740. },
  52741. /**
  52742. * Sets the near clip of the Spotlight for texture projection.
  52743. */
  52744. set: function (value) {
  52745. this._projectionTextureLightNear = value;
  52746. this._projectionTextureProjectionLightDirty = true;
  52747. },
  52748. enumerable: true,
  52749. configurable: true
  52750. });
  52751. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  52752. /**
  52753. * Gets the far clip of the Spotlight for texture projection.
  52754. */
  52755. get: function () {
  52756. return this._projectionTextureLightFar;
  52757. },
  52758. /**
  52759. * Sets the far clip of the Spotlight for texture projection.
  52760. */
  52761. set: function (value) {
  52762. this._projectionTextureLightFar = value;
  52763. this._projectionTextureProjectionLightDirty = true;
  52764. },
  52765. enumerable: true,
  52766. configurable: true
  52767. });
  52768. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  52769. /**
  52770. * Gets the Up vector of the Spotlight for texture projection.
  52771. */
  52772. get: function () {
  52773. return this._projectionTextureUpDirection;
  52774. },
  52775. /**
  52776. * Sets the Up vector of the Spotlight for texture projection.
  52777. */
  52778. set: function (value) {
  52779. this._projectionTextureUpDirection = value;
  52780. this._projectionTextureProjectionLightDirty = true;
  52781. },
  52782. enumerable: true,
  52783. configurable: true
  52784. });
  52785. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  52786. /**
  52787. * Gets the projection texture of the light.
  52788. */
  52789. get: function () {
  52790. return this._projectionTexture;
  52791. },
  52792. /**
  52793. * Sets the projection texture of the light.
  52794. */
  52795. set: function (value) {
  52796. this._projectionTexture = value;
  52797. this._projectionTextureDirty = true;
  52798. },
  52799. enumerable: true,
  52800. configurable: true
  52801. });
  52802. /**
  52803. * Returns the string "SpotLight".
  52804. * @returns the class name
  52805. */
  52806. SpotLight.prototype.getClassName = function () {
  52807. return "SpotLight";
  52808. };
  52809. /**
  52810. * Returns the integer 2.
  52811. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52812. */
  52813. SpotLight.prototype.getTypeID = function () {
  52814. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  52815. };
  52816. /**
  52817. * Overrides the direction setter to recompute the projection texture view light Matrix.
  52818. */
  52819. SpotLight.prototype._setDirection = function (value) {
  52820. _super.prototype._setDirection.call(this, value);
  52821. this._projectionTextureViewLightDirty = true;
  52822. };
  52823. /**
  52824. * Overrides the position setter to recompute the projection texture view light Matrix.
  52825. */
  52826. SpotLight.prototype._setPosition = function (value) {
  52827. _super.prototype._setPosition.call(this, value);
  52828. this._projectionTextureViewLightDirty = true;
  52829. };
  52830. /**
  52831. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  52832. * Returns the SpotLight.
  52833. */
  52834. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52835. var activeCamera = this.getScene().activeCamera;
  52836. if (!activeCamera) {
  52837. return;
  52838. }
  52839. this._shadowAngleScale = this._shadowAngleScale || 1;
  52840. var angle = this._shadowAngleScale * this._angle;
  52841. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52842. };
  52843. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  52844. this._projectionTextureViewLightDirty = false;
  52845. this._projectionTextureDirty = true;
  52846. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  52847. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  52848. };
  52849. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  52850. this._projectionTextureProjectionLightDirty = false;
  52851. this._projectionTextureDirty = true;
  52852. var light_far = this.projectionTextureLightFar;
  52853. var light_near = this.projectionTextureLightNear;
  52854. var P = light_far / (light_far - light_near);
  52855. var Q = -P * light_near;
  52856. var S = 1.0 / Math.tan(this._angle / 2.0);
  52857. var A = 1.0;
  52858. BABYLON.Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);
  52859. };
  52860. /**
  52861. * Main function for light texture projection matrix computing.
  52862. */
  52863. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  52864. this._projectionTextureDirty = false;
  52865. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  52866. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  52867. };
  52868. SpotLight.prototype._buildUniformLayout = function () {
  52869. this._uniformBuffer.addUniform("vLightData", 4);
  52870. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52871. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52872. this._uniformBuffer.addUniform("vLightDirection", 3);
  52873. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52874. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52875. this._uniformBuffer.addUniform("depthValues", 2);
  52876. this._uniformBuffer.create();
  52877. };
  52878. SpotLight.prototype._computeAngleValues = function () {
  52879. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  52880. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  52881. };
  52882. /**
  52883. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  52884. * @param effect The effect to update
  52885. * @param lightIndex The index of the light in the effect to update
  52886. * @returns The spot light
  52887. */
  52888. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  52889. var normalizeDirection;
  52890. if (this.computeTransformedInformation()) {
  52891. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  52892. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  52893. }
  52894. else {
  52895. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  52896. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52897. }
  52898. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  52899. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  52900. if (this.projectionTexture && this.projectionTexture.isReady()) {
  52901. if (this._projectionTextureViewLightDirty) {
  52902. this._computeProjectionTextureViewLightMatrix();
  52903. }
  52904. if (this._projectionTextureProjectionLightDirty) {
  52905. this._computeProjectionTextureProjectionLightMatrix();
  52906. }
  52907. if (this._projectionTextureDirty) {
  52908. this._computeProjectionTextureMatrix();
  52909. }
  52910. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  52911. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  52912. }
  52913. return this;
  52914. };
  52915. /**
  52916. * Disposes the light and the associated resources.
  52917. */
  52918. SpotLight.prototype.dispose = function () {
  52919. _super.prototype.dispose.call(this);
  52920. if (this._projectionTexture) {
  52921. this._projectionTexture.dispose();
  52922. }
  52923. };
  52924. /**
  52925. * Prepares the list of defines specific to the light type.
  52926. * @param defines the list of defines
  52927. * @param lightIndex defines the index of the light for the effect
  52928. */
  52929. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52930. defines["SPOTLIGHT" + lightIndex] = true;
  52931. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  52932. };
  52933. __decorate([
  52934. BABYLON.serialize()
  52935. ], SpotLight.prototype, "angle", null);
  52936. __decorate([
  52937. BABYLON.serialize()
  52938. ], SpotLight.prototype, "innerAngle", null);
  52939. __decorate([
  52940. BABYLON.serialize()
  52941. ], SpotLight.prototype, "shadowAngleScale", null);
  52942. __decorate([
  52943. BABYLON.serialize()
  52944. ], SpotLight.prototype, "exponent", void 0);
  52945. __decorate([
  52946. BABYLON.serialize()
  52947. ], SpotLight.prototype, "projectionTextureLightNear", null);
  52948. __decorate([
  52949. BABYLON.serialize()
  52950. ], SpotLight.prototype, "projectionTextureLightFar", null);
  52951. __decorate([
  52952. BABYLON.serialize()
  52953. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  52954. __decorate([
  52955. BABYLON.serializeAsTexture("projectedLightTexture")
  52956. ], SpotLight.prototype, "_projectionTexture", void 0);
  52957. return SpotLight;
  52958. }(BABYLON.ShadowLight));
  52959. BABYLON.SpotLight = SpotLight;
  52960. })(BABYLON || (BABYLON = {}));
  52961. //# sourceMappingURL=babylon.spotLight.js.map
  52962. var BABYLON;
  52963. (function (BABYLON) {
  52964. /**
  52965. * Class used to override all child animations of a given target
  52966. */
  52967. var AnimationPropertiesOverride = /** @class */ (function () {
  52968. function AnimationPropertiesOverride() {
  52969. /**
  52970. * Gets or sets a value indicating if animation blending must be used
  52971. */
  52972. this.enableBlending = false;
  52973. /**
  52974. * Gets or sets the blending speed to use when enableBlending is true
  52975. */
  52976. this.blendingSpeed = 0.01;
  52977. /**
  52978. * Gets or sets the default loop mode to use
  52979. */
  52980. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  52981. }
  52982. return AnimationPropertiesOverride;
  52983. }());
  52984. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  52985. })(BABYLON || (BABYLON = {}));
  52986. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  52987. var BABYLON;
  52988. (function (BABYLON) {
  52989. /**
  52990. * Represents the range of an animation
  52991. */
  52992. var AnimationRange = /** @class */ (function () {
  52993. /**
  52994. * Initializes the range of an animation
  52995. * @param name The name of the animation range
  52996. * @param from The starting frame of the animation
  52997. * @param to The ending frame of the animation
  52998. */
  52999. function AnimationRange(
  53000. /**The name of the animation range**/
  53001. name,
  53002. /**The starting frame of the animation */
  53003. from,
  53004. /**The ending frame of the animation*/
  53005. to) {
  53006. this.name = name;
  53007. this.from = from;
  53008. this.to = to;
  53009. }
  53010. /**
  53011. * Makes a copy of the animation range
  53012. * @returns A copy of the animation range
  53013. */
  53014. AnimationRange.prototype.clone = function () {
  53015. return new AnimationRange(this.name, this.from, this.to);
  53016. };
  53017. return AnimationRange;
  53018. }());
  53019. BABYLON.AnimationRange = AnimationRange;
  53020. /**
  53021. * Composed of a frame, and an action function
  53022. */
  53023. var AnimationEvent = /** @class */ (function () {
  53024. /**
  53025. * Initializes the animation event
  53026. * @param frame The frame for which the event is triggered
  53027. * @param action The event to perform when triggered
  53028. * @param onlyOnce Specifies if the event should be triggered only once
  53029. */
  53030. function AnimationEvent(
  53031. /** The frame for which the event is triggered **/
  53032. frame,
  53033. /** The event to perform when triggered **/
  53034. action,
  53035. /** Specifies if the event should be triggered only once**/
  53036. onlyOnce) {
  53037. this.frame = frame;
  53038. this.action = action;
  53039. this.onlyOnce = onlyOnce;
  53040. /**
  53041. * Specifies if the animation event is done
  53042. */
  53043. this.isDone = false;
  53044. }
  53045. /** @hidden */
  53046. AnimationEvent.prototype._clone = function () {
  53047. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53048. };
  53049. return AnimationEvent;
  53050. }());
  53051. BABYLON.AnimationEvent = AnimationEvent;
  53052. /**
  53053. * A cursor which tracks a point on a path
  53054. */
  53055. var PathCursor = /** @class */ (function () {
  53056. /**
  53057. * Initializes the path cursor
  53058. * @param path The path to track
  53059. */
  53060. function PathCursor(path) {
  53061. this.path = path;
  53062. /**
  53063. * Stores path cursor callbacks for when an onchange event is triggered
  53064. */
  53065. this._onchange = new Array();
  53066. /**
  53067. * The value of the path cursor
  53068. */
  53069. this.value = 0;
  53070. /**
  53071. * The animation array of the path cursor
  53072. */
  53073. this.animations = new Array();
  53074. }
  53075. /**
  53076. * Gets the cursor point on the path
  53077. * @returns A point on the path cursor at the cursor location
  53078. */
  53079. PathCursor.prototype.getPoint = function () {
  53080. var point = this.path.getPointAtLengthPosition(this.value);
  53081. return new BABYLON.Vector3(point.x, 0, point.y);
  53082. };
  53083. /**
  53084. * Moves the cursor ahead by the step amount
  53085. * @param step The amount to move the cursor forward
  53086. * @returns This path cursor
  53087. */
  53088. PathCursor.prototype.moveAhead = function (step) {
  53089. if (step === void 0) { step = 0.002; }
  53090. this.move(step);
  53091. return this;
  53092. };
  53093. /**
  53094. * Moves the cursor behind by the step amount
  53095. * @param step The amount to move the cursor back
  53096. * @returns This path cursor
  53097. */
  53098. PathCursor.prototype.moveBack = function (step) {
  53099. if (step === void 0) { step = 0.002; }
  53100. this.move(-step);
  53101. return this;
  53102. };
  53103. /**
  53104. * Moves the cursor by the step amount
  53105. * If the step amount is greater than one, an exception is thrown
  53106. * @param step The amount to move the cursor
  53107. * @returns This path cursor
  53108. */
  53109. PathCursor.prototype.move = function (step) {
  53110. if (Math.abs(step) > 1) {
  53111. throw "step size should be less than 1.";
  53112. }
  53113. this.value += step;
  53114. this.ensureLimits();
  53115. this.raiseOnChange();
  53116. return this;
  53117. };
  53118. /**
  53119. * Ensures that the value is limited between zero and one
  53120. * @returns This path cursor
  53121. */
  53122. PathCursor.prototype.ensureLimits = function () {
  53123. while (this.value > 1) {
  53124. this.value -= 1;
  53125. }
  53126. while (this.value < 0) {
  53127. this.value += 1;
  53128. }
  53129. return this;
  53130. };
  53131. /**
  53132. * Runs onchange callbacks on change (used by the animation engine)
  53133. * @returns This path cursor
  53134. */
  53135. PathCursor.prototype.raiseOnChange = function () {
  53136. var _this = this;
  53137. this._onchange.forEach(function (f) { return f(_this); });
  53138. return this;
  53139. };
  53140. /**
  53141. * Executes a function on change
  53142. * @param f A path cursor onchange callback
  53143. * @returns This path cursor
  53144. */
  53145. PathCursor.prototype.onchange = function (f) {
  53146. this._onchange.push(f);
  53147. return this;
  53148. };
  53149. return PathCursor;
  53150. }());
  53151. BABYLON.PathCursor = PathCursor;
  53152. /**
  53153. * Enum for the animation key frame interpolation type
  53154. */
  53155. var AnimationKeyInterpolation;
  53156. (function (AnimationKeyInterpolation) {
  53157. /**
  53158. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53159. */
  53160. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53161. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53162. /**
  53163. * Class used to store any kind of animation
  53164. */
  53165. var Animation = /** @class */ (function () {
  53166. /**
  53167. * Initializes the animation
  53168. * @param name Name of the animation
  53169. * @param targetProperty Property to animate
  53170. * @param framePerSecond The frames per second of the animation
  53171. * @param dataType The data type of the animation
  53172. * @param loopMode The loop mode of the animation
  53173. * @param enableBlendings Specifies if blending should be enabled
  53174. */
  53175. function Animation(
  53176. /**Name of the animation */
  53177. name,
  53178. /**Property to animate */
  53179. targetProperty,
  53180. /**The frames per second of the animation */
  53181. framePerSecond,
  53182. /**The data type of the animation */
  53183. dataType,
  53184. /**The loop mode of the animation */
  53185. loopMode,
  53186. /**Specifies if blending should be enabled */
  53187. enableBlending) {
  53188. this.name = name;
  53189. this.targetProperty = targetProperty;
  53190. this.framePerSecond = framePerSecond;
  53191. this.dataType = dataType;
  53192. this.loopMode = loopMode;
  53193. this.enableBlending = enableBlending;
  53194. /**
  53195. * @hidden Internal use only
  53196. */
  53197. this._runtimeAnimations = new Array();
  53198. /**
  53199. * The set of event that will be linked to this animation
  53200. */
  53201. this._events = new Array();
  53202. /**
  53203. * Stores the blending speed of the animation
  53204. */
  53205. this.blendingSpeed = 0.01;
  53206. /**
  53207. * Stores the animation ranges for the animation
  53208. */
  53209. this._ranges = {};
  53210. this.targetPropertyPath = targetProperty.split(".");
  53211. this.dataType = dataType;
  53212. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53213. }
  53214. /**
  53215. * @hidden Internal use
  53216. */
  53217. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53218. var dataType = undefined;
  53219. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53220. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53221. }
  53222. else if (from instanceof BABYLON.Quaternion) {
  53223. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53224. }
  53225. else if (from instanceof BABYLON.Vector3) {
  53226. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53227. }
  53228. else if (from instanceof BABYLON.Vector2) {
  53229. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53230. }
  53231. else if (from instanceof BABYLON.Color3) {
  53232. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53233. }
  53234. else if (from instanceof BABYLON.Size) {
  53235. dataType = Animation.ANIMATIONTYPE_SIZE;
  53236. }
  53237. if (dataType == undefined) {
  53238. return null;
  53239. }
  53240. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53241. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53242. animation.setKeys(keys);
  53243. if (easingFunction !== undefined) {
  53244. animation.setEasingFunction(easingFunction);
  53245. }
  53246. return animation;
  53247. };
  53248. /**
  53249. * Sets up an animation
  53250. * @param property The property to animate
  53251. * @param animationType The animation type to apply
  53252. * @param framePerSecond The frames per second of the animation
  53253. * @param easingFunction The easing function used in the animation
  53254. * @returns The created animation
  53255. */
  53256. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53257. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53258. animation.setEasingFunction(easingFunction);
  53259. return animation;
  53260. };
  53261. /**
  53262. * Create and start an animation on a node
  53263. * @param name defines the name of the global animation that will be run on all nodes
  53264. * @param node defines the root node where the animation will take place
  53265. * @param targetProperty defines property to animate
  53266. * @param framePerSecond defines the number of frame per second yo use
  53267. * @param totalFrame defines the number of frames in total
  53268. * @param from defines the initial value
  53269. * @param to defines the final value
  53270. * @param loopMode defines which loop mode you want to use (off by default)
  53271. * @param easingFunction defines the easing function to use (linear by default)
  53272. * @param onAnimationEnd defines the callback to call when animation end
  53273. * @returns the animatable created for this animation
  53274. */
  53275. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53276. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53277. if (!animation) {
  53278. return null;
  53279. }
  53280. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53281. };
  53282. /**
  53283. * Create and start an animation on a node and its descendants
  53284. * @param name defines the name of the global animation that will be run on all nodes
  53285. * @param node defines the root node where the animation will take place
  53286. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  53287. * @param targetProperty defines property to animate
  53288. * @param framePerSecond defines the number of frame per second to use
  53289. * @param totalFrame defines the number of frames in total
  53290. * @param from defines the initial value
  53291. * @param to defines the final value
  53292. * @param loopMode defines which loop mode you want to use (off by default)
  53293. * @param easingFunction defines the easing function to use (linear by default)
  53294. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53295. * @returns the list of animatables created for all nodes
  53296. * @example https://www.babylonjs-playground.com/#MH0VLI
  53297. */
  53298. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53299. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53300. if (!animation) {
  53301. return null;
  53302. }
  53303. var scene = node.getScene();
  53304. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53305. };
  53306. /**
  53307. * Creates a new animation, merges it with the existing animations and starts it
  53308. * @param name Name of the animation
  53309. * @param node Node which contains the scene that begins the animations
  53310. * @param targetProperty Specifies which property to animate
  53311. * @param framePerSecond The frames per second of the animation
  53312. * @param totalFrame The total number of frames
  53313. * @param from The frame at the beginning of the animation
  53314. * @param to The frame at the end of the animation
  53315. * @param loopMode Specifies the loop mode of the animation
  53316. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53317. * @param onAnimationEnd Callback to run once the animation is complete
  53318. * @returns Nullable animation
  53319. */
  53320. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53321. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53322. if (!animation) {
  53323. return null;
  53324. }
  53325. node.animations.push(animation);
  53326. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53327. };
  53328. /**
  53329. * Transition property of an host to the target Value
  53330. * @param property The property to transition
  53331. * @param targetValue The target Value of the property
  53332. * @param host The object where the property to animate belongs
  53333. * @param scene Scene used to run the animation
  53334. * @param frameRate Framerate (in frame/s) to use
  53335. * @param transition The transition type we want to use
  53336. * @param duration The duration of the animation, in milliseconds
  53337. * @param onAnimationEnd Callback trigger at the end of the animation
  53338. * @returns Nullable animation
  53339. */
  53340. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53341. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53342. if (duration <= 0) {
  53343. host[property] = targetValue;
  53344. if (onAnimationEnd) {
  53345. onAnimationEnd();
  53346. }
  53347. return null;
  53348. }
  53349. var endFrame = frameRate * (duration / 1000);
  53350. transition.setKeys([{
  53351. frame: 0,
  53352. value: host[property].clone ? host[property].clone() : host[property]
  53353. },
  53354. {
  53355. frame: endFrame,
  53356. value: targetValue
  53357. }]);
  53358. if (!host.animations) {
  53359. host.animations = [];
  53360. }
  53361. host.animations.push(transition);
  53362. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53363. animation.onAnimationEnd = onAnimationEnd;
  53364. return animation;
  53365. };
  53366. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53367. /**
  53368. * Return the array of runtime animations currently using this animation
  53369. */
  53370. get: function () {
  53371. return this._runtimeAnimations;
  53372. },
  53373. enumerable: true,
  53374. configurable: true
  53375. });
  53376. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53377. /**
  53378. * Specifies if any of the runtime animations are currently running
  53379. */
  53380. get: function () {
  53381. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53382. var runtimeAnimation = _a[_i];
  53383. if (!runtimeAnimation.isStopped) {
  53384. return true;
  53385. }
  53386. }
  53387. return false;
  53388. },
  53389. enumerable: true,
  53390. configurable: true
  53391. });
  53392. // Methods
  53393. /**
  53394. * Converts the animation to a string
  53395. * @param fullDetails support for multiple levels of logging within scene loading
  53396. * @returns String form of the animation
  53397. */
  53398. Animation.prototype.toString = function (fullDetails) {
  53399. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53400. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53401. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53402. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53403. if (fullDetails) {
  53404. ret += ", Ranges: {";
  53405. var first = true;
  53406. for (var name in this._ranges) {
  53407. if (first) {
  53408. ret += ", ";
  53409. first = false;
  53410. }
  53411. ret += name;
  53412. }
  53413. ret += "}";
  53414. }
  53415. return ret;
  53416. };
  53417. /**
  53418. * Add an event to this animation
  53419. * @param event Event to add
  53420. */
  53421. Animation.prototype.addEvent = function (event) {
  53422. this._events.push(event);
  53423. };
  53424. /**
  53425. * Remove all events found at the given frame
  53426. * @param frame The frame to remove events from
  53427. */
  53428. Animation.prototype.removeEvents = function (frame) {
  53429. for (var index = 0; index < this._events.length; index++) {
  53430. if (this._events[index].frame === frame) {
  53431. this._events.splice(index, 1);
  53432. index--;
  53433. }
  53434. }
  53435. };
  53436. /**
  53437. * Retrieves all the events from the animation
  53438. * @returns Events from the animation
  53439. */
  53440. Animation.prototype.getEvents = function () {
  53441. return this._events;
  53442. };
  53443. /**
  53444. * Creates an animation range
  53445. * @param name Name of the animation range
  53446. * @param from Starting frame of the animation range
  53447. * @param to Ending frame of the animation
  53448. */
  53449. Animation.prototype.createRange = function (name, from, to) {
  53450. // check name not already in use; could happen for bones after serialized
  53451. if (!this._ranges[name]) {
  53452. this._ranges[name] = new AnimationRange(name, from, to);
  53453. }
  53454. };
  53455. /**
  53456. * Deletes an animation range by name
  53457. * @param name Name of the animation range to delete
  53458. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53459. */
  53460. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53461. if (deleteFrames === void 0) { deleteFrames = true; }
  53462. var range = this._ranges[name];
  53463. if (!range) {
  53464. return;
  53465. }
  53466. if (deleteFrames) {
  53467. var from = range.from;
  53468. var to = range.to;
  53469. // this loop MUST go high to low for multiple splices to work
  53470. for (var key = this._keys.length - 1; key >= 0; key--) {
  53471. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53472. this._keys.splice(key, 1);
  53473. }
  53474. }
  53475. }
  53476. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53477. };
  53478. /**
  53479. * Gets the animation range by name, or null if not defined
  53480. * @param name Name of the animation range
  53481. * @returns Nullable animation range
  53482. */
  53483. Animation.prototype.getRange = function (name) {
  53484. return this._ranges[name];
  53485. };
  53486. /**
  53487. * Gets the key frames from the animation
  53488. * @returns The key frames of the animation
  53489. */
  53490. Animation.prototype.getKeys = function () {
  53491. return this._keys;
  53492. };
  53493. /**
  53494. * Gets the highest frame rate of the animation
  53495. * @returns Highest frame rate of the animation
  53496. */
  53497. Animation.prototype.getHighestFrame = function () {
  53498. var ret = 0;
  53499. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53500. if (ret < this._keys[key].frame) {
  53501. ret = this._keys[key].frame;
  53502. }
  53503. }
  53504. return ret;
  53505. };
  53506. /**
  53507. * Gets the easing function of the animation
  53508. * @returns Easing function of the animation
  53509. */
  53510. Animation.prototype.getEasingFunction = function () {
  53511. return this._easingFunction;
  53512. };
  53513. /**
  53514. * Sets the easing function of the animation
  53515. * @param easingFunction A custom mathematical formula for animation
  53516. */
  53517. Animation.prototype.setEasingFunction = function (easingFunction) {
  53518. this._easingFunction = easingFunction;
  53519. };
  53520. /**
  53521. * Interpolates a scalar linearly
  53522. * @param startValue Start value of the animation curve
  53523. * @param endValue End value of the animation curve
  53524. * @param gradient Scalar amount to interpolate
  53525. * @returns Interpolated scalar value
  53526. */
  53527. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53528. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53529. };
  53530. /**
  53531. * Interpolates a scalar cubically
  53532. * @param startValue Start value of the animation curve
  53533. * @param outTangent End tangent of the animation
  53534. * @param endValue End value of the animation curve
  53535. * @param inTangent Start tangent of the animation curve
  53536. * @param gradient Scalar amount to interpolate
  53537. * @returns Interpolated scalar value
  53538. */
  53539. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53540. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53541. };
  53542. /**
  53543. * Interpolates a quaternion using a spherical linear interpolation
  53544. * @param startValue Start value of the animation curve
  53545. * @param endValue End value of the animation curve
  53546. * @param gradient Scalar amount to interpolate
  53547. * @returns Interpolated quaternion value
  53548. */
  53549. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53550. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53551. };
  53552. /**
  53553. * Interpolates a quaternion cubically
  53554. * @param startValue Start value of the animation curve
  53555. * @param outTangent End tangent of the animation curve
  53556. * @param endValue End value of the animation curve
  53557. * @param inTangent Start tangent of the animation curve
  53558. * @param gradient Scalar amount to interpolate
  53559. * @returns Interpolated quaternion value
  53560. */
  53561. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53562. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53563. };
  53564. /**
  53565. * Interpolates a Vector3 linearl
  53566. * @param startValue Start value of the animation curve
  53567. * @param endValue End value of the animation curve
  53568. * @param gradient Scalar amount to interpolate
  53569. * @returns Interpolated scalar value
  53570. */
  53571. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53572. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53573. };
  53574. /**
  53575. * Interpolates a Vector3 cubically
  53576. * @param startValue Start value of the animation curve
  53577. * @param outTangent End tangent of the animation
  53578. * @param endValue End value of the animation curve
  53579. * @param inTangent Start tangent of the animation curve
  53580. * @param gradient Scalar amount to interpolate
  53581. * @returns InterpolatedVector3 value
  53582. */
  53583. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53584. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53585. };
  53586. /**
  53587. * Interpolates a Vector2 linearly
  53588. * @param startValue Start value of the animation curve
  53589. * @param endValue End value of the animation curve
  53590. * @param gradient Scalar amount to interpolate
  53591. * @returns Interpolated Vector2 value
  53592. */
  53593. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53594. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53595. };
  53596. /**
  53597. * Interpolates a Vector2 cubically
  53598. * @param startValue Start value of the animation curve
  53599. * @param outTangent End tangent of the animation
  53600. * @param endValue End value of the animation curve
  53601. * @param inTangent Start tangent of the animation curve
  53602. * @param gradient Scalar amount to interpolate
  53603. * @returns Interpolated Vector2 value
  53604. */
  53605. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53606. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53607. };
  53608. /**
  53609. * Interpolates a size linearly
  53610. * @param startValue Start value of the animation curve
  53611. * @param endValue End value of the animation curve
  53612. * @param gradient Scalar amount to interpolate
  53613. * @returns Interpolated Size value
  53614. */
  53615. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53616. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53617. };
  53618. /**
  53619. * Interpolates a Color3 linearly
  53620. * @param startValue Start value of the animation curve
  53621. * @param endValue End value of the animation curve
  53622. * @param gradient Scalar amount to interpolate
  53623. * @returns Interpolated Color3 value
  53624. */
  53625. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53626. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53627. };
  53628. /**
  53629. * @hidden Internal use only
  53630. */
  53631. Animation.prototype._getKeyValue = function (value) {
  53632. if (typeof value === "function") {
  53633. return value();
  53634. }
  53635. return value;
  53636. };
  53637. /**
  53638. * @hidden Internal use only
  53639. */
  53640. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  53641. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  53642. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  53643. }
  53644. var keys = this.getKeys();
  53645. // Try to get a hash to find the right key
  53646. var startKeyIndex = Math.max(0, Math.min(keys.length - 1, Math.floor(keys.length * (currentFrame - keys[0].frame) / (keys[keys.length - 1].frame - keys[0].frame)) - 1));
  53647. if (keys[startKeyIndex].frame >= currentFrame) {
  53648. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  53649. startKeyIndex--;
  53650. }
  53651. }
  53652. for (var key = startKeyIndex; key < keys.length; key++) {
  53653. var endKey = keys[key + 1];
  53654. if (endKey.frame >= currentFrame) {
  53655. var startKey = keys[key];
  53656. var startValue = this._getKeyValue(startKey.value);
  53657. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  53658. return startValue;
  53659. }
  53660. var endValue = this._getKeyValue(endKey.value);
  53661. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  53662. var frameDelta = endKey.frame - startKey.frame;
  53663. // gradient : percent of currentFrame between the frame inf and the frame sup
  53664. var gradient = (currentFrame - startKey.frame) / frameDelta;
  53665. // check for easingFunction and correction of gradient
  53666. var easingFunction = this.getEasingFunction();
  53667. if (easingFunction != null) {
  53668. gradient = easingFunction.ease(gradient);
  53669. }
  53670. switch (this.dataType) {
  53671. // Float
  53672. case Animation.ANIMATIONTYPE_FLOAT:
  53673. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  53674. switch (loopMode) {
  53675. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53676. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53677. return floatValue;
  53678. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53679. return offsetValue * repeatCount + floatValue;
  53680. }
  53681. break;
  53682. // Quaternion
  53683. case Animation.ANIMATIONTYPE_QUATERNION:
  53684. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  53685. switch (loopMode) {
  53686. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53687. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53688. return quatValue;
  53689. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53690. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  53691. }
  53692. return quatValue;
  53693. // Vector3
  53694. case Animation.ANIMATIONTYPE_VECTOR3:
  53695. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  53696. switch (loopMode) {
  53697. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53698. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53699. return vec3Value;
  53700. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53701. return vec3Value.add(offsetValue.scale(repeatCount));
  53702. }
  53703. // Vector2
  53704. case Animation.ANIMATIONTYPE_VECTOR2:
  53705. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  53706. switch (loopMode) {
  53707. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53708. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53709. return vec2Value;
  53710. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53711. return vec2Value.add(offsetValue.scale(repeatCount));
  53712. }
  53713. // Size
  53714. case Animation.ANIMATIONTYPE_SIZE:
  53715. switch (loopMode) {
  53716. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53717. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53718. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  53719. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53720. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53721. }
  53722. // Color3
  53723. case Animation.ANIMATIONTYPE_COLOR3:
  53724. switch (loopMode) {
  53725. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53726. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53727. return this.color3InterpolateFunction(startValue, endValue, gradient);
  53728. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53729. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53730. }
  53731. // Matrix
  53732. case Animation.ANIMATIONTYPE_MATRIX:
  53733. switch (loopMode) {
  53734. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53735. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53736. if (Animation.AllowMatricesInterpolation) {
  53737. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  53738. }
  53739. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53740. return startValue;
  53741. }
  53742. default:
  53743. break;
  53744. }
  53745. break;
  53746. }
  53747. }
  53748. return this._getKeyValue(keys[keys.length - 1].value);
  53749. };
  53750. /**
  53751. * Defines the function to use to interpolate matrices
  53752. * @param startValue defines the start matrix
  53753. * @param endValue defines the end matrix
  53754. * @param gradient defines the gradient between both matrices
  53755. * @param result defines an optional target matrix where to store the interpolation
  53756. * @returns the interpolated matrix
  53757. */
  53758. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  53759. if (Animation.AllowMatrixDecomposeForInterpolation) {
  53760. if (result) {
  53761. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  53762. return result;
  53763. }
  53764. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  53765. }
  53766. if (result) {
  53767. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  53768. return result;
  53769. }
  53770. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  53771. };
  53772. /**
  53773. * Makes a copy of the animation
  53774. * @returns Cloned animation
  53775. */
  53776. Animation.prototype.clone = function () {
  53777. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  53778. clone.enableBlending = this.enableBlending;
  53779. clone.blendingSpeed = this.blendingSpeed;
  53780. if (this._keys) {
  53781. clone.setKeys(this._keys);
  53782. }
  53783. if (this._ranges) {
  53784. clone._ranges = {};
  53785. for (var name in this._ranges) {
  53786. var range = this._ranges[name];
  53787. if (!range) {
  53788. continue;
  53789. }
  53790. clone._ranges[name] = range.clone();
  53791. }
  53792. }
  53793. return clone;
  53794. };
  53795. /**
  53796. * Sets the key frames of the animation
  53797. * @param values The animation key frames to set
  53798. */
  53799. Animation.prototype.setKeys = function (values) {
  53800. this._keys = values.slice(0);
  53801. };
  53802. /**
  53803. * Serializes the animation to an object
  53804. * @returns Serialized object
  53805. */
  53806. Animation.prototype.serialize = function () {
  53807. var serializationObject = {};
  53808. serializationObject.name = this.name;
  53809. serializationObject.property = this.targetProperty;
  53810. serializationObject.framePerSecond = this.framePerSecond;
  53811. serializationObject.dataType = this.dataType;
  53812. serializationObject.loopBehavior = this.loopMode;
  53813. serializationObject.enableBlending = this.enableBlending;
  53814. serializationObject.blendingSpeed = this.blendingSpeed;
  53815. var dataType = this.dataType;
  53816. serializationObject.keys = [];
  53817. var keys = this.getKeys();
  53818. for (var index = 0; index < keys.length; index++) {
  53819. var animationKey = keys[index];
  53820. var key = {};
  53821. key.frame = animationKey.frame;
  53822. switch (dataType) {
  53823. case Animation.ANIMATIONTYPE_FLOAT:
  53824. key.values = [animationKey.value];
  53825. break;
  53826. case Animation.ANIMATIONTYPE_QUATERNION:
  53827. case Animation.ANIMATIONTYPE_MATRIX:
  53828. case Animation.ANIMATIONTYPE_VECTOR3:
  53829. case Animation.ANIMATIONTYPE_COLOR3:
  53830. key.values = animationKey.value.asArray();
  53831. break;
  53832. }
  53833. serializationObject.keys.push(key);
  53834. }
  53835. serializationObject.ranges = [];
  53836. for (var name in this._ranges) {
  53837. var source = this._ranges[name];
  53838. if (!source) {
  53839. continue;
  53840. }
  53841. var range = {};
  53842. range.name = name;
  53843. range.from = source.from;
  53844. range.to = source.to;
  53845. serializationObject.ranges.push(range);
  53846. }
  53847. return serializationObject;
  53848. };
  53849. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  53850. /**
  53851. * Get the float animation type
  53852. */
  53853. get: function () {
  53854. return Animation._ANIMATIONTYPE_FLOAT;
  53855. },
  53856. enumerable: true,
  53857. configurable: true
  53858. });
  53859. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  53860. /**
  53861. * Get the Vector3 animation type
  53862. */
  53863. get: function () {
  53864. return Animation._ANIMATIONTYPE_VECTOR3;
  53865. },
  53866. enumerable: true,
  53867. configurable: true
  53868. });
  53869. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  53870. /**
  53871. * Get the Vector2 animation type
  53872. */
  53873. get: function () {
  53874. return Animation._ANIMATIONTYPE_VECTOR2;
  53875. },
  53876. enumerable: true,
  53877. configurable: true
  53878. });
  53879. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  53880. /**
  53881. * Get the Size animation type
  53882. */
  53883. get: function () {
  53884. return Animation._ANIMATIONTYPE_SIZE;
  53885. },
  53886. enumerable: true,
  53887. configurable: true
  53888. });
  53889. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  53890. /**
  53891. * Get the Quaternion animation type
  53892. */
  53893. get: function () {
  53894. return Animation._ANIMATIONTYPE_QUATERNION;
  53895. },
  53896. enumerable: true,
  53897. configurable: true
  53898. });
  53899. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  53900. /**
  53901. * Get the Matrix animation type
  53902. */
  53903. get: function () {
  53904. return Animation._ANIMATIONTYPE_MATRIX;
  53905. },
  53906. enumerable: true,
  53907. configurable: true
  53908. });
  53909. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  53910. /**
  53911. * Get the Color3 animation type
  53912. */
  53913. get: function () {
  53914. return Animation._ANIMATIONTYPE_COLOR3;
  53915. },
  53916. enumerable: true,
  53917. configurable: true
  53918. });
  53919. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  53920. /**
  53921. * Get the Relative Loop Mode
  53922. */
  53923. get: function () {
  53924. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  53925. },
  53926. enumerable: true,
  53927. configurable: true
  53928. });
  53929. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  53930. /**
  53931. * Get the Cycle Loop Mode
  53932. */
  53933. get: function () {
  53934. return Animation._ANIMATIONLOOPMODE_CYCLE;
  53935. },
  53936. enumerable: true,
  53937. configurable: true
  53938. });
  53939. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  53940. /**
  53941. * Get the Constant Loop Mode
  53942. */
  53943. get: function () {
  53944. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  53945. },
  53946. enumerable: true,
  53947. configurable: true
  53948. });
  53949. /** @hidden */
  53950. Animation._UniversalLerp = function (left, right, amount) {
  53951. var constructor = left.constructor;
  53952. if (constructor.Lerp) { // Lerp supported
  53953. return constructor.Lerp(left, right, amount);
  53954. }
  53955. else if (constructor.Slerp) { // Slerp supported
  53956. return constructor.Slerp(left, right, amount);
  53957. }
  53958. else if (left.toFixed) { // Number
  53959. return left * (1.0 - amount) + amount * right;
  53960. }
  53961. else { // Blending not supported
  53962. return right;
  53963. }
  53964. };
  53965. /**
  53966. * Parses an animation object and creates an animation
  53967. * @param parsedAnimation Parsed animation object
  53968. * @returns Animation object
  53969. */
  53970. Animation.Parse = function (parsedAnimation) {
  53971. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  53972. var dataType = parsedAnimation.dataType;
  53973. var keys = [];
  53974. var data;
  53975. var index;
  53976. if (parsedAnimation.enableBlending) {
  53977. animation.enableBlending = parsedAnimation.enableBlending;
  53978. }
  53979. if (parsedAnimation.blendingSpeed) {
  53980. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  53981. }
  53982. for (index = 0; index < parsedAnimation.keys.length; index++) {
  53983. var key = parsedAnimation.keys[index];
  53984. var inTangent;
  53985. var outTangent;
  53986. switch (dataType) {
  53987. case Animation.ANIMATIONTYPE_FLOAT:
  53988. data = key.values[0];
  53989. if (key.values.length >= 1) {
  53990. inTangent = key.values[1];
  53991. }
  53992. if (key.values.length >= 2) {
  53993. outTangent = key.values[2];
  53994. }
  53995. break;
  53996. case Animation.ANIMATIONTYPE_QUATERNION:
  53997. data = BABYLON.Quaternion.FromArray(key.values);
  53998. if (key.values.length >= 8) {
  53999. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54000. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54001. inTangent = _inTangent;
  54002. }
  54003. }
  54004. if (key.values.length >= 12) {
  54005. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54006. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54007. outTangent = _outTangent;
  54008. }
  54009. }
  54010. break;
  54011. case Animation.ANIMATIONTYPE_MATRIX:
  54012. data = BABYLON.Matrix.FromArray(key.values);
  54013. break;
  54014. case Animation.ANIMATIONTYPE_COLOR3:
  54015. data = BABYLON.Color3.FromArray(key.values);
  54016. break;
  54017. case Animation.ANIMATIONTYPE_VECTOR3:
  54018. default:
  54019. data = BABYLON.Vector3.FromArray(key.values);
  54020. break;
  54021. }
  54022. var keyData = {};
  54023. keyData.frame = key.frame;
  54024. keyData.value = data;
  54025. if (inTangent != undefined) {
  54026. keyData.inTangent = inTangent;
  54027. }
  54028. if (outTangent != undefined) {
  54029. keyData.outTangent = outTangent;
  54030. }
  54031. keys.push(keyData);
  54032. }
  54033. animation.setKeys(keys);
  54034. if (parsedAnimation.ranges) {
  54035. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54036. data = parsedAnimation.ranges[index];
  54037. animation.createRange(data.name, data.from, data.to);
  54038. }
  54039. }
  54040. return animation;
  54041. };
  54042. /**
  54043. * Appends the serialized animations from the source animations
  54044. * @param source Source containing the animations
  54045. * @param destination Target to store the animations
  54046. */
  54047. Animation.AppendSerializedAnimations = function (source, destination) {
  54048. if (source.animations) {
  54049. destination.animations = [];
  54050. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54051. var animation = source.animations[animationIndex];
  54052. destination.animations.push(animation.serialize());
  54053. }
  54054. }
  54055. };
  54056. /**
  54057. * Use matrix interpolation instead of using direct key value when animating matrices
  54058. */
  54059. Animation.AllowMatricesInterpolation = false;
  54060. /**
  54061. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54062. */
  54063. Animation.AllowMatrixDecomposeForInterpolation = true;
  54064. // Statics
  54065. /**
  54066. * Float animation type
  54067. */
  54068. Animation._ANIMATIONTYPE_FLOAT = 0;
  54069. /**
  54070. * Vector3 animation type
  54071. */
  54072. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54073. /**
  54074. * Quaternion animation type
  54075. */
  54076. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54077. /**
  54078. * Matrix animation type
  54079. */
  54080. Animation._ANIMATIONTYPE_MATRIX = 3;
  54081. /**
  54082. * Color3 animation type
  54083. */
  54084. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54085. /**
  54086. * Vector2 animation type
  54087. */
  54088. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54089. /**
  54090. * Size animation type
  54091. */
  54092. Animation._ANIMATIONTYPE_SIZE = 6;
  54093. /**
  54094. * Relative Loop Mode
  54095. */
  54096. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54097. /**
  54098. * Cycle Loop Mode
  54099. */
  54100. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54101. /**
  54102. * Constant Loop Mode
  54103. */
  54104. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54105. return Animation;
  54106. }());
  54107. BABYLON.Animation = Animation;
  54108. })(BABYLON || (BABYLON = {}));
  54109. //# sourceMappingURL=babylon.animation.js.map
  54110. var BABYLON;
  54111. (function (BABYLON) {
  54112. /**
  54113. * This class defines the direct association between an animation and a target
  54114. */
  54115. var TargetedAnimation = /** @class */ (function () {
  54116. function TargetedAnimation() {
  54117. }
  54118. return TargetedAnimation;
  54119. }());
  54120. BABYLON.TargetedAnimation = TargetedAnimation;
  54121. /**
  54122. * Use this class to create coordinated animations on multiple targets
  54123. */
  54124. var AnimationGroup = /** @class */ (function () {
  54125. /**
  54126. * Instantiates a new Animation Group.
  54127. * This helps managing several animations at once.
  54128. * @see http://doc.babylonjs.com/how_to/group
  54129. * @param name Defines the name of the group
  54130. * @param scene Defines the scene the group belongs to
  54131. */
  54132. function AnimationGroup(
  54133. /** The name of the animation group */
  54134. name, scene) {
  54135. if (scene === void 0) { scene = null; }
  54136. this.name = name;
  54137. this._targetedAnimations = new Array();
  54138. this._animatables = new Array();
  54139. this._from = Number.MAX_VALUE;
  54140. this._to = -Number.MAX_VALUE;
  54141. this._speedRatio = 1;
  54142. /**
  54143. * This observable will notify when one animation have ended.
  54144. */
  54145. this.onAnimationEndObservable = new BABYLON.Observable();
  54146. /**
  54147. * This observable will notify when all animations have ended.
  54148. */
  54149. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54150. /**
  54151. * This observable will notify when all animations have paused.
  54152. */
  54153. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54154. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54155. this._scene.animationGroups.push(this);
  54156. }
  54157. Object.defineProperty(AnimationGroup.prototype, "from", {
  54158. /**
  54159. * Gets the first frame
  54160. */
  54161. get: function () {
  54162. return this._from;
  54163. },
  54164. enumerable: true,
  54165. configurable: true
  54166. });
  54167. Object.defineProperty(AnimationGroup.prototype, "to", {
  54168. /**
  54169. * Gets the last frame
  54170. */
  54171. get: function () {
  54172. return this._to;
  54173. },
  54174. enumerable: true,
  54175. configurable: true
  54176. });
  54177. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54178. /**
  54179. * Define if the animations are started
  54180. */
  54181. get: function () {
  54182. return this._isStarted;
  54183. },
  54184. enumerable: true,
  54185. configurable: true
  54186. });
  54187. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54188. /**
  54189. * Gets or sets the speed ratio to use for all animations
  54190. */
  54191. get: function () {
  54192. return this._speedRatio;
  54193. },
  54194. /**
  54195. * Gets or sets the speed ratio to use for all animations
  54196. */
  54197. set: function (value) {
  54198. if (this._speedRatio === value) {
  54199. return;
  54200. }
  54201. this._speedRatio = value;
  54202. for (var index = 0; index < this._animatables.length; index++) {
  54203. var animatable = this._animatables[index];
  54204. animatable.speedRatio = this._speedRatio;
  54205. }
  54206. },
  54207. enumerable: true,
  54208. configurable: true
  54209. });
  54210. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54211. /**
  54212. * Gets the targeted animations for this animation group
  54213. */
  54214. get: function () {
  54215. return this._targetedAnimations;
  54216. },
  54217. enumerable: true,
  54218. configurable: true
  54219. });
  54220. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54221. /**
  54222. * returning the list of animatables controlled by this animation group.
  54223. */
  54224. get: function () {
  54225. return this._animatables;
  54226. },
  54227. enumerable: true,
  54228. configurable: true
  54229. });
  54230. /**
  54231. * Add an animation (with its target) in the group
  54232. * @param animation defines the animation we want to add
  54233. * @param target defines the target of the animation
  54234. * @returns the TargetedAnimation object
  54235. */
  54236. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54237. var targetedAnimation = {
  54238. animation: animation,
  54239. target: target
  54240. };
  54241. var keys = animation.getKeys();
  54242. if (this._from > keys[0].frame) {
  54243. this._from = keys[0].frame;
  54244. }
  54245. if (this._to < keys[keys.length - 1].frame) {
  54246. this._to = keys[keys.length - 1].frame;
  54247. }
  54248. this._targetedAnimations.push(targetedAnimation);
  54249. return targetedAnimation;
  54250. };
  54251. /**
  54252. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54253. * It can add constant keys at begin or end
  54254. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54255. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54256. * @returns the animation group
  54257. */
  54258. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54259. if (beginFrame === void 0) { beginFrame = null; }
  54260. if (endFrame === void 0) { endFrame = null; }
  54261. if (beginFrame == null) {
  54262. beginFrame = this._from;
  54263. }
  54264. if (endFrame == null) {
  54265. endFrame = this._to;
  54266. }
  54267. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54268. var targetedAnimation = this._targetedAnimations[index];
  54269. var keys = targetedAnimation.animation.getKeys();
  54270. var startKey = keys[0];
  54271. var endKey = keys[keys.length - 1];
  54272. if (startKey.frame > beginFrame) {
  54273. var newKey = {
  54274. frame: beginFrame,
  54275. value: startKey.value,
  54276. inTangent: startKey.inTangent,
  54277. outTangent: startKey.outTangent,
  54278. interpolation: startKey.interpolation
  54279. };
  54280. keys.splice(0, 0, newKey);
  54281. }
  54282. if (endKey.frame < endFrame) {
  54283. var newKey = {
  54284. frame: endFrame,
  54285. value: endKey.value,
  54286. inTangent: endKey.outTangent,
  54287. outTangent: endKey.outTangent,
  54288. interpolation: endKey.interpolation
  54289. };
  54290. keys.push(newKey);
  54291. }
  54292. }
  54293. this._from = beginFrame;
  54294. this._to = endFrame;
  54295. return this;
  54296. };
  54297. /**
  54298. * Start all animations on given targets
  54299. * @param loop defines if animations must loop
  54300. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54301. * @param from defines the from key (optional)
  54302. * @param to defines the to key (optional)
  54303. * @returns the current animation group
  54304. */
  54305. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54306. var _this = this;
  54307. if (loop === void 0) { loop = false; }
  54308. if (speedRatio === void 0) { speedRatio = 1; }
  54309. if (this._isStarted || this._targetedAnimations.length === 0) {
  54310. return this;
  54311. }
  54312. var _loop_1 = function (targetedAnimation) {
  54313. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54314. animatable.onAnimationEnd = function () {
  54315. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54316. _this._checkAnimationGroupEnded(animatable);
  54317. };
  54318. this_1._animatables.push(animatable);
  54319. };
  54320. var this_1 = this;
  54321. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54322. var targetedAnimation = _a[_i];
  54323. _loop_1(targetedAnimation);
  54324. }
  54325. this._speedRatio = speedRatio;
  54326. this._isStarted = true;
  54327. return this;
  54328. };
  54329. /**
  54330. * Pause all animations
  54331. * @returns the animation group
  54332. */
  54333. AnimationGroup.prototype.pause = function () {
  54334. if (!this._isStarted) {
  54335. return this;
  54336. }
  54337. for (var index = 0; index < this._animatables.length; index++) {
  54338. var animatable = this._animatables[index];
  54339. animatable.pause();
  54340. }
  54341. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54342. return this;
  54343. };
  54344. /**
  54345. * Play all animations to initial state
  54346. * This function will start() the animations if they were not started or will restart() them if they were paused
  54347. * @param loop defines if animations must loop
  54348. * @returns the animation group
  54349. */
  54350. AnimationGroup.prototype.play = function (loop) {
  54351. // only if all animatables are ready and exist
  54352. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54353. if (loop !== undefined) {
  54354. for (var index = 0; index < this._animatables.length; index++) {
  54355. var animatable = this._animatables[index];
  54356. animatable.loopAnimation = loop;
  54357. }
  54358. }
  54359. this.restart();
  54360. }
  54361. else {
  54362. this.stop();
  54363. this.start(loop, this._speedRatio);
  54364. }
  54365. return this;
  54366. };
  54367. /**
  54368. * Reset all animations to initial state
  54369. * @returns the animation group
  54370. */
  54371. AnimationGroup.prototype.reset = function () {
  54372. if (!this._isStarted) {
  54373. return this;
  54374. }
  54375. for (var index = 0; index < this._animatables.length; index++) {
  54376. var animatable = this._animatables[index];
  54377. animatable.reset();
  54378. }
  54379. return this;
  54380. };
  54381. /**
  54382. * Restart animations from key 0
  54383. * @returns the animation group
  54384. */
  54385. AnimationGroup.prototype.restart = function () {
  54386. if (!this._isStarted) {
  54387. return this;
  54388. }
  54389. for (var index = 0; index < this._animatables.length; index++) {
  54390. var animatable = this._animatables[index];
  54391. animatable.restart();
  54392. }
  54393. return this;
  54394. };
  54395. /**
  54396. * Stop all animations
  54397. * @returns the animation group
  54398. */
  54399. AnimationGroup.prototype.stop = function () {
  54400. if (!this._isStarted) {
  54401. return this;
  54402. }
  54403. var list = this._animatables.slice();
  54404. for (var index = 0; index < list.length; index++) {
  54405. list[index].stop();
  54406. }
  54407. this._isStarted = false;
  54408. return this;
  54409. };
  54410. /**
  54411. * Set animation weight for all animatables
  54412. * @param weight defines the weight to use
  54413. * @return the animationGroup
  54414. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54415. */
  54416. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54417. for (var index = 0; index < this._animatables.length; index++) {
  54418. var animatable = this._animatables[index];
  54419. animatable.weight = weight;
  54420. }
  54421. return this;
  54422. };
  54423. /**
  54424. * Synchronize and normalize all animatables with a source animatable
  54425. * @param root defines the root animatable to synchronize with
  54426. * @return the animationGroup
  54427. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54428. */
  54429. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54430. for (var index = 0; index < this._animatables.length; index++) {
  54431. var animatable = this._animatables[index];
  54432. animatable.syncWith(root);
  54433. }
  54434. return this;
  54435. };
  54436. /**
  54437. * Goes to a specific frame in this animation group
  54438. * @param frame the frame number to go to
  54439. * @return the animationGroup
  54440. */
  54441. AnimationGroup.prototype.goToFrame = function (frame) {
  54442. if (!this._isStarted) {
  54443. return this;
  54444. }
  54445. for (var index = 0; index < this._animatables.length; index++) {
  54446. var animatable = this._animatables[index];
  54447. animatable.goToFrame(frame);
  54448. }
  54449. return this;
  54450. };
  54451. /**
  54452. * Dispose all associated resources
  54453. */
  54454. AnimationGroup.prototype.dispose = function () {
  54455. this._targetedAnimations = [];
  54456. this._animatables = [];
  54457. var index = this._scene.animationGroups.indexOf(this);
  54458. if (index > -1) {
  54459. this._scene.animationGroups.splice(index, 1);
  54460. }
  54461. };
  54462. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54463. // animatable should be taken out of the array
  54464. var idx = this._animatables.indexOf(animatable);
  54465. if (idx > -1) {
  54466. this._animatables.splice(idx, 1);
  54467. }
  54468. // all animatables were removed? animation group ended!
  54469. if (this._animatables.length === 0) {
  54470. this._isStarted = false;
  54471. this.onAnimationGroupEndObservable.notifyObservers(this);
  54472. }
  54473. };
  54474. // Statics
  54475. /**
  54476. * Returns a new AnimationGroup object parsed from the source provided.
  54477. * @param parsedAnimationGroup defines the source
  54478. * @param scene defines the scene that will receive the animationGroup
  54479. * @returns a new AnimationGroup
  54480. */
  54481. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54482. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54483. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54484. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54485. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54486. var id = targetedAnimation.targetId;
  54487. var targetNode = scene.getNodeByID(id);
  54488. if (targetNode != null) {
  54489. animationGroup.addTargetedAnimation(animation, targetNode);
  54490. }
  54491. }
  54492. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54493. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54494. }
  54495. return animationGroup;
  54496. };
  54497. /**
  54498. * Returns the string "AnimationGroup"
  54499. * @returns "AnimationGroup"
  54500. */
  54501. AnimationGroup.prototype.getClassName = function () {
  54502. return "AnimationGroup";
  54503. };
  54504. /**
  54505. * Creates a detailled string about the object
  54506. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54507. * @returns a string representing the object
  54508. */
  54509. AnimationGroup.prototype.toString = function (fullDetails) {
  54510. var ret = "Name: " + this.name;
  54511. ret += ", type: " + this.getClassName();
  54512. if (fullDetails) {
  54513. ret += ", from: " + this._from;
  54514. ret += ", to: " + this._to;
  54515. ret += ", isStarted: " + this._isStarted;
  54516. ret += ", speedRatio: " + this._speedRatio;
  54517. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54518. ret += ", animatables length: " + this._animatables;
  54519. }
  54520. return ret;
  54521. };
  54522. return AnimationGroup;
  54523. }());
  54524. BABYLON.AnimationGroup = AnimationGroup;
  54525. })(BABYLON || (BABYLON = {}));
  54526. //# sourceMappingURL=babylon.animationGroup.js.map
  54527. var BABYLON;
  54528. (function (BABYLON) {
  54529. // Static values to help the garbage collector
  54530. // Quaternion
  54531. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54532. // Vector3
  54533. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54534. // Vector2
  54535. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54536. // Size
  54537. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54538. // Color3
  54539. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54540. /**
  54541. * Defines a runtime animation
  54542. */
  54543. var RuntimeAnimation = /** @class */ (function () {
  54544. /**
  54545. * Create a new RuntimeAnimation object
  54546. * @param target defines the target of the animation
  54547. * @param animation defines the source animation object
  54548. * @param scene defines the hosting scene
  54549. * @param host defines the initiating Animatable
  54550. */
  54551. function RuntimeAnimation(target, animation, scene, host) {
  54552. var _this = this;
  54553. this._events = new Array();
  54554. /**
  54555. * The current frame of the runtime animation
  54556. */
  54557. this._currentFrame = 0;
  54558. /**
  54559. * The original value of the runtime animation
  54560. */
  54561. this._originalValue = new Array();
  54562. /**
  54563. * The offsets cache of the runtime animation
  54564. */
  54565. this._offsetsCache = {};
  54566. /**
  54567. * The high limits cache of the runtime animation
  54568. */
  54569. this._highLimitsCache = {};
  54570. /**
  54571. * Specifies if the runtime animation has been stopped
  54572. */
  54573. this._stopped = false;
  54574. /**
  54575. * The blending factor of the runtime animation
  54576. */
  54577. this._blendingFactor = 0;
  54578. /**
  54579. * The target path of the runtime animation
  54580. */
  54581. this._targetPath = "";
  54582. /**
  54583. * The weight of the runtime animation
  54584. */
  54585. this._weight = 1.0;
  54586. /**
  54587. * The ratio offset of the runtime animation
  54588. */
  54589. this._ratioOffset = 0;
  54590. /**
  54591. * The previous delay of the runtime animation
  54592. */
  54593. this._previousDelay = 0;
  54594. /**
  54595. * The previous ratio of the runtime animation
  54596. */
  54597. this._previousRatio = 0;
  54598. this._animation = animation;
  54599. this._target = target;
  54600. this._scene = scene;
  54601. this._host = host;
  54602. animation._runtimeAnimations.push(this);
  54603. // Cloning events locally
  54604. var events = animation.getEvents();
  54605. if (events && events.length > 0) {
  54606. events.forEach(function (e) {
  54607. _this._events.push(e._clone());
  54608. });
  54609. }
  54610. }
  54611. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54612. /**
  54613. * Gets the current frame of the runtime animation
  54614. */
  54615. get: function () {
  54616. return this._currentFrame;
  54617. },
  54618. enumerable: true,
  54619. configurable: true
  54620. });
  54621. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54622. /**
  54623. * Gets the weight of the runtime animation
  54624. */
  54625. get: function () {
  54626. return this._weight;
  54627. },
  54628. enumerable: true,
  54629. configurable: true
  54630. });
  54631. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54632. /**
  54633. * Gets the current value of the runtime animation
  54634. */
  54635. get: function () {
  54636. return this._currentValue;
  54637. },
  54638. enumerable: true,
  54639. configurable: true
  54640. });
  54641. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  54642. /**
  54643. * Gets the target path of the runtime animation
  54644. */
  54645. get: function () {
  54646. return this._targetPath;
  54647. },
  54648. enumerable: true,
  54649. configurable: true
  54650. });
  54651. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  54652. /**
  54653. * Gets the actual target of the runtime animation
  54654. */
  54655. get: function () {
  54656. return this._activeTarget;
  54657. },
  54658. enumerable: true,
  54659. configurable: true
  54660. });
  54661. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  54662. /**
  54663. * Gets the animation from the runtime animation
  54664. */
  54665. get: function () {
  54666. return this._animation;
  54667. },
  54668. enumerable: true,
  54669. configurable: true
  54670. });
  54671. /**
  54672. * Resets the runtime animation to the beginning
  54673. * @param restoreOriginal defines whether to restore the target property to the original value
  54674. */
  54675. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  54676. if (restoreOriginal === void 0) { restoreOriginal = false; }
  54677. if (restoreOriginal) {
  54678. if (this._target instanceof Array) {
  54679. var index = 0;
  54680. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54681. var target = _a[_i];
  54682. if (this._originalValue[index] !== undefined) {
  54683. this._setValue(target, this._originalValue[index], -1);
  54684. }
  54685. index++;
  54686. }
  54687. }
  54688. else {
  54689. if (this._originalValue[0] !== undefined) {
  54690. this._setValue(this._target, this._originalValue[0], -1);
  54691. }
  54692. }
  54693. }
  54694. this._offsetsCache = {};
  54695. this._highLimitsCache = {};
  54696. this._currentFrame = 0;
  54697. this._blendingFactor = 0;
  54698. this._originalValue = new Array();
  54699. // Events
  54700. for (var index = 0; index < this._events.length; index++) {
  54701. this._events[index].isDone = false;
  54702. }
  54703. };
  54704. /**
  54705. * Specifies if the runtime animation is stopped
  54706. * @returns Boolean specifying if the runtime animation is stopped
  54707. */
  54708. RuntimeAnimation.prototype.isStopped = function () {
  54709. return this._stopped;
  54710. };
  54711. /**
  54712. * Disposes of the runtime animation
  54713. */
  54714. RuntimeAnimation.prototype.dispose = function () {
  54715. var index = this._animation.runtimeAnimations.indexOf(this);
  54716. if (index > -1) {
  54717. this._animation.runtimeAnimations.splice(index, 1);
  54718. }
  54719. };
  54720. /**
  54721. * Interpolates the animation from the current frame
  54722. * @param currentFrame The frame to interpolate the animation to
  54723. * @param repeatCount The number of times that the animation should loop
  54724. * @param loopMode The type of looping mode to use
  54725. * @param offsetValue Animation offset value
  54726. * @param highLimitValue The high limit value
  54727. * @returns The interpolated value
  54728. */
  54729. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  54730. this._currentFrame = currentFrame;
  54731. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  54732. this._workValue = BABYLON.Matrix.Zero();
  54733. }
  54734. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  54735. };
  54736. /**
  54737. * Apply the interpolated value to the target
  54738. * @param currentValue defines the value computed by the animation
  54739. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  54740. */
  54741. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  54742. if (weight === void 0) { weight = 1.0; }
  54743. if (this._target instanceof Array) {
  54744. var index = 0;
  54745. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54746. var target = _a[_i];
  54747. this._setValue(target, currentValue, weight, index);
  54748. index++;
  54749. }
  54750. }
  54751. else {
  54752. this._setValue(this._target, currentValue, weight);
  54753. }
  54754. };
  54755. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  54756. if (targetIndex === void 0) { targetIndex = 0; }
  54757. // Set value
  54758. var path;
  54759. var destination;
  54760. var targetPropertyPath = this._animation.targetPropertyPath;
  54761. if (targetPropertyPath.length > 1) {
  54762. var property = target[targetPropertyPath[0]];
  54763. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  54764. property = property[targetPropertyPath[index]];
  54765. }
  54766. path = targetPropertyPath[targetPropertyPath.length - 1];
  54767. destination = property;
  54768. }
  54769. else {
  54770. path = targetPropertyPath[0];
  54771. destination = target;
  54772. }
  54773. this._targetPath = path;
  54774. this._activeTarget = destination;
  54775. this._weight = weight;
  54776. if (this._originalValue[targetIndex] === undefined) {
  54777. var originalValue = void 0;
  54778. if (destination.getRestPose && path === "_matrix") { // For bones
  54779. originalValue = destination.getRestPose();
  54780. }
  54781. else {
  54782. originalValue = destination[path];
  54783. }
  54784. if (originalValue && originalValue.clone) {
  54785. this._originalValue[targetIndex] = originalValue.clone();
  54786. }
  54787. else {
  54788. this._originalValue[targetIndex] = originalValue;
  54789. }
  54790. }
  54791. // Blending
  54792. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  54793. if (enableBlending && this._blendingFactor <= 1.0) {
  54794. if (!this._originalBlendValue) {
  54795. var originalValue = destination[path];
  54796. if (originalValue.clone) {
  54797. this._originalBlendValue = originalValue.clone();
  54798. }
  54799. else {
  54800. this._originalBlendValue = originalValue;
  54801. }
  54802. }
  54803. if (this._originalBlendValue.m) { // Matrix
  54804. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  54805. if (this._currentValue) {
  54806. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54807. }
  54808. else {
  54809. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54810. }
  54811. }
  54812. else {
  54813. if (this._currentValue) {
  54814. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54815. }
  54816. else {
  54817. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54818. }
  54819. }
  54820. }
  54821. else {
  54822. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54823. }
  54824. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  54825. this._blendingFactor += blendingSpeed;
  54826. }
  54827. else {
  54828. this._currentValue = currentValue;
  54829. }
  54830. if (weight !== -1.0) {
  54831. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  54832. }
  54833. else {
  54834. destination[path] = this._currentValue;
  54835. }
  54836. if (target.markAsDirty) {
  54837. target.markAsDirty(this._animation.targetProperty);
  54838. }
  54839. };
  54840. /**
  54841. * Gets the loop pmode of the runtime animation
  54842. * @returns Loop Mode
  54843. */
  54844. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  54845. if (this._target && this._target.animationPropertiesOverride) {
  54846. return this._target.animationPropertiesOverride.loopMode;
  54847. }
  54848. return this._animation.loopMode;
  54849. };
  54850. /**
  54851. * Move the current animation to a given frame
  54852. * @param frame defines the frame to move to
  54853. */
  54854. RuntimeAnimation.prototype.goToFrame = function (frame) {
  54855. var keys = this._animation.getKeys();
  54856. if (frame < keys[0].frame) {
  54857. frame = keys[0].frame;
  54858. }
  54859. else if (frame > keys[keys.length - 1].frame) {
  54860. frame = keys[keys.length - 1].frame;
  54861. }
  54862. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  54863. this.setValue(currentValue, -1);
  54864. };
  54865. /**
  54866. * @hidden Internal use only
  54867. */
  54868. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  54869. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  54870. this._ratioOffset = this._previousRatio - newRatio;
  54871. };
  54872. /**
  54873. * Execute the current animation
  54874. * @param delay defines the delay to add to the current frame
  54875. * @param from defines the lower bound of the animation range
  54876. * @param to defines the upper bound of the animation range
  54877. * @param loop defines if the current animation must loop
  54878. * @param speedRatio defines the current speed ratio
  54879. * @param weight defines the weight of the animation (default is -1 so no weight)
  54880. * @returns a boolean indicating if the animation is running
  54881. */
  54882. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  54883. if (weight === void 0) { weight = -1.0; }
  54884. var targetPropertyPath = this._animation.targetPropertyPath;
  54885. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  54886. this._stopped = true;
  54887. return false;
  54888. }
  54889. var returnValue = true;
  54890. var keys = this._animation.getKeys();
  54891. // Adding a start key at frame 0 if missing
  54892. if (keys[0].frame !== 0) {
  54893. var newKey = { frame: 0, value: keys[0].value };
  54894. keys.splice(0, 0, newKey);
  54895. }
  54896. // Adding a duplicate key when there is only one key at frame zero
  54897. else if (keys.length === 1) {
  54898. var newKey = { frame: 0.001, value: keys[0].value };
  54899. keys.push(newKey);
  54900. }
  54901. // Check limits
  54902. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  54903. from = keys[0].frame;
  54904. }
  54905. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  54906. to = keys[keys.length - 1].frame;
  54907. }
  54908. //to and from cannot be the same key
  54909. if (from === to) {
  54910. if (from > keys[0].frame) {
  54911. from--;
  54912. }
  54913. else if (to < keys[keys.length - 1].frame) {
  54914. to++;
  54915. }
  54916. }
  54917. // Compute ratio
  54918. var range = to - from;
  54919. var offsetValue;
  54920. // ratio represents the frame delta between from and to
  54921. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  54922. var highLimitValue = 0;
  54923. this._previousDelay = delay;
  54924. this._previousRatio = ratio;
  54925. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  54926. returnValue = false;
  54927. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  54928. }
  54929. else {
  54930. // Get max value if required
  54931. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  54932. var keyOffset = to.toString() + from.toString();
  54933. if (!this._offsetsCache[keyOffset]) {
  54934. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54935. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54936. switch (this._animation.dataType) {
  54937. // Float
  54938. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54939. this._offsetsCache[keyOffset] = toValue - fromValue;
  54940. break;
  54941. // Quaternion
  54942. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54943. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54944. break;
  54945. // Vector3
  54946. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54947. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54948. // Vector2
  54949. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54950. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54951. // Size
  54952. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54953. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54954. // Color3
  54955. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54956. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54957. default:
  54958. break;
  54959. }
  54960. this._highLimitsCache[keyOffset] = toValue;
  54961. }
  54962. highLimitValue = this._highLimitsCache[keyOffset];
  54963. offsetValue = this._offsetsCache[keyOffset];
  54964. }
  54965. }
  54966. if (offsetValue === undefined) {
  54967. switch (this._animation.dataType) {
  54968. // Float
  54969. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54970. offsetValue = 0;
  54971. break;
  54972. // Quaternion
  54973. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54974. offsetValue = _staticOffsetValueQuaternion;
  54975. break;
  54976. // Vector3
  54977. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54978. offsetValue = _staticOffsetValueVector3;
  54979. break;
  54980. // Vector2
  54981. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54982. offsetValue = _staticOffsetValueVector2;
  54983. break;
  54984. // Size
  54985. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54986. offsetValue = _staticOffsetValueSize;
  54987. break;
  54988. // Color3
  54989. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54990. offsetValue = _staticOffsetValueColor3;
  54991. }
  54992. }
  54993. // Compute value
  54994. var repeatCount = (ratio / range) >> 0;
  54995. var currentFrame = returnValue ? from + ratio % range : to;
  54996. // Need to normalize?
  54997. if (this._host && this._host.syncRoot) {
  54998. var syncRoot = this._host.syncRoot;
  54999. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55000. currentFrame = from + (to - from) * hostNormalizedFrame;
  55001. }
  55002. // Reset events if looping
  55003. var events = this._events;
  55004. if (range > 0 && this.currentFrame > currentFrame ||
  55005. range < 0 && this.currentFrame < currentFrame) {
  55006. // Need to reset animation events
  55007. for (var index = 0; index < events.length; index++) {
  55008. if (!events[index].onlyOnce) {
  55009. // reset event, the animation is looping
  55010. events[index].isDone = false;
  55011. }
  55012. }
  55013. }
  55014. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55015. // Set value
  55016. this.setValue(currentValue, weight);
  55017. // Check events
  55018. for (var index = 0; index < events.length; index++) {
  55019. // Make sure current frame has passed event frame and that event frame is within the current range
  55020. // Also, handle both forward and reverse animations
  55021. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55022. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55023. var event = events[index];
  55024. if (!event.isDone) {
  55025. // If event should be done only once, remove it.
  55026. if (event.onlyOnce) {
  55027. events.splice(index, 1);
  55028. index--;
  55029. }
  55030. event.isDone = true;
  55031. event.action(currentFrame);
  55032. } // Don't do anything if the event has already be done.
  55033. }
  55034. }
  55035. if (!returnValue) {
  55036. this._stopped = true;
  55037. }
  55038. return returnValue;
  55039. };
  55040. return RuntimeAnimation;
  55041. }());
  55042. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55043. })(BABYLON || (BABYLON = {}));
  55044. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55045. var BABYLON;
  55046. (function (BABYLON) {
  55047. /**
  55048. * Class used to store an actual running animation
  55049. */
  55050. var Animatable = /** @class */ (function () {
  55051. /**
  55052. * Creates a new Animatable
  55053. * @param scene defines the hosting scene
  55054. * @param target defines the target object
  55055. * @param fromFrame defines the starting frame number (default is 0)
  55056. * @param toFrame defines the ending frame number (default is 100)
  55057. * @param loopAnimation defines if the animation must loop (default is false)
  55058. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55059. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55060. * @param animations defines a group of animation to add to the new Animatable
  55061. */
  55062. function Animatable(scene,
  55063. /** defines the target object */
  55064. target,
  55065. /** defines the starting frame number (default is 0) */
  55066. fromFrame,
  55067. /** defines the ending frame number (default is 100) */
  55068. toFrame,
  55069. /** defines if the animation must loop (default is false) */
  55070. loopAnimation, speedRatio,
  55071. /** defines a callback to call when animation ends if it is not looping */
  55072. onAnimationEnd, animations) {
  55073. if (fromFrame === void 0) { fromFrame = 0; }
  55074. if (toFrame === void 0) { toFrame = 100; }
  55075. if (loopAnimation === void 0) { loopAnimation = false; }
  55076. if (speedRatio === void 0) { speedRatio = 1.0; }
  55077. this.target = target;
  55078. this.fromFrame = fromFrame;
  55079. this.toFrame = toFrame;
  55080. this.loopAnimation = loopAnimation;
  55081. this.onAnimationEnd = onAnimationEnd;
  55082. this._localDelayOffset = null;
  55083. this._pausedDelay = null;
  55084. this._runtimeAnimations = new Array();
  55085. this._paused = false;
  55086. this._speedRatio = 1;
  55087. this._weight = -1.0;
  55088. /**
  55089. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55090. * This will only apply for non looping animation (default is true)
  55091. */
  55092. this.disposeOnEnd = true;
  55093. /**
  55094. * Gets a boolean indicating if the animation has started
  55095. */
  55096. this.animationStarted = false;
  55097. /**
  55098. * Observer raised when the animation ends
  55099. */
  55100. this.onAnimationEndObservable = new BABYLON.Observable();
  55101. this._scene = scene;
  55102. if (animations) {
  55103. this.appendAnimations(target, animations);
  55104. }
  55105. this._speedRatio = speedRatio;
  55106. scene._activeAnimatables.push(this);
  55107. }
  55108. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55109. /**
  55110. * Gets the root Animatable used to synchronize and normalize animations
  55111. */
  55112. get: function () {
  55113. return this._syncRoot;
  55114. },
  55115. enumerable: true,
  55116. configurable: true
  55117. });
  55118. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55119. /**
  55120. * Gets the current frame of the first RuntimeAnimation
  55121. * Used to synchronize Animatables
  55122. */
  55123. get: function () {
  55124. if (this._runtimeAnimations.length === 0) {
  55125. return 0;
  55126. }
  55127. return this._runtimeAnimations[0].currentFrame;
  55128. },
  55129. enumerable: true,
  55130. configurable: true
  55131. });
  55132. Object.defineProperty(Animatable.prototype, "weight", {
  55133. /**
  55134. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55135. */
  55136. get: function () {
  55137. return this._weight;
  55138. },
  55139. set: function (value) {
  55140. if (value === -1) { // -1 is ok and means no weight
  55141. this._weight = -1;
  55142. return;
  55143. }
  55144. // Else weight must be in [0, 1] range
  55145. this._weight = Math.min(Math.max(value, 0), 1.0);
  55146. },
  55147. enumerable: true,
  55148. configurable: true
  55149. });
  55150. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55151. /**
  55152. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55153. */
  55154. get: function () {
  55155. return this._speedRatio;
  55156. },
  55157. set: function (value) {
  55158. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55159. var animation = this._runtimeAnimations[index];
  55160. animation._prepareForSpeedRatioChange(value);
  55161. }
  55162. this._speedRatio = value;
  55163. },
  55164. enumerable: true,
  55165. configurable: true
  55166. });
  55167. // Methods
  55168. /**
  55169. * Synchronize and normalize current Animatable with a source Animatable
  55170. * This is useful when using animation weights and when animations are not of the same length
  55171. * @param root defines the root Animatable to synchronize with
  55172. * @returns the current Animatable
  55173. */
  55174. Animatable.prototype.syncWith = function (root) {
  55175. this._syncRoot = root;
  55176. if (root) {
  55177. // Make sure this animatable will animate after the root
  55178. var index = this._scene._activeAnimatables.indexOf(this);
  55179. if (index > -1) {
  55180. this._scene._activeAnimatables.splice(index, 1);
  55181. this._scene._activeAnimatables.push(this);
  55182. }
  55183. }
  55184. return this;
  55185. };
  55186. /**
  55187. * Gets the list of runtime animations
  55188. * @returns an array of RuntimeAnimation
  55189. */
  55190. Animatable.prototype.getAnimations = function () {
  55191. return this._runtimeAnimations;
  55192. };
  55193. /**
  55194. * Adds more animations to the current animatable
  55195. * @param target defines the target of the animations
  55196. * @param animations defines the new animations to add
  55197. */
  55198. Animatable.prototype.appendAnimations = function (target, animations) {
  55199. for (var index = 0; index < animations.length; index++) {
  55200. var animation = animations[index];
  55201. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55202. }
  55203. };
  55204. /**
  55205. * Gets the source animation for a specific property
  55206. * @param property defines the propertyu to look for
  55207. * @returns null or the source animation for the given property
  55208. */
  55209. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55210. var runtimeAnimations = this._runtimeAnimations;
  55211. for (var index = 0; index < runtimeAnimations.length; index++) {
  55212. if (runtimeAnimations[index].animation.targetProperty === property) {
  55213. return runtimeAnimations[index].animation;
  55214. }
  55215. }
  55216. return null;
  55217. };
  55218. /**
  55219. * Gets the runtime animation for a specific property
  55220. * @param property defines the propertyu to look for
  55221. * @returns null or the runtime animation for the given property
  55222. */
  55223. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55224. var runtimeAnimations = this._runtimeAnimations;
  55225. for (var index = 0; index < runtimeAnimations.length; index++) {
  55226. if (runtimeAnimations[index].animation.targetProperty === property) {
  55227. return runtimeAnimations[index];
  55228. }
  55229. }
  55230. return null;
  55231. };
  55232. /**
  55233. * Resets the animatable to its original state
  55234. */
  55235. Animatable.prototype.reset = function () {
  55236. var runtimeAnimations = this._runtimeAnimations;
  55237. for (var index = 0; index < runtimeAnimations.length; index++) {
  55238. runtimeAnimations[index].reset(true);
  55239. }
  55240. this._localDelayOffset = null;
  55241. this._pausedDelay = null;
  55242. };
  55243. /**
  55244. * Allows the animatable to blend with current running animations
  55245. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55246. * @param blendingSpeed defines the blending speed to use
  55247. */
  55248. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55249. var runtimeAnimations = this._runtimeAnimations;
  55250. for (var index = 0; index < runtimeAnimations.length; index++) {
  55251. runtimeAnimations[index].animation.enableBlending = true;
  55252. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55253. }
  55254. };
  55255. /**
  55256. * Disable animation blending
  55257. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55258. */
  55259. Animatable.prototype.disableBlending = function () {
  55260. var runtimeAnimations = this._runtimeAnimations;
  55261. for (var index = 0; index < runtimeAnimations.length; index++) {
  55262. runtimeAnimations[index].animation.enableBlending = false;
  55263. }
  55264. };
  55265. /**
  55266. * Jump directly to a given frame
  55267. * @param frame defines the frame to jump to
  55268. */
  55269. Animatable.prototype.goToFrame = function (frame) {
  55270. var runtimeAnimations = this._runtimeAnimations;
  55271. if (runtimeAnimations[0]) {
  55272. var fps = runtimeAnimations[0].animation.framePerSecond;
  55273. var currentFrame = runtimeAnimations[0].currentFrame;
  55274. var adjustTime = frame - currentFrame;
  55275. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55276. if (this._localDelayOffset === null) {
  55277. this._localDelayOffset = 0;
  55278. }
  55279. this._localDelayOffset -= delay;
  55280. }
  55281. for (var index = 0; index < runtimeAnimations.length; index++) {
  55282. runtimeAnimations[index].goToFrame(frame);
  55283. }
  55284. };
  55285. /**
  55286. * Pause the animation
  55287. */
  55288. Animatable.prototype.pause = function () {
  55289. if (this._paused) {
  55290. return;
  55291. }
  55292. this._paused = true;
  55293. };
  55294. /**
  55295. * Restart the animation
  55296. */
  55297. Animatable.prototype.restart = function () {
  55298. this._paused = false;
  55299. };
  55300. Animatable.prototype._raiseOnAnimationEnd = function () {
  55301. if (this.onAnimationEnd) {
  55302. this.onAnimationEnd();
  55303. }
  55304. this.onAnimationEndObservable.notifyObservers(this);
  55305. };
  55306. /**
  55307. * Stop and delete the current animation
  55308. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55309. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  55310. */
  55311. Animatable.prototype.stop = function (animationName, targetMask) {
  55312. if (animationName || targetMask) {
  55313. var idx = this._scene._activeAnimatables.indexOf(this);
  55314. if (idx > -1) {
  55315. var runtimeAnimations = this._runtimeAnimations;
  55316. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55317. var runtimeAnimation = runtimeAnimations[index];
  55318. if (animationName && runtimeAnimation.animation.name != animationName) {
  55319. continue;
  55320. }
  55321. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55322. continue;
  55323. }
  55324. runtimeAnimation.dispose();
  55325. runtimeAnimations.splice(index, 1);
  55326. }
  55327. if (runtimeAnimations.length == 0) {
  55328. this._scene._activeAnimatables.splice(idx, 1);
  55329. this._raiseOnAnimationEnd();
  55330. }
  55331. }
  55332. }
  55333. else {
  55334. var index = this._scene._activeAnimatables.indexOf(this);
  55335. if (index > -1) {
  55336. this._scene._activeAnimatables.splice(index, 1);
  55337. var runtimeAnimations = this._runtimeAnimations;
  55338. for (var index = 0; index < runtimeAnimations.length; index++) {
  55339. runtimeAnimations[index].dispose();
  55340. }
  55341. this._raiseOnAnimationEnd();
  55342. }
  55343. }
  55344. };
  55345. /**
  55346. * Wait asynchronously for the animation to end
  55347. * @returns a promise which will be fullfilled when the animation ends
  55348. */
  55349. Animatable.prototype.waitAsync = function () {
  55350. var _this = this;
  55351. return new Promise(function (resolve, reject) {
  55352. _this.onAnimationEndObservable.add(function () {
  55353. resolve(_this);
  55354. }, undefined, undefined, _this, true);
  55355. });
  55356. };
  55357. /** @hidden */
  55358. Animatable.prototype._animate = function (delay) {
  55359. if (this._paused) {
  55360. this.animationStarted = false;
  55361. if (this._pausedDelay === null) {
  55362. this._pausedDelay = delay;
  55363. }
  55364. return true;
  55365. }
  55366. if (this._localDelayOffset === null) {
  55367. this._localDelayOffset = delay;
  55368. this._pausedDelay = null;
  55369. }
  55370. else if (this._pausedDelay !== null) {
  55371. this._localDelayOffset += delay - this._pausedDelay;
  55372. this._pausedDelay = null;
  55373. }
  55374. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55375. return true;
  55376. }
  55377. // Animating
  55378. var running = false;
  55379. var runtimeAnimations = this._runtimeAnimations;
  55380. var index;
  55381. for (index = 0; index < runtimeAnimations.length; index++) {
  55382. var animation = runtimeAnimations[index];
  55383. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55384. running = running || isRunning;
  55385. }
  55386. this.animationStarted = running;
  55387. if (!running) {
  55388. if (this.disposeOnEnd) {
  55389. // Remove from active animatables
  55390. index = this._scene._activeAnimatables.indexOf(this);
  55391. this._scene._activeAnimatables.splice(index, 1);
  55392. // Dispose all runtime animations
  55393. for (index = 0; index < runtimeAnimations.length; index++) {
  55394. runtimeAnimations[index].dispose();
  55395. }
  55396. }
  55397. this._raiseOnAnimationEnd();
  55398. if (this.disposeOnEnd) {
  55399. this.onAnimationEnd = null;
  55400. this.onAnimationEndObservable.clear();
  55401. }
  55402. }
  55403. return running;
  55404. };
  55405. return Animatable;
  55406. }());
  55407. BABYLON.Animatable = Animatable;
  55408. })(BABYLON || (BABYLON = {}));
  55409. //# sourceMappingURL=babylon.animatable.js.map
  55410. var BABYLON;
  55411. (function (BABYLON) {
  55412. /**
  55413. * Base class used for every default easing function.
  55414. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55415. */
  55416. var EasingFunction = /** @class */ (function () {
  55417. function EasingFunction() {
  55418. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55419. }
  55420. /**
  55421. * Sets the easing mode of the current function.
  55422. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55423. */
  55424. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55425. var n = Math.min(Math.max(easingMode, 0), 2);
  55426. this._easingMode = n;
  55427. };
  55428. /**
  55429. * Gets the current easing mode.
  55430. * @returns the easing mode
  55431. */
  55432. EasingFunction.prototype.getEasingMode = function () {
  55433. return this._easingMode;
  55434. };
  55435. /**
  55436. * @hidden
  55437. */
  55438. EasingFunction.prototype.easeInCore = function (gradient) {
  55439. throw new Error('You must implement this method');
  55440. };
  55441. /**
  55442. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55443. * of the easing function.
  55444. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55445. * @returns the corresponding value on the curve defined by the easing function
  55446. */
  55447. EasingFunction.prototype.ease = function (gradient) {
  55448. switch (this._easingMode) {
  55449. case EasingFunction.EASINGMODE_EASEIN:
  55450. return this.easeInCore(gradient);
  55451. case EasingFunction.EASINGMODE_EASEOUT:
  55452. return (1 - this.easeInCore(1 - gradient));
  55453. }
  55454. if (gradient >= 0.5) {
  55455. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55456. }
  55457. return (this.easeInCore(gradient * 2) * 0.5);
  55458. };
  55459. /**
  55460. * Interpolation follows the mathematical formula associated with the easing function.
  55461. */
  55462. EasingFunction.EASINGMODE_EASEIN = 0;
  55463. /**
  55464. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55465. */
  55466. EasingFunction.EASINGMODE_EASEOUT = 1;
  55467. /**
  55468. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55469. */
  55470. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55471. return EasingFunction;
  55472. }());
  55473. BABYLON.EasingFunction = EasingFunction;
  55474. /**
  55475. * Easing function with a circle shape (see link below).
  55476. * @see https://easings.net/#easeInCirc
  55477. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55478. */
  55479. var CircleEase = /** @class */ (function (_super) {
  55480. __extends(CircleEase, _super);
  55481. function CircleEase() {
  55482. return _super !== null && _super.apply(this, arguments) || this;
  55483. }
  55484. /** @hidden */
  55485. CircleEase.prototype.easeInCore = function (gradient) {
  55486. gradient = Math.max(0, Math.min(1, gradient));
  55487. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55488. };
  55489. return CircleEase;
  55490. }(EasingFunction));
  55491. BABYLON.CircleEase = CircleEase;
  55492. /**
  55493. * Easing function with a ease back shape (see link below).
  55494. * @see https://easings.net/#easeInBack
  55495. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55496. */
  55497. var BackEase = /** @class */ (function (_super) {
  55498. __extends(BackEase, _super);
  55499. /**
  55500. * Instantiates a back ease easing
  55501. * @see https://easings.net/#easeInBack
  55502. * @param amplitude Defines the amplitude of the function
  55503. */
  55504. function BackEase(
  55505. /** Defines the amplitude of the function */
  55506. amplitude) {
  55507. if (amplitude === void 0) { amplitude = 1; }
  55508. var _this = _super.call(this) || this;
  55509. _this.amplitude = amplitude;
  55510. return _this;
  55511. }
  55512. /** @hidden */
  55513. BackEase.prototype.easeInCore = function (gradient) {
  55514. var num = Math.max(0, this.amplitude);
  55515. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55516. };
  55517. return BackEase;
  55518. }(EasingFunction));
  55519. BABYLON.BackEase = BackEase;
  55520. /**
  55521. * Easing function with a bouncing shape (see link below).
  55522. * @see https://easings.net/#easeInBounce
  55523. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55524. */
  55525. var BounceEase = /** @class */ (function (_super) {
  55526. __extends(BounceEase, _super);
  55527. /**
  55528. * Instantiates a bounce easing
  55529. * @see https://easings.net/#easeInBounce
  55530. * @param bounces Defines the number of bounces
  55531. * @param bounciness Defines the amplitude of the bounce
  55532. */
  55533. function BounceEase(
  55534. /** Defines the number of bounces */
  55535. bounces,
  55536. /** Defines the amplitude of the bounce */
  55537. bounciness) {
  55538. if (bounces === void 0) { bounces = 3; }
  55539. if (bounciness === void 0) { bounciness = 2; }
  55540. var _this = _super.call(this) || this;
  55541. _this.bounces = bounces;
  55542. _this.bounciness = bounciness;
  55543. return _this;
  55544. }
  55545. /** @hidden */
  55546. BounceEase.prototype.easeInCore = function (gradient) {
  55547. var y = Math.max(0.0, this.bounces);
  55548. var bounciness = this.bounciness;
  55549. if (bounciness <= 1.0) {
  55550. bounciness = 1.001;
  55551. }
  55552. var num9 = Math.pow(bounciness, y);
  55553. var num5 = 1.0 - bounciness;
  55554. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55555. var num15 = gradient * num4;
  55556. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55557. var num3 = Math.floor(num65);
  55558. var num13 = num3 + 1.0;
  55559. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55560. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55561. var num7 = (num8 + num12) * 0.5;
  55562. var num6 = gradient - num7;
  55563. var num2 = num7 - num8;
  55564. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55565. };
  55566. return BounceEase;
  55567. }(EasingFunction));
  55568. BABYLON.BounceEase = BounceEase;
  55569. /**
  55570. * Easing function with a power of 3 shape (see link below).
  55571. * @see https://easings.net/#easeInCubic
  55572. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55573. */
  55574. var CubicEase = /** @class */ (function (_super) {
  55575. __extends(CubicEase, _super);
  55576. function CubicEase() {
  55577. return _super !== null && _super.apply(this, arguments) || this;
  55578. }
  55579. /** @hidden */
  55580. CubicEase.prototype.easeInCore = function (gradient) {
  55581. return (gradient * gradient * gradient);
  55582. };
  55583. return CubicEase;
  55584. }(EasingFunction));
  55585. BABYLON.CubicEase = CubicEase;
  55586. /**
  55587. * Easing function with an elastic shape (see link below).
  55588. * @see https://easings.net/#easeInElastic
  55589. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55590. */
  55591. var ElasticEase = /** @class */ (function (_super) {
  55592. __extends(ElasticEase, _super);
  55593. /**
  55594. * Instantiates an elastic easing function
  55595. * @see https://easings.net/#easeInElastic
  55596. * @param oscillations Defines the number of oscillations
  55597. * @param springiness Defines the amplitude of the oscillations
  55598. */
  55599. function ElasticEase(
  55600. /** Defines the number of oscillations*/
  55601. oscillations,
  55602. /** Defines the amplitude of the oscillations*/
  55603. springiness) {
  55604. if (oscillations === void 0) { oscillations = 3; }
  55605. if (springiness === void 0) { springiness = 3; }
  55606. var _this = _super.call(this) || this;
  55607. _this.oscillations = oscillations;
  55608. _this.springiness = springiness;
  55609. return _this;
  55610. }
  55611. /** @hidden */
  55612. ElasticEase.prototype.easeInCore = function (gradient) {
  55613. var num2;
  55614. var num3 = Math.max(0.0, this.oscillations);
  55615. var num = Math.max(0.0, this.springiness);
  55616. if (num == 0) {
  55617. num2 = gradient;
  55618. }
  55619. else {
  55620. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55621. }
  55622. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55623. };
  55624. return ElasticEase;
  55625. }(EasingFunction));
  55626. BABYLON.ElasticEase = ElasticEase;
  55627. /**
  55628. * Easing function with an exponential shape (see link below).
  55629. * @see https://easings.net/#easeInExpo
  55630. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55631. */
  55632. var ExponentialEase = /** @class */ (function (_super) {
  55633. __extends(ExponentialEase, _super);
  55634. /**
  55635. * Instantiates an exponential easing function
  55636. * @see https://easings.net/#easeInExpo
  55637. * @param exponent Defines the exponent of the function
  55638. */
  55639. function ExponentialEase(
  55640. /** Defines the exponent of the function */
  55641. exponent) {
  55642. if (exponent === void 0) { exponent = 2; }
  55643. var _this = _super.call(this) || this;
  55644. _this.exponent = exponent;
  55645. return _this;
  55646. }
  55647. /** @hidden */
  55648. ExponentialEase.prototype.easeInCore = function (gradient) {
  55649. if (this.exponent <= 0) {
  55650. return gradient;
  55651. }
  55652. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  55653. };
  55654. return ExponentialEase;
  55655. }(EasingFunction));
  55656. BABYLON.ExponentialEase = ExponentialEase;
  55657. /**
  55658. * Easing function with a power shape (see link below).
  55659. * @see https://easings.net/#easeInQuad
  55660. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55661. */
  55662. var PowerEase = /** @class */ (function (_super) {
  55663. __extends(PowerEase, _super);
  55664. /**
  55665. * Instantiates an power base easing function
  55666. * @see https://easings.net/#easeInQuad
  55667. * @param power Defines the power of the function
  55668. */
  55669. function PowerEase(
  55670. /** Defines the power of the function */
  55671. power) {
  55672. if (power === void 0) { power = 2; }
  55673. var _this = _super.call(this) || this;
  55674. _this.power = power;
  55675. return _this;
  55676. }
  55677. /** @hidden */
  55678. PowerEase.prototype.easeInCore = function (gradient) {
  55679. var y = Math.max(0.0, this.power);
  55680. return Math.pow(gradient, y);
  55681. };
  55682. return PowerEase;
  55683. }(EasingFunction));
  55684. BABYLON.PowerEase = PowerEase;
  55685. /**
  55686. * Easing function with a power of 2 shape (see link below).
  55687. * @see https://easings.net/#easeInQuad
  55688. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55689. */
  55690. var QuadraticEase = /** @class */ (function (_super) {
  55691. __extends(QuadraticEase, _super);
  55692. function QuadraticEase() {
  55693. return _super !== null && _super.apply(this, arguments) || this;
  55694. }
  55695. /** @hidden */
  55696. QuadraticEase.prototype.easeInCore = function (gradient) {
  55697. return (gradient * gradient);
  55698. };
  55699. return QuadraticEase;
  55700. }(EasingFunction));
  55701. BABYLON.QuadraticEase = QuadraticEase;
  55702. /**
  55703. * Easing function with a power of 4 shape (see link below).
  55704. * @see https://easings.net/#easeInQuart
  55705. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55706. */
  55707. var QuarticEase = /** @class */ (function (_super) {
  55708. __extends(QuarticEase, _super);
  55709. function QuarticEase() {
  55710. return _super !== null && _super.apply(this, arguments) || this;
  55711. }
  55712. /** @hidden */
  55713. QuarticEase.prototype.easeInCore = function (gradient) {
  55714. return (gradient * gradient * gradient * gradient);
  55715. };
  55716. return QuarticEase;
  55717. }(EasingFunction));
  55718. BABYLON.QuarticEase = QuarticEase;
  55719. /**
  55720. * Easing function with a power of 5 shape (see link below).
  55721. * @see https://easings.net/#easeInQuint
  55722. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55723. */
  55724. var QuinticEase = /** @class */ (function (_super) {
  55725. __extends(QuinticEase, _super);
  55726. function QuinticEase() {
  55727. return _super !== null && _super.apply(this, arguments) || this;
  55728. }
  55729. /** @hidden */
  55730. QuinticEase.prototype.easeInCore = function (gradient) {
  55731. return (gradient * gradient * gradient * gradient * gradient);
  55732. };
  55733. return QuinticEase;
  55734. }(EasingFunction));
  55735. BABYLON.QuinticEase = QuinticEase;
  55736. /**
  55737. * Easing function with a sin shape (see link below).
  55738. * @see https://easings.net/#easeInSine
  55739. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55740. */
  55741. var SineEase = /** @class */ (function (_super) {
  55742. __extends(SineEase, _super);
  55743. function SineEase() {
  55744. return _super !== null && _super.apply(this, arguments) || this;
  55745. }
  55746. /** @hidden */
  55747. SineEase.prototype.easeInCore = function (gradient) {
  55748. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  55749. };
  55750. return SineEase;
  55751. }(EasingFunction));
  55752. BABYLON.SineEase = SineEase;
  55753. /**
  55754. * Easing function with a bezier shape (see link below).
  55755. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55756. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55757. */
  55758. var BezierCurveEase = /** @class */ (function (_super) {
  55759. __extends(BezierCurveEase, _super);
  55760. /**
  55761. * Instantiates a bezier function
  55762. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55763. * @param x1 Defines the x component of the start tangent in the bezier curve
  55764. * @param y1 Defines the y component of the start tangent in the bezier curve
  55765. * @param x2 Defines the x component of the end tangent in the bezier curve
  55766. * @param y2 Defines the y component of the end tangent in the bezier curve
  55767. */
  55768. function BezierCurveEase(
  55769. /** Defines the x component of the start tangent in the bezier curve */
  55770. x1,
  55771. /** Defines the y component of the start tangent in the bezier curve */
  55772. y1,
  55773. /** Defines the x component of the end tangent in the bezier curve */
  55774. x2,
  55775. /** Defines the y component of the end tangent in the bezier curve */
  55776. y2) {
  55777. if (x1 === void 0) { x1 = 0; }
  55778. if (y1 === void 0) { y1 = 0; }
  55779. if (x2 === void 0) { x2 = 1; }
  55780. if (y2 === void 0) { y2 = 1; }
  55781. var _this = _super.call(this) || this;
  55782. _this.x1 = x1;
  55783. _this.y1 = y1;
  55784. _this.x2 = x2;
  55785. _this.y2 = y2;
  55786. return _this;
  55787. }
  55788. /** @hidden */
  55789. BezierCurveEase.prototype.easeInCore = function (gradient) {
  55790. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  55791. };
  55792. return BezierCurveEase;
  55793. }(EasingFunction));
  55794. BABYLON.BezierCurveEase = BezierCurveEase;
  55795. })(BABYLON || (BABYLON = {}));
  55796. //# sourceMappingURL=babylon.easing.js.map
  55797. var BABYLON;
  55798. (function (BABYLON) {
  55799. /**
  55800. * A Condition applied to an Action
  55801. */
  55802. var Condition = /** @class */ (function () {
  55803. /**
  55804. * Creates a new Condition
  55805. * @param actionManager the manager of the action the condition is applied to
  55806. */
  55807. function Condition(actionManager) {
  55808. this._actionManager = actionManager;
  55809. }
  55810. /**
  55811. * Check if the current condition is valid
  55812. * @returns a boolean
  55813. */
  55814. Condition.prototype.isValid = function () {
  55815. return true;
  55816. };
  55817. /**
  55818. * Internal only
  55819. * @hidden
  55820. */
  55821. Condition.prototype._getProperty = function (propertyPath) {
  55822. return this._actionManager._getProperty(propertyPath);
  55823. };
  55824. /**
  55825. * Internal only
  55826. * @hidden
  55827. */
  55828. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  55829. return this._actionManager._getEffectiveTarget(target, propertyPath);
  55830. };
  55831. /**
  55832. * Serialize placeholder for child classes
  55833. * @returns the serialized object
  55834. */
  55835. Condition.prototype.serialize = function () {
  55836. };
  55837. /**
  55838. * Internal only
  55839. * @hidden
  55840. */
  55841. Condition.prototype._serialize = function (serializedCondition) {
  55842. return {
  55843. type: 2,
  55844. children: [],
  55845. name: serializedCondition.name,
  55846. properties: serializedCondition.properties
  55847. };
  55848. };
  55849. return Condition;
  55850. }());
  55851. BABYLON.Condition = Condition;
  55852. /**
  55853. * Defines specific conditional operators as extensions of Condition
  55854. */
  55855. var ValueCondition = /** @class */ (function (_super) {
  55856. __extends(ValueCondition, _super);
  55857. /**
  55858. * Creates a new ValueCondition
  55859. * @param actionManager manager for the action the condition applies to
  55860. * @param target for the action
  55861. * @param propertyPath path to specify the property of the target the conditional operator uses
  55862. * @param value the value compared by the conditional operator against the current value of the property
  55863. * @param operator the conditional operator, default ValueCondition.IsEqual
  55864. */
  55865. function ValueCondition(actionManager, target,
  55866. /** path to specify the property of the target the conditional operator uses */
  55867. propertyPath,
  55868. /** the value compared by the conditional operator against the current value of the property */
  55869. value,
  55870. /** the conditional operator, default ValueCondition.IsEqual */
  55871. operator) {
  55872. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  55873. var _this = _super.call(this, actionManager) || this;
  55874. _this.propertyPath = propertyPath;
  55875. _this.value = value;
  55876. _this.operator = operator;
  55877. _this._target = target;
  55878. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  55879. _this._property = _this._getProperty(_this.propertyPath);
  55880. return _this;
  55881. }
  55882. Object.defineProperty(ValueCondition, "IsEqual", {
  55883. /**
  55884. * returns the number for IsEqual
  55885. */
  55886. get: function () {
  55887. return ValueCondition._IsEqual;
  55888. },
  55889. enumerable: true,
  55890. configurable: true
  55891. });
  55892. Object.defineProperty(ValueCondition, "IsDifferent", {
  55893. /**
  55894. * Returns the number for IsDifferent
  55895. */
  55896. get: function () {
  55897. return ValueCondition._IsDifferent;
  55898. },
  55899. enumerable: true,
  55900. configurable: true
  55901. });
  55902. Object.defineProperty(ValueCondition, "IsGreater", {
  55903. /**
  55904. * Returns the number for IsGreater
  55905. */
  55906. get: function () {
  55907. return ValueCondition._IsGreater;
  55908. },
  55909. enumerable: true,
  55910. configurable: true
  55911. });
  55912. Object.defineProperty(ValueCondition, "IsLesser", {
  55913. /**
  55914. * Returns the number for IsLesser
  55915. */
  55916. get: function () {
  55917. return ValueCondition._IsLesser;
  55918. },
  55919. enumerable: true,
  55920. configurable: true
  55921. });
  55922. /**
  55923. * Compares the given value with the property value for the specified conditional operator
  55924. * @returns the result of the comparison
  55925. */
  55926. ValueCondition.prototype.isValid = function () {
  55927. switch (this.operator) {
  55928. case ValueCondition.IsGreater:
  55929. return this._effectiveTarget[this._property] > this.value;
  55930. case ValueCondition.IsLesser:
  55931. return this._effectiveTarget[this._property] < this.value;
  55932. case ValueCondition.IsEqual:
  55933. case ValueCondition.IsDifferent:
  55934. var check;
  55935. if (this.value.equals) {
  55936. check = this.value.equals(this._effectiveTarget[this._property]);
  55937. }
  55938. else {
  55939. check = this.value === this._effectiveTarget[this._property];
  55940. }
  55941. return this.operator === ValueCondition.IsEqual ? check : !check;
  55942. }
  55943. return false;
  55944. };
  55945. /**
  55946. * Serialize the ValueCondition into a JSON compatible object
  55947. * @returns serialization object
  55948. */
  55949. ValueCondition.prototype.serialize = function () {
  55950. return this._serialize({
  55951. name: "ValueCondition",
  55952. properties: [
  55953. BABYLON.Action._GetTargetProperty(this._target),
  55954. { name: "propertyPath", value: this.propertyPath },
  55955. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  55956. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  55957. ]
  55958. });
  55959. };
  55960. /**
  55961. * Gets the name of the conditional operator for the ValueCondition
  55962. * @param operator the conditional operator
  55963. * @returns the name
  55964. */
  55965. ValueCondition.GetOperatorName = function (operator) {
  55966. switch (operator) {
  55967. case ValueCondition._IsEqual: return "IsEqual";
  55968. case ValueCondition._IsDifferent: return "IsDifferent";
  55969. case ValueCondition._IsGreater: return "IsGreater";
  55970. case ValueCondition._IsLesser: return "IsLesser";
  55971. default: return "";
  55972. }
  55973. };
  55974. /**
  55975. * Internal only
  55976. * @hidden
  55977. */
  55978. ValueCondition._IsEqual = 0;
  55979. /**
  55980. * Internal only
  55981. * @hidden
  55982. */
  55983. ValueCondition._IsDifferent = 1;
  55984. /**
  55985. * Internal only
  55986. * @hidden
  55987. */
  55988. ValueCondition._IsGreater = 2;
  55989. /**
  55990. * Internal only
  55991. * @hidden
  55992. */
  55993. ValueCondition._IsLesser = 3;
  55994. return ValueCondition;
  55995. }(Condition));
  55996. BABYLON.ValueCondition = ValueCondition;
  55997. /**
  55998. * Defines a predicate condition as an extension of Condition
  55999. */
  56000. var PredicateCondition = /** @class */ (function (_super) {
  56001. __extends(PredicateCondition, _super);
  56002. /**
  56003. * Creates a new PredicateCondition
  56004. * @param actionManager manager for the action the condition applies to
  56005. * @param predicate defines the predicate function used to validate the condition
  56006. */
  56007. function PredicateCondition(actionManager,
  56008. /** defines the predicate function used to validate the condition */
  56009. predicate) {
  56010. var _this = _super.call(this, actionManager) || this;
  56011. _this.predicate = predicate;
  56012. return _this;
  56013. }
  56014. /**
  56015. * @returns the validity of the predicate condition
  56016. */
  56017. PredicateCondition.prototype.isValid = function () {
  56018. return this.predicate();
  56019. };
  56020. return PredicateCondition;
  56021. }(Condition));
  56022. BABYLON.PredicateCondition = PredicateCondition;
  56023. /**
  56024. * Defines a state condition as an extension of Condition
  56025. */
  56026. var StateCondition = /** @class */ (function (_super) {
  56027. __extends(StateCondition, _super);
  56028. /**
  56029. * Creates a new StateCondition
  56030. * @param actionManager manager for the action the condition applies to
  56031. * @param target of the condition
  56032. * @param value to compare with target state
  56033. */
  56034. function StateCondition(actionManager, target,
  56035. /** Value to compare with target state */
  56036. value) {
  56037. var _this = _super.call(this, actionManager) || this;
  56038. _this.value = value;
  56039. _this._target = target;
  56040. return _this;
  56041. }
  56042. /**
  56043. * Gets a boolean indicating if the current condition is met
  56044. * @returns the validity of the state
  56045. */
  56046. StateCondition.prototype.isValid = function () {
  56047. return this._target.state === this.value;
  56048. };
  56049. /**
  56050. * Serialize the StateCondition into a JSON compatible object
  56051. * @returns serialization object
  56052. */
  56053. StateCondition.prototype.serialize = function () {
  56054. return this._serialize({
  56055. name: "StateCondition",
  56056. properties: [
  56057. BABYLON.Action._GetTargetProperty(this._target),
  56058. { name: "value", value: this.value }
  56059. ]
  56060. });
  56061. };
  56062. return StateCondition;
  56063. }(Condition));
  56064. BABYLON.StateCondition = StateCondition;
  56065. })(BABYLON || (BABYLON = {}));
  56066. //# sourceMappingURL=babylon.condition.js.map
  56067. var BABYLON;
  56068. (function (BABYLON) {
  56069. /**
  56070. * The action to be carried out following a trigger
  56071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56072. */
  56073. var Action = /** @class */ (function () {
  56074. /**
  56075. * Creates a new Action
  56076. * @param triggerOptions the trigger, with or without parameters, for the action
  56077. * @param condition an optional determinant of action
  56078. */
  56079. function Action(
  56080. /** the trigger, with or without parameters, for the action */
  56081. triggerOptions, condition) {
  56082. this.triggerOptions = triggerOptions;
  56083. /**
  56084. * An event triggered prior to action being executed.
  56085. */
  56086. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56087. if (triggerOptions.parameter) {
  56088. this.trigger = triggerOptions.trigger;
  56089. this._triggerParameter = triggerOptions.parameter;
  56090. }
  56091. else if (triggerOptions.trigger) {
  56092. this.trigger = triggerOptions.trigger;
  56093. }
  56094. else {
  56095. this.trigger = triggerOptions;
  56096. }
  56097. this._nextActiveAction = this;
  56098. this._condition = condition;
  56099. }
  56100. /**
  56101. * Internal only
  56102. * @hidden
  56103. */
  56104. Action.prototype._prepare = function () {
  56105. };
  56106. /**
  56107. * Gets the trigger parameters
  56108. * @returns the trigger parameters
  56109. */
  56110. Action.prototype.getTriggerParameter = function () {
  56111. return this._triggerParameter;
  56112. };
  56113. /**
  56114. * Internal only - executes current action event
  56115. * @hidden
  56116. */
  56117. Action.prototype._executeCurrent = function (evt) {
  56118. if (this._nextActiveAction._condition) {
  56119. var condition = this._nextActiveAction._condition;
  56120. var currentRenderId = this._actionManager.getScene().getRenderId();
  56121. // We cache the current evaluation for the current frame
  56122. if (condition._evaluationId === currentRenderId) {
  56123. if (!condition._currentResult) {
  56124. return;
  56125. }
  56126. }
  56127. else {
  56128. condition._evaluationId = currentRenderId;
  56129. if (!condition.isValid()) {
  56130. condition._currentResult = false;
  56131. return;
  56132. }
  56133. condition._currentResult = true;
  56134. }
  56135. }
  56136. this.onBeforeExecuteObservable.notifyObservers(this);
  56137. this._nextActiveAction.execute(evt);
  56138. this.skipToNextActiveAction();
  56139. };
  56140. /**
  56141. * Execute placeholder for child classes
  56142. * @param evt optional action event
  56143. */
  56144. Action.prototype.execute = function (evt) {
  56145. };
  56146. /**
  56147. * Skips to next active action
  56148. */
  56149. Action.prototype.skipToNextActiveAction = function () {
  56150. if (this._nextActiveAction._child) {
  56151. if (!this._nextActiveAction._child._actionManager) {
  56152. this._nextActiveAction._child._actionManager = this._actionManager;
  56153. }
  56154. this._nextActiveAction = this._nextActiveAction._child;
  56155. }
  56156. else {
  56157. this._nextActiveAction = this;
  56158. }
  56159. };
  56160. /**
  56161. * Adds action to chain of actions, may be a DoNothingAction
  56162. * @param action defines the next action to execute
  56163. * @returns The action passed in
  56164. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56165. */
  56166. Action.prototype.then = function (action) {
  56167. this._child = action;
  56168. action._actionManager = this._actionManager;
  56169. action._prepare();
  56170. return action;
  56171. };
  56172. /**
  56173. * Internal only
  56174. * @hidden
  56175. */
  56176. Action.prototype._getProperty = function (propertyPath) {
  56177. return this._actionManager._getProperty(propertyPath);
  56178. };
  56179. /**
  56180. * Internal only
  56181. * @hidden
  56182. */
  56183. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56184. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56185. };
  56186. /**
  56187. * Serialize placeholder for child classes
  56188. * @param parent of child
  56189. * @returns the serialized object
  56190. */
  56191. Action.prototype.serialize = function (parent) {
  56192. };
  56193. /**
  56194. * Internal only called by serialize
  56195. * @hidden
  56196. */
  56197. Action.prototype._serialize = function (serializedAction, parent) {
  56198. var serializationObject = {
  56199. type: 1,
  56200. children: [],
  56201. name: serializedAction.name,
  56202. properties: serializedAction.properties || []
  56203. };
  56204. // Serialize child
  56205. if (this._child) {
  56206. this._child.serialize(serializationObject);
  56207. }
  56208. // Check if "this" has a condition
  56209. if (this._condition) {
  56210. var serializedCondition = this._condition.serialize();
  56211. serializedCondition.children.push(serializationObject);
  56212. if (parent) {
  56213. parent.children.push(serializedCondition);
  56214. }
  56215. return serializedCondition;
  56216. }
  56217. if (parent) {
  56218. parent.children.push(serializationObject);
  56219. }
  56220. return serializationObject;
  56221. };
  56222. /**
  56223. * Internal only
  56224. * @hidden
  56225. */
  56226. Action._SerializeValueAsString = function (value) {
  56227. if (typeof value === "number") {
  56228. return value.toString();
  56229. }
  56230. if (typeof value === "boolean") {
  56231. return value ? "true" : "false";
  56232. }
  56233. if (value instanceof BABYLON.Vector2) {
  56234. return value.x + ", " + value.y;
  56235. }
  56236. if (value instanceof BABYLON.Vector3) {
  56237. return value.x + ", " + value.y + ", " + value.z;
  56238. }
  56239. if (value instanceof BABYLON.Color3) {
  56240. return value.r + ", " + value.g + ", " + value.b;
  56241. }
  56242. if (value instanceof BABYLON.Color4) {
  56243. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56244. }
  56245. return value; // string
  56246. };
  56247. /**
  56248. * Internal only
  56249. * @hidden
  56250. */
  56251. Action._GetTargetProperty = function (target) {
  56252. return {
  56253. name: "target",
  56254. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56255. : target instanceof BABYLON.Light ? "LightProperties"
  56256. : target instanceof BABYLON.Camera ? "CameraProperties"
  56257. : "SceneProperties",
  56258. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56259. };
  56260. };
  56261. return Action;
  56262. }());
  56263. BABYLON.Action = Action;
  56264. })(BABYLON || (BABYLON = {}));
  56265. //# sourceMappingURL=babylon.action.js.map
  56266. var BABYLON;
  56267. (function (BABYLON) {
  56268. /**
  56269. * ActionEvent is the event being sent when an action is triggered.
  56270. */
  56271. var ActionEvent = /** @class */ (function () {
  56272. /**
  56273. * Creates a new ActionEvent
  56274. * @param source The mesh or sprite that triggered the action
  56275. * @param pointerX The X mouse cursor position at the time of the event
  56276. * @param pointerY The Y mouse cursor position at the time of the event
  56277. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56278. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56279. * @param additionalData additional data for the event
  56280. */
  56281. function ActionEvent(
  56282. /** The mesh or sprite that triggered the action */
  56283. source,
  56284. /** The X mouse cursor position at the time of the event */
  56285. pointerX,
  56286. /** The Y mouse cursor position at the time of the event */
  56287. pointerY,
  56288. /** The mesh that is currently pointed at (can be null) */
  56289. meshUnderPointer,
  56290. /** the original (browser) event that triggered the ActionEvent */
  56291. sourceEvent,
  56292. /** additional data for the event */
  56293. additionalData) {
  56294. this.source = source;
  56295. this.pointerX = pointerX;
  56296. this.pointerY = pointerY;
  56297. this.meshUnderPointer = meshUnderPointer;
  56298. this.sourceEvent = sourceEvent;
  56299. this.additionalData = additionalData;
  56300. }
  56301. /**
  56302. * Helper function to auto-create an ActionEvent from a source mesh.
  56303. * @param source The source mesh that triggered the event
  56304. * @param evt The original (browser) event
  56305. * @param additionalData additional data for the event
  56306. * @returns the new ActionEvent
  56307. */
  56308. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56309. var scene = source.getScene();
  56310. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56311. };
  56312. /**
  56313. * Helper function to auto-create an ActionEvent from a source sprite
  56314. * @param source The source sprite that triggered the event
  56315. * @param scene Scene associated with the sprite
  56316. * @param evt The original (browser) event
  56317. * @param additionalData additional data for the event
  56318. * @returns the new ActionEvent
  56319. */
  56320. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56321. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56322. };
  56323. /**
  56324. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56325. * @param scene the scene where the event occurred
  56326. * @param evt The original (browser) event
  56327. * @returns the new ActionEvent
  56328. */
  56329. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56330. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56331. };
  56332. /**
  56333. * Helper function to auto-create an ActionEvent from a primitive
  56334. * @param prim defines the target primitive
  56335. * @param pointerPos defines the pointer position
  56336. * @param evt The original (browser) event
  56337. * @param additionalData additional data for the event
  56338. * @returns the new ActionEvent
  56339. */
  56340. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56341. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56342. };
  56343. return ActionEvent;
  56344. }());
  56345. BABYLON.ActionEvent = ActionEvent;
  56346. /**
  56347. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56348. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56350. */
  56351. var ActionManager = /** @class */ (function () {
  56352. /**
  56353. * Creates a new action manager
  56354. * @param scene defines the hosting scene
  56355. */
  56356. function ActionManager(scene) {
  56357. // Members
  56358. /** Gets the list of actions */
  56359. this.actions = new Array();
  56360. /** Gets the cursor to use when hovering items */
  56361. this.hoverCursor = '';
  56362. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56363. scene.actionManagers.push(this);
  56364. }
  56365. // Methods
  56366. /**
  56367. * Releases all associated resources
  56368. */
  56369. ActionManager.prototype.dispose = function () {
  56370. var index = this._scene.actionManagers.indexOf(this);
  56371. for (var i = 0; i < this.actions.length; i++) {
  56372. var action = this.actions[i];
  56373. ActionManager.Triggers[action.trigger]--;
  56374. if (ActionManager.Triggers[action.trigger] === 0) {
  56375. delete ActionManager.Triggers[action.trigger];
  56376. }
  56377. }
  56378. if (index > -1) {
  56379. this._scene.actionManagers.splice(index, 1);
  56380. }
  56381. };
  56382. /**
  56383. * Gets hosting scene
  56384. * @returns the hosting scene
  56385. */
  56386. ActionManager.prototype.getScene = function () {
  56387. return this._scene;
  56388. };
  56389. /**
  56390. * Does this action manager handles actions of any of the given triggers
  56391. * @param triggers defines the triggers to be tested
  56392. * @return a boolean indicating whether one (or more) of the triggers is handled
  56393. */
  56394. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56395. for (var index = 0; index < this.actions.length; index++) {
  56396. var action = this.actions[index];
  56397. if (triggers.indexOf(action.trigger) > -1) {
  56398. return true;
  56399. }
  56400. }
  56401. return false;
  56402. };
  56403. /**
  56404. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56405. * speed.
  56406. * @param triggerA defines the trigger to be tested
  56407. * @param triggerB defines the trigger to be tested
  56408. * @return a boolean indicating whether one (or more) of the triggers is handled
  56409. */
  56410. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56411. for (var index = 0; index < this.actions.length; index++) {
  56412. var action = this.actions[index];
  56413. if (triggerA == action.trigger || triggerB == action.trigger) {
  56414. return true;
  56415. }
  56416. }
  56417. return false;
  56418. };
  56419. /**
  56420. * Does this action manager handles actions of a given trigger
  56421. * @param trigger defines the trigger to be tested
  56422. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56423. * @return whether the trigger is handled
  56424. */
  56425. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56426. for (var index = 0; index < this.actions.length; index++) {
  56427. var action = this.actions[index];
  56428. if (action.trigger === trigger) {
  56429. if (parameterPredicate) {
  56430. if (parameterPredicate(action.getTriggerParameter())) {
  56431. return true;
  56432. }
  56433. }
  56434. else {
  56435. return true;
  56436. }
  56437. }
  56438. }
  56439. return false;
  56440. };
  56441. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56442. /**
  56443. * Does this action manager has pointer triggers
  56444. */
  56445. get: function () {
  56446. for (var index = 0; index < this.actions.length; index++) {
  56447. var action = this.actions[index];
  56448. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56449. return true;
  56450. }
  56451. }
  56452. return false;
  56453. },
  56454. enumerable: true,
  56455. configurable: true
  56456. });
  56457. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56458. /**
  56459. * Does this action manager has pick triggers
  56460. */
  56461. get: function () {
  56462. for (var index = 0; index < this.actions.length; index++) {
  56463. var action = this.actions[index];
  56464. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56465. return true;
  56466. }
  56467. }
  56468. return false;
  56469. },
  56470. enumerable: true,
  56471. configurable: true
  56472. });
  56473. Object.defineProperty(ActionManager, "HasTriggers", {
  56474. /**
  56475. * Does exist one action manager with at least one trigger
  56476. **/
  56477. get: function () {
  56478. for (var t in ActionManager.Triggers) {
  56479. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56480. return true;
  56481. }
  56482. }
  56483. return false;
  56484. },
  56485. enumerable: true,
  56486. configurable: true
  56487. });
  56488. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56489. /**
  56490. * Does exist one action manager with at least one pick trigger
  56491. **/
  56492. get: function () {
  56493. for (var t in ActionManager.Triggers) {
  56494. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56495. var t_int = parseInt(t);
  56496. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56497. return true;
  56498. }
  56499. }
  56500. }
  56501. return false;
  56502. },
  56503. enumerable: true,
  56504. configurable: true
  56505. });
  56506. /**
  56507. * Does exist one action manager that handles actions of a given trigger
  56508. * @param trigger defines the trigger to be tested
  56509. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56510. **/
  56511. ActionManager.HasSpecificTrigger = function (trigger) {
  56512. for (var t in ActionManager.Triggers) {
  56513. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56514. var t_int = parseInt(t);
  56515. if (t_int === trigger) {
  56516. return true;
  56517. }
  56518. }
  56519. }
  56520. return false;
  56521. };
  56522. /**
  56523. * Registers an action to this action manager
  56524. * @param action defines the action to be registered
  56525. * @return the action amended (prepared) after registration
  56526. */
  56527. ActionManager.prototype.registerAction = function (action) {
  56528. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56529. if (this.getScene().actionManager !== this) {
  56530. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56531. return null;
  56532. }
  56533. }
  56534. this.actions.push(action);
  56535. if (ActionManager.Triggers[action.trigger]) {
  56536. ActionManager.Triggers[action.trigger]++;
  56537. }
  56538. else {
  56539. ActionManager.Triggers[action.trigger] = 1;
  56540. }
  56541. action._actionManager = this;
  56542. action._prepare();
  56543. return action;
  56544. };
  56545. /**
  56546. * Unregisters an action to this action manager
  56547. * @param action defines the action to be unregistered
  56548. * @return a boolean indicating whether the action has been unregistered
  56549. */
  56550. ActionManager.prototype.unregisterAction = function (action) {
  56551. var index = this.actions.indexOf(action);
  56552. if (index !== -1) {
  56553. this.actions.splice(index, 1);
  56554. ActionManager.Triggers[action.trigger] -= 1;
  56555. if (ActionManager.Triggers[action.trigger] === 0) {
  56556. delete ActionManager.Triggers[action.trigger];
  56557. }
  56558. delete action._actionManager;
  56559. return true;
  56560. }
  56561. return false;
  56562. };
  56563. /**
  56564. * Process a specific trigger
  56565. * @param trigger defines the trigger to process
  56566. * @param evt defines the event details to be processed
  56567. */
  56568. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56569. for (var index = 0; index < this.actions.length; index++) {
  56570. var action = this.actions[index];
  56571. if (action.trigger === trigger) {
  56572. if (evt) {
  56573. if (trigger === ActionManager.OnKeyUpTrigger
  56574. || trigger === ActionManager.OnKeyDownTrigger) {
  56575. var parameter = action.getTriggerParameter();
  56576. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56577. if (!parameter.toLowerCase) {
  56578. continue;
  56579. }
  56580. var lowerCase = parameter.toLowerCase();
  56581. if (lowerCase !== evt.sourceEvent.key) {
  56582. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56583. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56584. if (actualkey !== lowerCase) {
  56585. continue;
  56586. }
  56587. }
  56588. }
  56589. }
  56590. }
  56591. action._executeCurrent(evt);
  56592. }
  56593. }
  56594. };
  56595. /** @hidden */
  56596. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56597. var properties = propertyPath.split(".");
  56598. for (var index = 0; index < properties.length - 1; index++) {
  56599. target = target[properties[index]];
  56600. }
  56601. return target;
  56602. };
  56603. /** @hidden */
  56604. ActionManager.prototype._getProperty = function (propertyPath) {
  56605. var properties = propertyPath.split(".");
  56606. return properties[properties.length - 1];
  56607. };
  56608. /**
  56609. * Serialize this manager to a JSON object
  56610. * @param name defines the property name to store this manager
  56611. * @returns a JSON representation of this manager
  56612. */
  56613. ActionManager.prototype.serialize = function (name) {
  56614. var root = {
  56615. children: new Array(),
  56616. name: name,
  56617. type: 3,
  56618. properties: new Array() // Empty for root but required
  56619. };
  56620. for (var i = 0; i < this.actions.length; i++) {
  56621. var triggerObject = {
  56622. type: 0,
  56623. children: new Array(),
  56624. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56625. properties: new Array()
  56626. };
  56627. var triggerOptions = this.actions[i].triggerOptions;
  56628. if (triggerOptions && typeof triggerOptions !== "number") {
  56629. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56630. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56631. }
  56632. else {
  56633. var parameter = {};
  56634. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  56635. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  56636. parameter._meshId = triggerOptions.parameter.mesh.id;
  56637. }
  56638. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  56639. }
  56640. }
  56641. // Serialize child action, recursively
  56642. this.actions[i].serialize(triggerObject);
  56643. // Add serialized trigger
  56644. root.children.push(triggerObject);
  56645. }
  56646. return root;
  56647. };
  56648. /**
  56649. * Creates a new ActionManager from a JSON data
  56650. * @param parsedActions defines the JSON data to read from
  56651. * @param object defines the hosting mesh
  56652. * @param scene defines the hosting scene
  56653. */
  56654. ActionManager.Parse = function (parsedActions, object, scene) {
  56655. var actionManager = new ActionManager(scene);
  56656. if (object === null) {
  56657. scene.actionManager = actionManager;
  56658. }
  56659. else {
  56660. object.actionManager = actionManager;
  56661. }
  56662. // instanciate a new object
  56663. var instanciate = function (name, params) {
  56664. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  56665. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  56666. newInstance.constructor.apply(newInstance, params);
  56667. return newInstance;
  56668. };
  56669. var parseParameter = function (name, value, target, propertyPath) {
  56670. if (propertyPath === null) {
  56671. // String, boolean or float
  56672. var floatValue = parseFloat(value);
  56673. if (value === "true" || value === "false") {
  56674. return value === "true";
  56675. }
  56676. else {
  56677. return isNaN(floatValue) ? value : floatValue;
  56678. }
  56679. }
  56680. var effectiveTarget = propertyPath.split(".");
  56681. var values = value.split(",");
  56682. // Get effective Target
  56683. for (var i = 0; i < effectiveTarget.length; i++) {
  56684. target = target[effectiveTarget[i]];
  56685. }
  56686. // Return appropriate value with its type
  56687. if (typeof (target) === "boolean") {
  56688. return values[0] === "true";
  56689. }
  56690. if (typeof (target) === "string") {
  56691. return values[0];
  56692. }
  56693. // Parameters with multiple values such as Vector3 etc.
  56694. var split = new Array();
  56695. for (var i = 0; i < values.length; i++) {
  56696. split.push(parseFloat(values[i]));
  56697. }
  56698. if (target instanceof BABYLON.Vector3) {
  56699. return BABYLON.Vector3.FromArray(split);
  56700. }
  56701. if (target instanceof BABYLON.Vector4) {
  56702. return BABYLON.Vector4.FromArray(split);
  56703. }
  56704. if (target instanceof BABYLON.Color3) {
  56705. return BABYLON.Color3.FromArray(split);
  56706. }
  56707. if (target instanceof BABYLON.Color4) {
  56708. return BABYLON.Color4.FromArray(split);
  56709. }
  56710. return parseFloat(values[0]);
  56711. };
  56712. // traverse graph per trigger
  56713. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  56714. if (combineArray === void 0) { combineArray = null; }
  56715. if (parsedAction.detached) {
  56716. return;
  56717. }
  56718. var parameters = new Array();
  56719. var target = null;
  56720. var propertyPath = null;
  56721. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  56722. // Parameters
  56723. if (parsedAction.type === 2) {
  56724. parameters.push(actionManager);
  56725. }
  56726. else {
  56727. parameters.push(trigger);
  56728. }
  56729. if (combine) {
  56730. var actions = new Array();
  56731. for (var j = 0; j < parsedAction.combine.length; j++) {
  56732. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  56733. }
  56734. parameters.push(actions);
  56735. }
  56736. else {
  56737. for (var i = 0; i < parsedAction.properties.length; i++) {
  56738. var value = parsedAction.properties[i].value;
  56739. var name = parsedAction.properties[i].name;
  56740. var targetType = parsedAction.properties[i].targetType;
  56741. if (name === "target") {
  56742. if (targetType !== null && targetType === "SceneProperties") {
  56743. value = target = scene;
  56744. }
  56745. else {
  56746. value = target = scene.getNodeByName(value);
  56747. }
  56748. }
  56749. else if (name === "parent") {
  56750. value = scene.getNodeByName(value);
  56751. }
  56752. else if (name === "sound") {
  56753. // Can not externalize to component, so only checks for the presence off the API.
  56754. if (scene.getSoundByName) {
  56755. value = scene.getSoundByName(value);
  56756. }
  56757. }
  56758. else if (name !== "propertyPath") {
  56759. if (parsedAction.type === 2 && name === "operator") {
  56760. value = BABYLON.ValueCondition[value];
  56761. }
  56762. else {
  56763. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  56764. }
  56765. }
  56766. else {
  56767. propertyPath = value;
  56768. }
  56769. parameters.push(value);
  56770. }
  56771. }
  56772. if (combineArray === null) {
  56773. parameters.push(condition);
  56774. }
  56775. else {
  56776. parameters.push(null);
  56777. }
  56778. // If interpolate value action
  56779. if (parsedAction.name === "InterpolateValueAction") {
  56780. var param = parameters[parameters.length - 2];
  56781. parameters[parameters.length - 1] = param;
  56782. parameters[parameters.length - 2] = condition;
  56783. }
  56784. // Action or condition(s) and not CombineAction
  56785. var newAction = instanciate(parsedAction.name, parameters);
  56786. if (newAction instanceof BABYLON.Condition && condition !== null) {
  56787. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  56788. if (action) {
  56789. action.then(nothing);
  56790. }
  56791. else {
  56792. actionManager.registerAction(nothing);
  56793. }
  56794. action = nothing;
  56795. }
  56796. if (combineArray === null) {
  56797. if (newAction instanceof BABYLON.Condition) {
  56798. condition = newAction;
  56799. newAction = action;
  56800. }
  56801. else {
  56802. condition = null;
  56803. if (action) {
  56804. action.then(newAction);
  56805. }
  56806. else {
  56807. actionManager.registerAction(newAction);
  56808. }
  56809. }
  56810. }
  56811. else {
  56812. combineArray.push(newAction);
  56813. }
  56814. for (var i = 0; i < parsedAction.children.length; i++) {
  56815. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  56816. }
  56817. };
  56818. // triggers
  56819. for (var i = 0; i < parsedActions.children.length; i++) {
  56820. var triggerParams;
  56821. var trigger = parsedActions.children[i];
  56822. if (trigger.properties.length > 0) {
  56823. var param = trigger.properties[0].value;
  56824. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  56825. if (value._meshId) {
  56826. value.mesh = scene.getMeshByID(value._meshId);
  56827. }
  56828. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  56829. }
  56830. else {
  56831. triggerParams = ActionManager[trigger.name];
  56832. }
  56833. for (var j = 0; j < trigger.children.length; j++) {
  56834. if (!trigger.detached) {
  56835. traverse(trigger.children[j], triggerParams, null, null);
  56836. }
  56837. }
  56838. }
  56839. };
  56840. /**
  56841. * Get a trigger name by index
  56842. * @param trigger defines the trigger index
  56843. * @returns a trigger name
  56844. */
  56845. ActionManager.GetTriggerName = function (trigger) {
  56846. switch (trigger) {
  56847. case 0: return "NothingTrigger";
  56848. case 1: return "OnPickTrigger";
  56849. case 2: return "OnLeftPickTrigger";
  56850. case 3: return "OnRightPickTrigger";
  56851. case 4: return "OnCenterPickTrigger";
  56852. case 5: return "OnPickDownTrigger";
  56853. case 6: return "OnPickUpTrigger";
  56854. case 7: return "OnLongPressTrigger";
  56855. case 8: return "OnPointerOverTrigger";
  56856. case 9: return "OnPointerOutTrigger";
  56857. case 10: return "OnEveryFrameTrigger";
  56858. case 11: return "OnIntersectionEnterTrigger";
  56859. case 12: return "OnIntersectionExitTrigger";
  56860. case 13: return "OnKeyDownTrigger";
  56861. case 14: return "OnKeyUpTrigger";
  56862. case 15: return "OnPickOutTrigger";
  56863. default: return "";
  56864. }
  56865. };
  56866. /**
  56867. * Nothing
  56868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56869. */
  56870. ActionManager.NothingTrigger = 0;
  56871. /**
  56872. * On pick
  56873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56874. */
  56875. ActionManager.OnPickTrigger = 1;
  56876. /**
  56877. * On left pick
  56878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56879. */
  56880. ActionManager.OnLeftPickTrigger = 2;
  56881. /**
  56882. * On right pick
  56883. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56884. */
  56885. ActionManager.OnRightPickTrigger = 3;
  56886. /**
  56887. * On center pick
  56888. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56889. */
  56890. ActionManager.OnCenterPickTrigger = 4;
  56891. /**
  56892. * On pick down
  56893. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56894. */
  56895. ActionManager.OnPickDownTrigger = 5;
  56896. /**
  56897. * On double pick
  56898. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56899. */
  56900. ActionManager.OnDoublePickTrigger = 6;
  56901. /**
  56902. * On pick up
  56903. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56904. */
  56905. ActionManager.OnPickUpTrigger = 7;
  56906. /**
  56907. * On pick out.
  56908. * This trigger will only be raised if you also declared a OnPickDown
  56909. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56910. */
  56911. ActionManager.OnPickOutTrigger = 16;
  56912. /**
  56913. * On long press
  56914. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56915. */
  56916. ActionManager.OnLongPressTrigger = 8;
  56917. /**
  56918. * On pointer over
  56919. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56920. */
  56921. ActionManager.OnPointerOverTrigger = 9;
  56922. /**
  56923. * On pointer out
  56924. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56925. */
  56926. ActionManager.OnPointerOutTrigger = 10;
  56927. /**
  56928. * On every frame
  56929. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56930. */
  56931. ActionManager.OnEveryFrameTrigger = 11;
  56932. /**
  56933. * On intersection enter
  56934. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56935. */
  56936. ActionManager.OnIntersectionEnterTrigger = 12;
  56937. /**
  56938. * On intersection exit
  56939. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56940. */
  56941. ActionManager.OnIntersectionExitTrigger = 13;
  56942. /**
  56943. * On key down
  56944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56945. */
  56946. ActionManager.OnKeyDownTrigger = 14;
  56947. /**
  56948. * On key up
  56949. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56950. */
  56951. ActionManager.OnKeyUpTrigger = 15;
  56952. /** Gets the list of active triggers */
  56953. ActionManager.Triggers = {};
  56954. return ActionManager;
  56955. }());
  56956. BABYLON.ActionManager = ActionManager;
  56957. })(BABYLON || (BABYLON = {}));
  56958. //# sourceMappingURL=babylon.actionManager.js.map
  56959. var BABYLON;
  56960. (function (BABYLON) {
  56961. /**
  56962. * This defines an action responsible to change the value of a property
  56963. * by interpolating between its current value and the newly set one once triggered.
  56964. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56965. */
  56966. var InterpolateValueAction = /** @class */ (function (_super) {
  56967. __extends(InterpolateValueAction, _super);
  56968. /**
  56969. * Instantiate the action
  56970. * @param triggerOptions defines the trigger options
  56971. * @param target defines the object containing the value to interpolate
  56972. * @param propertyPath defines the path to the property in the target object
  56973. * @param value defines the target value at the end of the interpolation
  56974. * @param duration deines the time it will take for the property to interpolate to the value.
  56975. * @param condition defines the trigger related conditions
  56976. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  56977. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  56978. */
  56979. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  56980. if (duration === void 0) { duration = 1000; }
  56981. var _this = _super.call(this, triggerOptions, condition) || this;
  56982. /**
  56983. * Defines the time it will take for the property to interpolate to the value.
  56984. */
  56985. _this.duration = 1000;
  56986. /**
  56987. * Observable triggered once the interpolation animation has been done.
  56988. */
  56989. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  56990. _this.propertyPath = propertyPath;
  56991. _this.value = value;
  56992. _this.duration = duration;
  56993. _this.stopOtherAnimations = stopOtherAnimations;
  56994. _this.onInterpolationDone = onInterpolationDone;
  56995. _this._target = _this._effectiveTarget = target;
  56996. return _this;
  56997. }
  56998. /** @hidden */
  56999. InterpolateValueAction.prototype._prepare = function () {
  57000. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57001. this._property = this._getProperty(this.propertyPath);
  57002. };
  57003. /**
  57004. * Execute the action starts the value interpolation.
  57005. */
  57006. InterpolateValueAction.prototype.execute = function () {
  57007. var _this = this;
  57008. var scene = this._actionManager.getScene();
  57009. var keys = [
  57010. {
  57011. frame: 0,
  57012. value: this._effectiveTarget[this._property]
  57013. }, {
  57014. frame: 100,
  57015. value: this.value
  57016. }
  57017. ];
  57018. var dataType;
  57019. if (typeof this.value === "number") {
  57020. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57021. }
  57022. else if (this.value instanceof BABYLON.Color3) {
  57023. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57024. }
  57025. else if (this.value instanceof BABYLON.Vector3) {
  57026. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57027. }
  57028. else if (this.value instanceof BABYLON.Matrix) {
  57029. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57030. }
  57031. else if (this.value instanceof BABYLON.Quaternion) {
  57032. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57033. }
  57034. else {
  57035. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57036. return;
  57037. }
  57038. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57039. animation.setKeys(keys);
  57040. if (this.stopOtherAnimations) {
  57041. scene.stopAnimation(this._effectiveTarget);
  57042. }
  57043. var wrapper = function () {
  57044. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57045. if (_this.onInterpolationDone) {
  57046. _this.onInterpolationDone();
  57047. }
  57048. };
  57049. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57050. };
  57051. /**
  57052. * Serializes the actions and its related information.
  57053. * @param parent defines the object to serialize in
  57054. * @returns the serialized object
  57055. */
  57056. InterpolateValueAction.prototype.serialize = function (parent) {
  57057. return _super.prototype._serialize.call(this, {
  57058. name: "InterpolateValueAction",
  57059. properties: [
  57060. BABYLON.Action._GetTargetProperty(this._target),
  57061. { name: "propertyPath", value: this.propertyPath },
  57062. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57063. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57064. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57065. ]
  57066. }, parent);
  57067. };
  57068. return InterpolateValueAction;
  57069. }(BABYLON.Action));
  57070. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57071. })(BABYLON || (BABYLON = {}));
  57072. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57073. var BABYLON;
  57074. (function (BABYLON) {
  57075. /**
  57076. * This defines an action responsible to toggle a boolean once triggered.
  57077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57078. */
  57079. var SwitchBooleanAction = /** @class */ (function (_super) {
  57080. __extends(SwitchBooleanAction, _super);
  57081. /**
  57082. * Instantiate the action
  57083. * @param triggerOptions defines the trigger options
  57084. * @param target defines the object containing the boolean
  57085. * @param propertyPath defines the path to the boolean property in the target object
  57086. * @param condition defines the trigger related conditions
  57087. */
  57088. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57089. var _this = _super.call(this, triggerOptions, condition) || this;
  57090. _this.propertyPath = propertyPath;
  57091. _this._target = _this._effectiveTarget = target;
  57092. return _this;
  57093. }
  57094. /** @hidden */
  57095. SwitchBooleanAction.prototype._prepare = function () {
  57096. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57097. this._property = this._getProperty(this.propertyPath);
  57098. };
  57099. /**
  57100. * Execute the action toggle the boolean value.
  57101. */
  57102. SwitchBooleanAction.prototype.execute = function () {
  57103. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57104. };
  57105. /**
  57106. * Serializes the actions and its related information.
  57107. * @param parent defines the object to serialize in
  57108. * @returns the serialized object
  57109. */
  57110. SwitchBooleanAction.prototype.serialize = function (parent) {
  57111. return _super.prototype._serialize.call(this, {
  57112. name: "SwitchBooleanAction",
  57113. properties: [
  57114. BABYLON.Action._GetTargetProperty(this._target),
  57115. { name: "propertyPath", value: this.propertyPath }
  57116. ]
  57117. }, parent);
  57118. };
  57119. return SwitchBooleanAction;
  57120. }(BABYLON.Action));
  57121. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57122. /**
  57123. * This defines an action responsible to set a the state field of the target
  57124. * to a desired value once triggered.
  57125. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57126. */
  57127. var SetStateAction = /** @class */ (function (_super) {
  57128. __extends(SetStateAction, _super);
  57129. /**
  57130. * Instantiate the action
  57131. * @param triggerOptions defines the trigger options
  57132. * @param target defines the object containing the state property
  57133. * @param value defines the value to store in the state field
  57134. * @param condition defines the trigger related conditions
  57135. */
  57136. function SetStateAction(triggerOptions, target, value, condition) {
  57137. var _this = _super.call(this, triggerOptions, condition) || this;
  57138. _this.value = value;
  57139. _this._target = target;
  57140. return _this;
  57141. }
  57142. /**
  57143. * Execute the action and store the value on the target state property.
  57144. */
  57145. SetStateAction.prototype.execute = function () {
  57146. this._target.state = this.value;
  57147. };
  57148. /**
  57149. * Serializes the actions and its related information.
  57150. * @param parent defines the object to serialize in
  57151. * @returns the serialized object
  57152. */
  57153. SetStateAction.prototype.serialize = function (parent) {
  57154. return _super.prototype._serialize.call(this, {
  57155. name: "SetStateAction",
  57156. properties: [
  57157. BABYLON.Action._GetTargetProperty(this._target),
  57158. { name: "value", value: this.value }
  57159. ]
  57160. }, parent);
  57161. };
  57162. return SetStateAction;
  57163. }(BABYLON.Action));
  57164. BABYLON.SetStateAction = SetStateAction;
  57165. /**
  57166. * This defines an action responsible to set a property of the target
  57167. * to a desired value once triggered.
  57168. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57169. */
  57170. var SetValueAction = /** @class */ (function (_super) {
  57171. __extends(SetValueAction, _super);
  57172. /**
  57173. * Instantiate the action
  57174. * @param triggerOptions defines the trigger options
  57175. * @param target defines the object containing the property
  57176. * @param propertyPath defines the path of the property to set in the target
  57177. * @param value defines the value to set in the property
  57178. * @param condition defines the trigger related conditions
  57179. */
  57180. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57181. var _this = _super.call(this, triggerOptions, condition) || this;
  57182. _this.propertyPath = propertyPath;
  57183. _this.value = value;
  57184. _this._target = _this._effectiveTarget = target;
  57185. return _this;
  57186. }
  57187. /** @hidden */
  57188. SetValueAction.prototype._prepare = function () {
  57189. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57190. this._property = this._getProperty(this.propertyPath);
  57191. };
  57192. /**
  57193. * Execute the action and set the targetted property to the desired value.
  57194. */
  57195. SetValueAction.prototype.execute = function () {
  57196. this._effectiveTarget[this._property] = this.value;
  57197. if (this._target.markAsDirty) {
  57198. this._target.markAsDirty(this._property);
  57199. }
  57200. };
  57201. /**
  57202. * Serializes the actions and its related information.
  57203. * @param parent defines the object to serialize in
  57204. * @returns the serialized object
  57205. */
  57206. SetValueAction.prototype.serialize = function (parent) {
  57207. return _super.prototype._serialize.call(this, {
  57208. name: "SetValueAction",
  57209. properties: [
  57210. BABYLON.Action._GetTargetProperty(this._target),
  57211. { name: "propertyPath", value: this.propertyPath },
  57212. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57213. ]
  57214. }, parent);
  57215. };
  57216. return SetValueAction;
  57217. }(BABYLON.Action));
  57218. BABYLON.SetValueAction = SetValueAction;
  57219. /**
  57220. * This defines an action responsible to increment the target value
  57221. * to a desired value once triggered.
  57222. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57223. */
  57224. var IncrementValueAction = /** @class */ (function (_super) {
  57225. __extends(IncrementValueAction, _super);
  57226. /**
  57227. * Instantiate the action
  57228. * @param triggerOptions defines the trigger options
  57229. * @param target defines the object containing the property
  57230. * @param propertyPath defines the path of the property to increment in the target
  57231. * @param value defines the value value we should increment the property by
  57232. * @param condition defines the trigger related conditions
  57233. */
  57234. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57235. var _this = _super.call(this, triggerOptions, condition) || this;
  57236. _this.propertyPath = propertyPath;
  57237. _this.value = value;
  57238. _this._target = _this._effectiveTarget = target;
  57239. return _this;
  57240. }
  57241. /** @hidden */
  57242. IncrementValueAction.prototype._prepare = function () {
  57243. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57244. this._property = this._getProperty(this.propertyPath);
  57245. if (typeof this._effectiveTarget[this._property] !== "number") {
  57246. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57247. }
  57248. };
  57249. /**
  57250. * Execute the action and increment the target of the value amount.
  57251. */
  57252. IncrementValueAction.prototype.execute = function () {
  57253. this._effectiveTarget[this._property] += this.value;
  57254. if (this._target.markAsDirty) {
  57255. this._target.markAsDirty(this._property);
  57256. }
  57257. };
  57258. /**
  57259. * Serializes the actions and its related information.
  57260. * @param parent defines the object to serialize in
  57261. * @returns the serialized object
  57262. */
  57263. IncrementValueAction.prototype.serialize = function (parent) {
  57264. return _super.prototype._serialize.call(this, {
  57265. name: "IncrementValueAction",
  57266. properties: [
  57267. BABYLON.Action._GetTargetProperty(this._target),
  57268. { name: "propertyPath", value: this.propertyPath },
  57269. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57270. ]
  57271. }, parent);
  57272. };
  57273. return IncrementValueAction;
  57274. }(BABYLON.Action));
  57275. BABYLON.IncrementValueAction = IncrementValueAction;
  57276. /**
  57277. * This defines an action responsible to start an animation once triggered.
  57278. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57279. */
  57280. var PlayAnimationAction = /** @class */ (function (_super) {
  57281. __extends(PlayAnimationAction, _super);
  57282. /**
  57283. * Instantiate the action
  57284. * @param triggerOptions defines the trigger options
  57285. * @param target defines the target animation or animation name
  57286. * @param from defines from where the animation should start (animation frame)
  57287. * @param end defines where the animation should stop (animation frame)
  57288. * @param loop defines if the animation should loop or stop after the first play
  57289. * @param condition defines the trigger related conditions
  57290. */
  57291. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57292. var _this = _super.call(this, triggerOptions, condition) || this;
  57293. _this.from = from;
  57294. _this.to = to;
  57295. _this.loop = loop;
  57296. _this._target = target;
  57297. return _this;
  57298. }
  57299. /** @hidden */
  57300. PlayAnimationAction.prototype._prepare = function () {
  57301. };
  57302. /**
  57303. * Execute the action and play the animation.
  57304. */
  57305. PlayAnimationAction.prototype.execute = function () {
  57306. var scene = this._actionManager.getScene();
  57307. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57308. };
  57309. /**
  57310. * Serializes the actions and its related information.
  57311. * @param parent defines the object to serialize in
  57312. * @returns the serialized object
  57313. */
  57314. PlayAnimationAction.prototype.serialize = function (parent) {
  57315. return _super.prototype._serialize.call(this, {
  57316. name: "PlayAnimationAction",
  57317. properties: [
  57318. BABYLON.Action._GetTargetProperty(this._target),
  57319. { name: "from", value: String(this.from) },
  57320. { name: "to", value: String(this.to) },
  57321. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57322. ]
  57323. }, parent);
  57324. };
  57325. return PlayAnimationAction;
  57326. }(BABYLON.Action));
  57327. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57328. /**
  57329. * This defines an action responsible to stop an animation once triggered.
  57330. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57331. */
  57332. var StopAnimationAction = /** @class */ (function (_super) {
  57333. __extends(StopAnimationAction, _super);
  57334. /**
  57335. * Instantiate the action
  57336. * @param triggerOptions defines the trigger options
  57337. * @param target defines the target animation or animation name
  57338. * @param condition defines the trigger related conditions
  57339. */
  57340. function StopAnimationAction(triggerOptions, target, condition) {
  57341. var _this = _super.call(this, triggerOptions, condition) || this;
  57342. _this._target = target;
  57343. return _this;
  57344. }
  57345. /** @hidden */
  57346. StopAnimationAction.prototype._prepare = function () {
  57347. };
  57348. /**
  57349. * Execute the action and stop the animation.
  57350. */
  57351. StopAnimationAction.prototype.execute = function () {
  57352. var scene = this._actionManager.getScene();
  57353. scene.stopAnimation(this._target);
  57354. };
  57355. /**
  57356. * Serializes the actions and its related information.
  57357. * @param parent defines the object to serialize in
  57358. * @returns the serialized object
  57359. */
  57360. StopAnimationAction.prototype.serialize = function (parent) {
  57361. return _super.prototype._serialize.call(this, {
  57362. name: "StopAnimationAction",
  57363. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57364. }, parent);
  57365. };
  57366. return StopAnimationAction;
  57367. }(BABYLON.Action));
  57368. BABYLON.StopAnimationAction = StopAnimationAction;
  57369. /**
  57370. * This defines an action responsible that does nothing once triggered.
  57371. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57372. */
  57373. var DoNothingAction = /** @class */ (function (_super) {
  57374. __extends(DoNothingAction, _super);
  57375. /**
  57376. * Instantiate the action
  57377. * @param triggerOptions defines the trigger options
  57378. * @param condition defines the trigger related conditions
  57379. */
  57380. function DoNothingAction(triggerOptions, condition) {
  57381. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57382. return _super.call(this, triggerOptions, condition) || this;
  57383. }
  57384. /**
  57385. * Execute the action and do nothing.
  57386. */
  57387. DoNothingAction.prototype.execute = function () {
  57388. };
  57389. /**
  57390. * Serializes the actions and its related information.
  57391. * @param parent defines the object to serialize in
  57392. * @returns the serialized object
  57393. */
  57394. DoNothingAction.prototype.serialize = function (parent) {
  57395. return _super.prototype._serialize.call(this, {
  57396. name: "DoNothingAction",
  57397. properties: []
  57398. }, parent);
  57399. };
  57400. return DoNothingAction;
  57401. }(BABYLON.Action));
  57402. BABYLON.DoNothingAction = DoNothingAction;
  57403. /**
  57404. * This defines an action responsible to trigger several actions once triggered.
  57405. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57406. */
  57407. var CombineAction = /** @class */ (function (_super) {
  57408. __extends(CombineAction, _super);
  57409. /**
  57410. * Instantiate the action
  57411. * @param triggerOptions defines the trigger options
  57412. * @param children defines the list of aggregated animations to run
  57413. * @param condition defines the trigger related conditions
  57414. */
  57415. function CombineAction(triggerOptions, children, condition) {
  57416. var _this = _super.call(this, triggerOptions, condition) || this;
  57417. _this.children = children;
  57418. return _this;
  57419. }
  57420. /** @hidden */
  57421. CombineAction.prototype._prepare = function () {
  57422. for (var index = 0; index < this.children.length; index++) {
  57423. this.children[index]._actionManager = this._actionManager;
  57424. this.children[index]._prepare();
  57425. }
  57426. };
  57427. /**
  57428. * Execute the action and executes all the aggregated actions.
  57429. */
  57430. CombineAction.prototype.execute = function (evt) {
  57431. for (var index = 0; index < this.children.length; index++) {
  57432. this.children[index].execute(evt);
  57433. }
  57434. };
  57435. /**
  57436. * Serializes the actions and its related information.
  57437. * @param parent defines the object to serialize in
  57438. * @returns the serialized object
  57439. */
  57440. CombineAction.prototype.serialize = function (parent) {
  57441. var serializationObject = _super.prototype._serialize.call(this, {
  57442. name: "CombineAction",
  57443. properties: [],
  57444. combine: []
  57445. }, parent);
  57446. for (var i = 0; i < this.children.length; i++) {
  57447. serializationObject.combine.push(this.children[i].serialize(null));
  57448. }
  57449. return serializationObject;
  57450. };
  57451. return CombineAction;
  57452. }(BABYLON.Action));
  57453. BABYLON.CombineAction = CombineAction;
  57454. /**
  57455. * This defines an action responsible to run code (external event) once triggered.
  57456. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57457. */
  57458. var ExecuteCodeAction = /** @class */ (function (_super) {
  57459. __extends(ExecuteCodeAction, _super);
  57460. /**
  57461. * Instantiate the action
  57462. * @param triggerOptions defines the trigger options
  57463. * @param func defines the callback function to run
  57464. * @param condition defines the trigger related conditions
  57465. */
  57466. function ExecuteCodeAction(triggerOptions, func, condition) {
  57467. var _this = _super.call(this, triggerOptions, condition) || this;
  57468. _this.func = func;
  57469. return _this;
  57470. }
  57471. /**
  57472. * Execute the action and run the attached code.
  57473. */
  57474. ExecuteCodeAction.prototype.execute = function (evt) {
  57475. this.func(evt);
  57476. };
  57477. return ExecuteCodeAction;
  57478. }(BABYLON.Action));
  57479. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57480. /**
  57481. * This defines an action responsible to set the parent property of the target once triggered.
  57482. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57483. */
  57484. var SetParentAction = /** @class */ (function (_super) {
  57485. __extends(SetParentAction, _super);
  57486. /**
  57487. * Instantiate the action
  57488. * @param triggerOptions defines the trigger options
  57489. * @param target defines the target containing the parent property
  57490. * @param parent defines from where the animation should start (animation frame)
  57491. * @param condition defines the trigger related conditions
  57492. */
  57493. function SetParentAction(triggerOptions, target, parent, condition) {
  57494. var _this = _super.call(this, triggerOptions, condition) || this;
  57495. _this._target = target;
  57496. _this._parent = parent;
  57497. return _this;
  57498. }
  57499. /** @hidden */
  57500. SetParentAction.prototype._prepare = function () {
  57501. };
  57502. /**
  57503. * Execute the action and set the parent property.
  57504. */
  57505. SetParentAction.prototype.execute = function () {
  57506. if (this._target.parent === this._parent) {
  57507. return;
  57508. }
  57509. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57510. invertParentWorldMatrix.invert();
  57511. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57512. this._target.parent = this._parent;
  57513. };
  57514. /**
  57515. * Serializes the actions and its related information.
  57516. * @param parent defines the object to serialize in
  57517. * @returns the serialized object
  57518. */
  57519. SetParentAction.prototype.serialize = function (parent) {
  57520. return _super.prototype._serialize.call(this, {
  57521. name: "SetParentAction",
  57522. properties: [
  57523. BABYLON.Action._GetTargetProperty(this._target),
  57524. BABYLON.Action._GetTargetProperty(this._parent),
  57525. ]
  57526. }, parent);
  57527. };
  57528. return SetParentAction;
  57529. }(BABYLON.Action));
  57530. BABYLON.SetParentAction = SetParentAction;
  57531. })(BABYLON || (BABYLON = {}));
  57532. //# sourceMappingURL=babylon.directActions.js.map
  57533. var BABYLON;
  57534. (function (BABYLON) {
  57535. /**
  57536. * Class used to manage multiple sprites on the same spritesheet
  57537. * @see http://doc.babylonjs.com/babylon101/sprites
  57538. */
  57539. var SpriteManager = /** @class */ (function () {
  57540. /**
  57541. * Creates a new sprite manager
  57542. * @param name defines the manager's name
  57543. * @param imgUrl defines the sprite sheet url
  57544. * @param capacity defines the maximum allowed number of sprites
  57545. * @param cellSize defines the size of a sprite cell
  57546. * @param scene defines the hosting scene
  57547. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57548. * @param samplingMode defines the smapling mode to use with spritesheet
  57549. */
  57550. function SpriteManager(
  57551. /** defines the manager's name */
  57552. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57553. if (epsilon === void 0) { epsilon = 0.01; }
  57554. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57555. this.name = name;
  57556. /** Gets the list of sprites */
  57557. this.sprites = new Array();
  57558. /** Gets or sets the rendering group id (0 by default) */
  57559. this.renderingGroupId = 0;
  57560. /** Gets or sets camera layer mask */
  57561. this.layerMask = 0x0FFFFFFF;
  57562. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57563. this.fogEnabled = true;
  57564. /** Gets or sets a boolean indicating if the sprites are pickable */
  57565. this.isPickable = false;
  57566. /**
  57567. * An event triggered when the manager is disposed.
  57568. */
  57569. this.onDisposeObservable = new BABYLON.Observable();
  57570. this._vertexBuffers = {};
  57571. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57572. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57573. }
  57574. this._capacity = capacity;
  57575. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57576. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57577. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57578. if (cellSize.width && cellSize.height) {
  57579. this.cellWidth = cellSize.width;
  57580. this.cellHeight = cellSize.height;
  57581. }
  57582. else if (cellSize !== undefined) {
  57583. this.cellWidth = cellSize;
  57584. this.cellHeight = cellSize;
  57585. }
  57586. else {
  57587. return;
  57588. }
  57589. this._epsilon = epsilon;
  57590. this._scene = scene;
  57591. this._scene.spriteManagers.push(this);
  57592. var indices = [];
  57593. var index = 0;
  57594. for (var count = 0; count < capacity; count++) {
  57595. indices.push(index);
  57596. indices.push(index + 1);
  57597. indices.push(index + 2);
  57598. indices.push(index);
  57599. indices.push(index + 2);
  57600. indices.push(index + 3);
  57601. index += 4;
  57602. }
  57603. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57604. // VBO
  57605. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57606. this._vertexData = new Float32Array(capacity * 16 * 4);
  57607. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57608. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57609. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57610. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57611. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57612. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57613. this._vertexBuffers["options"] = options;
  57614. this._vertexBuffers["cellInfo"] = cellInfo;
  57615. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57616. // Effects
  57617. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57618. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57619. }
  57620. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57621. /**
  57622. * Callback called when the manager is disposed
  57623. */
  57624. set: function (callback) {
  57625. if (this._onDisposeObserver) {
  57626. this.onDisposeObservable.remove(this._onDisposeObserver);
  57627. }
  57628. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57629. },
  57630. enumerable: true,
  57631. configurable: true
  57632. });
  57633. Object.defineProperty(SpriteManager.prototype, "texture", {
  57634. /**
  57635. * Gets or sets the spritesheet texture
  57636. */
  57637. get: function () {
  57638. return this._spriteTexture;
  57639. },
  57640. set: function (value) {
  57641. this._spriteTexture = value;
  57642. },
  57643. enumerable: true,
  57644. configurable: true
  57645. });
  57646. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  57647. var arrayOffset = index * 16;
  57648. if (offsetX === 0) {
  57649. offsetX = this._epsilon;
  57650. }
  57651. else if (offsetX === 1) {
  57652. offsetX = 1 - this._epsilon;
  57653. }
  57654. if (offsetY === 0) {
  57655. offsetY = this._epsilon;
  57656. }
  57657. else if (offsetY === 1) {
  57658. offsetY = 1 - this._epsilon;
  57659. }
  57660. this._vertexData[arrayOffset] = sprite.position.x;
  57661. this._vertexData[arrayOffset + 1] = sprite.position.y;
  57662. this._vertexData[arrayOffset + 2] = sprite.position.z;
  57663. this._vertexData[arrayOffset + 3] = sprite.angle;
  57664. this._vertexData[arrayOffset + 4] = sprite.width;
  57665. this._vertexData[arrayOffset + 5] = sprite.height;
  57666. this._vertexData[arrayOffset + 6] = offsetX;
  57667. this._vertexData[arrayOffset + 7] = offsetY;
  57668. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  57669. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  57670. var offset = (sprite.cellIndex / rowSize) >> 0;
  57671. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  57672. this._vertexData[arrayOffset + 11] = offset;
  57673. // Color
  57674. this._vertexData[arrayOffset + 12] = sprite.color.r;
  57675. this._vertexData[arrayOffset + 13] = sprite.color.g;
  57676. this._vertexData[arrayOffset + 14] = sprite.color.b;
  57677. this._vertexData[arrayOffset + 15] = sprite.color.a;
  57678. };
  57679. /**
  57680. * Intersects the sprites with a ray
  57681. * @param ray defines the ray to intersect with
  57682. * @param camera defines the current active camera
  57683. * @param predicate defines a predicate used to select candidate sprites
  57684. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  57685. * @returns null if no hit or a PickingInfo
  57686. */
  57687. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  57688. var count = Math.min(this._capacity, this.sprites.length);
  57689. var min = BABYLON.Vector3.Zero();
  57690. var max = BABYLON.Vector3.Zero();
  57691. var distance = Number.MAX_VALUE;
  57692. var currentSprite = null;
  57693. var cameraSpacePosition = BABYLON.Vector3.Zero();
  57694. var cameraView = camera.getViewMatrix();
  57695. for (var index = 0; index < count; index++) {
  57696. var sprite = this.sprites[index];
  57697. if (!sprite) {
  57698. continue;
  57699. }
  57700. if (predicate) {
  57701. if (!predicate(sprite)) {
  57702. continue;
  57703. }
  57704. }
  57705. else if (!sprite.isPickable) {
  57706. continue;
  57707. }
  57708. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  57709. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  57710. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  57711. if (ray.intersectsBoxMinMax(min, max)) {
  57712. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  57713. if (distance > currentDistance) {
  57714. distance = currentDistance;
  57715. currentSprite = sprite;
  57716. if (fastCheck) {
  57717. break;
  57718. }
  57719. }
  57720. }
  57721. }
  57722. if (currentSprite) {
  57723. var result = new BABYLON.PickingInfo();
  57724. result.hit = true;
  57725. result.pickedSprite = currentSprite;
  57726. result.distance = distance;
  57727. return result;
  57728. }
  57729. return null;
  57730. };
  57731. /**
  57732. * Render all child sprites
  57733. */
  57734. SpriteManager.prototype.render = function () {
  57735. // Check
  57736. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  57737. return;
  57738. }
  57739. var engine = this._scene.getEngine();
  57740. var baseSize = this._spriteTexture.getBaseSize();
  57741. // Sprites
  57742. var deltaTime = engine.getDeltaTime();
  57743. var max = Math.min(this._capacity, this.sprites.length);
  57744. var rowSize = baseSize.width / this.cellWidth;
  57745. var offset = 0;
  57746. for (var index = 0; index < max; index++) {
  57747. var sprite = this.sprites[index];
  57748. if (!sprite || !sprite.isVisible) {
  57749. continue;
  57750. }
  57751. sprite._animate(deltaTime);
  57752. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  57753. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  57754. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  57755. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  57756. }
  57757. this._buffer.update(this._vertexData);
  57758. // Render
  57759. var effect = this._effectBase;
  57760. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57761. effect = this._effectFog;
  57762. }
  57763. engine.enableEffect(effect);
  57764. var viewMatrix = this._scene.getViewMatrix();
  57765. effect.setTexture("diffuseSampler", this._spriteTexture);
  57766. effect.setMatrix("view", viewMatrix);
  57767. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  57768. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  57769. // Fog
  57770. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57771. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  57772. effect.setColor3("vFogColor", this._scene.fogColor);
  57773. }
  57774. // VBOs
  57775. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  57776. // Draw order
  57777. engine.setDepthFunctionToLessOrEqual();
  57778. effect.setBool("alphaTest", true);
  57779. engine.setColorWrite(false);
  57780. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57781. engine.setColorWrite(true);
  57782. effect.setBool("alphaTest", false);
  57783. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  57784. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57785. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  57786. };
  57787. /**
  57788. * Release associated resources
  57789. */
  57790. SpriteManager.prototype.dispose = function () {
  57791. if (this._buffer) {
  57792. this._buffer.dispose();
  57793. this._buffer = null;
  57794. }
  57795. if (this._indexBuffer) {
  57796. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  57797. this._indexBuffer = null;
  57798. }
  57799. if (this._spriteTexture) {
  57800. this._spriteTexture.dispose();
  57801. this._spriteTexture = null;
  57802. }
  57803. // Remove from scene
  57804. var index = this._scene.spriteManagers.indexOf(this);
  57805. this._scene.spriteManagers.splice(index, 1);
  57806. // Callback
  57807. this.onDisposeObservable.notifyObservers(this);
  57808. this.onDisposeObservable.clear();
  57809. };
  57810. return SpriteManager;
  57811. }());
  57812. BABYLON.SpriteManager = SpriteManager;
  57813. })(BABYLON || (BABYLON = {}));
  57814. //# sourceMappingURL=babylon.spriteManager.js.map
  57815. var BABYLON;
  57816. (function (BABYLON) {
  57817. /**
  57818. * Class used to represent a sprite
  57819. * @see http://doc.babylonjs.com/babylon101/sprites
  57820. */
  57821. var Sprite = /** @class */ (function () {
  57822. /**
  57823. * Creates a new Sprite
  57824. * @param name defines the name
  57825. * @param manager defines the manager
  57826. */
  57827. function Sprite(
  57828. /** defines the name */
  57829. name, manager) {
  57830. this.name = name;
  57831. /** Gets or sets the main color */
  57832. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57833. /** Gets or sets the width */
  57834. this.width = 1.0;
  57835. /** Gets or sets the height */
  57836. this.height = 1.0;
  57837. /** Gets or sets rotation angle */
  57838. this.angle = 0;
  57839. /** Gets or sets the cell index in the sprite sheet */
  57840. this.cellIndex = 0;
  57841. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  57842. this.invertU = 0;
  57843. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  57844. this.invertV = 0;
  57845. /** Gets the list of attached animations */
  57846. this.animations = new Array();
  57847. /** Gets or sets a boolean indicating if the sprite can be picked */
  57848. this.isPickable = false;
  57849. this._animationStarted = false;
  57850. this._loopAnimation = false;
  57851. this._fromIndex = 0;
  57852. this._toIndex = 0;
  57853. this._delay = 0;
  57854. this._direction = 1;
  57855. this._time = 0;
  57856. /**
  57857. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  57858. */
  57859. this.isVisible = true;
  57860. this._manager = manager;
  57861. this._manager.sprites.push(this);
  57862. this.position = BABYLON.Vector3.Zero();
  57863. }
  57864. Object.defineProperty(Sprite.prototype, "size", {
  57865. /**
  57866. * Gets or sets the sprite size
  57867. */
  57868. get: function () {
  57869. return this.width;
  57870. },
  57871. set: function (value) {
  57872. this.width = value;
  57873. this.height = value;
  57874. },
  57875. enumerable: true,
  57876. configurable: true
  57877. });
  57878. /**
  57879. * Starts an animation
  57880. * @param from defines the initial key
  57881. * @param to defines the end key
  57882. * @param loop defines if the animation must loop
  57883. * @param delay defines the start delay (in ms)
  57884. * @param onAnimationEnd defines a callback to call when animation ends
  57885. */
  57886. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  57887. this._fromIndex = from;
  57888. this._toIndex = to;
  57889. this._loopAnimation = loop;
  57890. this._delay = delay;
  57891. this._animationStarted = true;
  57892. this._direction = from < to ? 1 : -1;
  57893. this.cellIndex = from;
  57894. this._time = 0;
  57895. this._onAnimationEnd = onAnimationEnd;
  57896. };
  57897. /** Stops current animation (if any) */
  57898. Sprite.prototype.stopAnimation = function () {
  57899. this._animationStarted = false;
  57900. };
  57901. /** @hidden */
  57902. Sprite.prototype._animate = function (deltaTime) {
  57903. if (!this._animationStarted) {
  57904. return;
  57905. }
  57906. this._time += deltaTime;
  57907. if (this._time > this._delay) {
  57908. this._time = this._time % this._delay;
  57909. this.cellIndex += this._direction;
  57910. if (this.cellIndex > this._toIndex) {
  57911. if (this._loopAnimation) {
  57912. this.cellIndex = this._fromIndex;
  57913. }
  57914. else {
  57915. this.cellIndex = this._toIndex;
  57916. this._animationStarted = false;
  57917. if (this._onAnimationEnd) {
  57918. this._onAnimationEnd();
  57919. }
  57920. if (this.disposeWhenFinishedAnimating) {
  57921. this.dispose();
  57922. }
  57923. }
  57924. }
  57925. }
  57926. };
  57927. /** Release associated resources */
  57928. Sprite.prototype.dispose = function () {
  57929. for (var i = 0; i < this._manager.sprites.length; i++) {
  57930. if (this._manager.sprites[i] == this) {
  57931. this._manager.sprites.splice(i, 1);
  57932. }
  57933. }
  57934. };
  57935. return Sprite;
  57936. }());
  57937. BABYLON.Sprite = Sprite;
  57938. })(BABYLON || (BABYLON = {}));
  57939. //# sourceMappingURL=babylon.sprite.js.map
  57940. var BABYLON;
  57941. (function (BABYLON) {
  57942. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  57943. if (!BABYLON.PickingInfo) {
  57944. return null;
  57945. }
  57946. var pickingInfo = null;
  57947. if (!camera) {
  57948. if (!this.activeCamera) {
  57949. return null;
  57950. }
  57951. camera = this.activeCamera;
  57952. }
  57953. if (this.spriteManagers.length > 0) {
  57954. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  57955. var spriteManager = this.spriteManagers[spriteIndex];
  57956. if (!spriteManager.isPickable) {
  57957. continue;
  57958. }
  57959. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  57960. if (!result || !result.hit) {
  57961. continue;
  57962. }
  57963. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  57964. continue;
  57965. }
  57966. pickingInfo = result;
  57967. if (fastCheck) {
  57968. break;
  57969. }
  57970. }
  57971. }
  57972. return pickingInfo || new BABYLON.PickingInfo();
  57973. };
  57974. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  57975. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  57976. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57977. };
  57978. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  57979. if (!this._tempSpritePickingRay) {
  57980. return null;
  57981. }
  57982. if (!camera) {
  57983. if (!this.activeCamera) {
  57984. return null;
  57985. }
  57986. camera = this.activeCamera;
  57987. }
  57988. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  57989. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57990. };
  57991. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  57992. if (this._pointerOverSprite === sprite) {
  57993. return;
  57994. }
  57995. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57996. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57997. }
  57998. this._pointerOverSprite = sprite;
  57999. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58000. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58001. }
  58002. };
  58003. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58004. return this._pointerOverSprite;
  58005. };
  58006. /**
  58007. * Defines the sprite scene component responsible to manage sprites
  58008. * in a given scene.
  58009. */
  58010. var SpriteSceneComponent = /** @class */ (function () {
  58011. /**
  58012. * Creates a new instance of the component for the given scene
  58013. * @param scene Defines the scene to register the component in
  58014. */
  58015. function SpriteSceneComponent(scene) {
  58016. /**
  58017. * The component name helpfull to identify the component in the list of scene components.
  58018. */
  58019. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58020. this.scene = scene;
  58021. this.scene.spriteManagers = new Array();
  58022. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58023. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58024. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58025. this._spritePredicate = function (sprite) {
  58026. if (!sprite.actionManager) {
  58027. return false;
  58028. }
  58029. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58030. };
  58031. }
  58032. /**
  58033. * Registers the component in a given scene
  58034. */
  58035. SpriteSceneComponent.prototype.register = function () {
  58036. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58037. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58038. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58039. };
  58040. /**
  58041. * Rebuilds the elements related to this component in case of
  58042. * context lost for instance.
  58043. */
  58044. SpriteSceneComponent.prototype.rebuild = function () {
  58045. /** Nothing to do for sprites */
  58046. };
  58047. /**
  58048. * Disposes the component and the associated ressources.
  58049. */
  58050. SpriteSceneComponent.prototype.dispose = function () {
  58051. this.scene.onBeforeSpritesRenderingObservable.clear();
  58052. this.scene.onAfterSpritesRenderingObservable.clear();
  58053. var spriteManagers = this.scene.spriteManagers;
  58054. while (spriteManagers.length) {
  58055. spriteManagers[0].dispose();
  58056. }
  58057. };
  58058. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58059. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58060. if (result) {
  58061. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58062. }
  58063. return result;
  58064. };
  58065. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58066. var scene = this.scene;
  58067. if (isMeshPicked) {
  58068. scene.setPointerOverSprite(null);
  58069. }
  58070. else {
  58071. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58072. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58073. scene.setPointerOverSprite(pickResult.pickedSprite);
  58074. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58075. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58076. }
  58077. else {
  58078. canvas.style.cursor = scene.hoverCursor;
  58079. }
  58080. }
  58081. else {
  58082. scene.setPointerOverSprite(null);
  58083. }
  58084. }
  58085. return pickResult;
  58086. };
  58087. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58088. var scene = this.scene;
  58089. scene._pickedDownSprite = null;
  58090. if (scene.spriteManagers.length > 0) {
  58091. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58092. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58093. if (pickResult.pickedSprite.actionManager) {
  58094. scene._pickedDownSprite = pickResult.pickedSprite;
  58095. switch (evt.button) {
  58096. case 0:
  58097. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58098. break;
  58099. case 1:
  58100. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58101. break;
  58102. case 2:
  58103. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58104. break;
  58105. }
  58106. if (pickResult.pickedSprite.actionManager) {
  58107. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58108. }
  58109. }
  58110. }
  58111. }
  58112. return pickResult;
  58113. };
  58114. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58115. var scene = this.scene;
  58116. if (scene.spriteManagers.length > 0) {
  58117. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58118. if (spritePickResult) {
  58119. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58120. if (spritePickResult.pickedSprite.actionManager) {
  58121. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58122. if (spritePickResult.pickedSprite.actionManager) {
  58123. if (!this.scene._isPointerSwiping()) {
  58124. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58125. }
  58126. }
  58127. }
  58128. }
  58129. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58130. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58131. }
  58132. }
  58133. }
  58134. return pickResult;
  58135. };
  58136. return SpriteSceneComponent;
  58137. }());
  58138. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58139. })(BABYLON || (BABYLON = {}));
  58140. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58141. var BABYLON;
  58142. (function (BABYLON) {
  58143. /**
  58144. * @hidden
  58145. */
  58146. var IntersectionInfo = /** @class */ (function () {
  58147. function IntersectionInfo(bu, bv, distance) {
  58148. this.bu = bu;
  58149. this.bv = bv;
  58150. this.distance = distance;
  58151. this.faceId = 0;
  58152. this.subMeshId = 0;
  58153. }
  58154. return IntersectionInfo;
  58155. }());
  58156. BABYLON.IntersectionInfo = IntersectionInfo;
  58157. /**
  58158. * Information about the result of picking within a scene
  58159. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58160. */
  58161. var PickingInfo = /** @class */ (function () {
  58162. function PickingInfo() {
  58163. /**
  58164. * If the pick collided with an object
  58165. */
  58166. this.hit = false;
  58167. /**
  58168. * Distance away where the pick collided
  58169. */
  58170. this.distance = 0;
  58171. /**
  58172. * The location of pick collision
  58173. */
  58174. this.pickedPoint = null;
  58175. /**
  58176. * The mesh corresponding the the pick collision
  58177. */
  58178. this.pickedMesh = null;
  58179. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58180. this.bu = 0;
  58181. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58182. this.bv = 0;
  58183. /** The id of the face on the mesh that was picked */
  58184. this.faceId = -1;
  58185. /** Id of the the submesh that was picked */
  58186. this.subMeshId = 0;
  58187. /** If a sprite was picked, this will be the sprite the pick collided with */
  58188. this.pickedSprite = null;
  58189. /**
  58190. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58191. */
  58192. this.originMesh = null;
  58193. /**
  58194. * The ray that was used to perform the picking.
  58195. */
  58196. this.ray = null;
  58197. }
  58198. /**
  58199. * Gets the normal correspodning to the face the pick collided with
  58200. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58201. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58202. * @returns The normal correspodning to the face the pick collided with
  58203. */
  58204. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58205. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58206. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58207. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58208. return null;
  58209. }
  58210. var indices = this.pickedMesh.getIndices();
  58211. if (!indices) {
  58212. return null;
  58213. }
  58214. var result;
  58215. if (useVerticesNormals) {
  58216. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58217. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58218. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58219. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58220. normal0 = normal0.scale(this.bu);
  58221. normal1 = normal1.scale(this.bv);
  58222. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58223. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58224. }
  58225. else {
  58226. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58227. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58228. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58229. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58230. var p1p2 = vertex1.subtract(vertex2);
  58231. var p3p2 = vertex3.subtract(vertex2);
  58232. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58233. }
  58234. if (useWorldCoordinates) {
  58235. var wm = this.pickedMesh.getWorldMatrix();
  58236. if (this.pickedMesh.nonUniformScaling) {
  58237. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58238. wm = BABYLON.Tmp.Matrix[0];
  58239. wm.setTranslationFromFloats(0, 0, 0);
  58240. wm.invert();
  58241. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58242. wm = BABYLON.Tmp.Matrix[1];
  58243. }
  58244. result = BABYLON.Vector3.TransformNormal(result, wm);
  58245. }
  58246. result.normalize();
  58247. return result;
  58248. };
  58249. /**
  58250. * Gets the texture coordinates of where the pick occured
  58251. * @returns the vector containing the coordnates of the texture
  58252. */
  58253. PickingInfo.prototype.getTextureCoordinates = function () {
  58254. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58255. return null;
  58256. }
  58257. var indices = this.pickedMesh.getIndices();
  58258. if (!indices) {
  58259. return null;
  58260. }
  58261. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58262. if (!uvs) {
  58263. return null;
  58264. }
  58265. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58266. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58267. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58268. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58269. uv1 = uv1.scale(this.bu);
  58270. uv2 = uv2.scale(this.bv);
  58271. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58272. };
  58273. return PickingInfo;
  58274. }());
  58275. BABYLON.PickingInfo = PickingInfo;
  58276. })(BABYLON || (BABYLON = {}));
  58277. //# sourceMappingURL=babylon.pickingInfo.js.map
  58278. var BABYLON;
  58279. (function (BABYLON) {
  58280. /**
  58281. * Class representing a ray with position and direction
  58282. */
  58283. var Ray = /** @class */ (function () {
  58284. /**
  58285. * Creates a new ray
  58286. * @param origin origin point
  58287. * @param direction direction
  58288. * @param length length of the ray
  58289. */
  58290. function Ray(
  58291. /** origin point */
  58292. origin,
  58293. /** direction */
  58294. direction,
  58295. /** length of the ray */
  58296. length) {
  58297. if (length === void 0) { length = Number.MAX_VALUE; }
  58298. this.origin = origin;
  58299. this.direction = direction;
  58300. this.length = length;
  58301. }
  58302. // Methods
  58303. /**
  58304. * Checks if the ray intersects a box
  58305. * @param minimum bound of the box
  58306. * @param maximum bound of the box
  58307. * @returns if the box was hit
  58308. */
  58309. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  58310. var d = 0.0;
  58311. var maxValue = Number.MAX_VALUE;
  58312. var inv;
  58313. var min;
  58314. var max;
  58315. var temp;
  58316. if (Math.abs(this.direction.x) < 0.0000001) {
  58317. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  58318. return false;
  58319. }
  58320. }
  58321. else {
  58322. inv = 1.0 / this.direction.x;
  58323. min = (minimum.x - this.origin.x) * inv;
  58324. max = (maximum.x - this.origin.x) * inv;
  58325. if (max === -Infinity) {
  58326. max = Infinity;
  58327. }
  58328. if (min > max) {
  58329. temp = min;
  58330. min = max;
  58331. max = temp;
  58332. }
  58333. d = Math.max(min, d);
  58334. maxValue = Math.min(max, maxValue);
  58335. if (d > maxValue) {
  58336. return false;
  58337. }
  58338. }
  58339. if (Math.abs(this.direction.y) < 0.0000001) {
  58340. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  58341. return false;
  58342. }
  58343. }
  58344. else {
  58345. inv = 1.0 / this.direction.y;
  58346. min = (minimum.y - this.origin.y) * inv;
  58347. max = (maximum.y - this.origin.y) * inv;
  58348. if (max === -Infinity) {
  58349. max = Infinity;
  58350. }
  58351. if (min > max) {
  58352. temp = min;
  58353. min = max;
  58354. max = temp;
  58355. }
  58356. d = Math.max(min, d);
  58357. maxValue = Math.min(max, maxValue);
  58358. if (d > maxValue) {
  58359. return false;
  58360. }
  58361. }
  58362. if (Math.abs(this.direction.z) < 0.0000001) {
  58363. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  58364. return false;
  58365. }
  58366. }
  58367. else {
  58368. inv = 1.0 / this.direction.z;
  58369. min = (minimum.z - this.origin.z) * inv;
  58370. max = (maximum.z - this.origin.z) * inv;
  58371. if (max === -Infinity) {
  58372. max = Infinity;
  58373. }
  58374. if (min > max) {
  58375. temp = min;
  58376. min = max;
  58377. max = temp;
  58378. }
  58379. d = Math.max(min, d);
  58380. maxValue = Math.min(max, maxValue);
  58381. if (d > maxValue) {
  58382. return false;
  58383. }
  58384. }
  58385. return true;
  58386. };
  58387. /**
  58388. * Checks if the ray intersects a box
  58389. * @param box the bounding box to check
  58390. * @returns if the box was hit
  58391. */
  58392. Ray.prototype.intersectsBox = function (box) {
  58393. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  58394. };
  58395. /**
  58396. * If the ray hits a sphere
  58397. * @param sphere the bounding sphere to check
  58398. * @returns true if it hits the sphere
  58399. */
  58400. Ray.prototype.intersectsSphere = function (sphere) {
  58401. var x = sphere.center.x - this.origin.x;
  58402. var y = sphere.center.y - this.origin.y;
  58403. var z = sphere.center.z - this.origin.z;
  58404. var pyth = (x * x) + (y * y) + (z * z);
  58405. var rr = sphere.radius * sphere.radius;
  58406. if (pyth <= rr) {
  58407. return true;
  58408. }
  58409. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58410. if (dot < 0.0) {
  58411. return false;
  58412. }
  58413. var temp = pyth - (dot * dot);
  58414. return temp <= rr;
  58415. };
  58416. /**
  58417. * If the ray hits a triange
  58418. * @param vertex0 triangle vertex
  58419. * @param vertex1 triangle vertex
  58420. * @param vertex2 triangle vertex
  58421. * @returns intersection information if hit
  58422. */
  58423. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58424. if (!this._edge1) {
  58425. this._edge1 = BABYLON.Vector3.Zero();
  58426. this._edge2 = BABYLON.Vector3.Zero();
  58427. this._pvec = BABYLON.Vector3.Zero();
  58428. this._tvec = BABYLON.Vector3.Zero();
  58429. this._qvec = BABYLON.Vector3.Zero();
  58430. }
  58431. vertex1.subtractToRef(vertex0, this._edge1);
  58432. vertex2.subtractToRef(vertex0, this._edge2);
  58433. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  58434. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  58435. if (det === 0) {
  58436. return null;
  58437. }
  58438. var invdet = 1 / det;
  58439. this.origin.subtractToRef(vertex0, this._tvec);
  58440. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  58441. if (bu < 0 || bu > 1.0) {
  58442. return null;
  58443. }
  58444. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  58445. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  58446. if (bv < 0 || bu + bv > 1.0) {
  58447. return null;
  58448. }
  58449. //check if the distance is longer than the predefined length.
  58450. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  58451. if (distance > this.length) {
  58452. return null;
  58453. }
  58454. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58455. };
  58456. /**
  58457. * Checks if ray intersects a plane
  58458. * @param plane the plane to check
  58459. * @returns the distance away it was hit
  58460. */
  58461. Ray.prototype.intersectsPlane = function (plane) {
  58462. var distance;
  58463. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58464. if (Math.abs(result1) < 9.99999997475243E-07) {
  58465. return null;
  58466. }
  58467. else {
  58468. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58469. distance = (-plane.d - result2) / result1;
  58470. if (distance < 0.0) {
  58471. if (distance < -9.99999997475243E-07) {
  58472. return null;
  58473. }
  58474. else {
  58475. return 0;
  58476. }
  58477. }
  58478. return distance;
  58479. }
  58480. };
  58481. /**
  58482. * Checks if ray intersects a mesh
  58483. * @param mesh the mesh to check
  58484. * @param fastCheck if only the bounding box should checked
  58485. * @returns picking info of the intersecton
  58486. */
  58487. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58488. var tm = BABYLON.Tmp.Matrix[0];
  58489. mesh.getWorldMatrix().invertToRef(tm);
  58490. if (this._tmpRay) {
  58491. Ray.TransformToRef(this, tm, this._tmpRay);
  58492. }
  58493. else {
  58494. this._tmpRay = Ray.Transform(this, tm);
  58495. }
  58496. return mesh.intersects(this._tmpRay, fastCheck);
  58497. };
  58498. /**
  58499. * Checks if ray intersects a mesh
  58500. * @param meshes the meshes to check
  58501. * @param fastCheck if only the bounding box should checked
  58502. * @param results array to store result in
  58503. * @returns Array of picking infos
  58504. */
  58505. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58506. if (results) {
  58507. results.length = 0;
  58508. }
  58509. else {
  58510. results = [];
  58511. }
  58512. for (var i = 0; i < meshes.length; i++) {
  58513. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58514. if (pickInfo.hit) {
  58515. results.push(pickInfo);
  58516. }
  58517. }
  58518. results.sort(this._comparePickingInfo);
  58519. return results;
  58520. };
  58521. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58522. if (pickingInfoA.distance < pickingInfoB.distance) {
  58523. return -1;
  58524. }
  58525. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58526. return 1;
  58527. }
  58528. else {
  58529. return 0;
  58530. }
  58531. };
  58532. /**
  58533. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58534. * @param sega the first point of the segment to test the intersection against
  58535. * @param segb the second point of the segment to test the intersection against
  58536. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58537. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58538. */
  58539. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58540. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  58541. var u = segb.subtract(sega);
  58542. var v = rsegb.subtract(this.origin);
  58543. var w = sega.subtract(this.origin);
  58544. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58545. var b = BABYLON.Vector3.Dot(u, v);
  58546. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58547. var d = BABYLON.Vector3.Dot(u, w);
  58548. var e = BABYLON.Vector3.Dot(v, w);
  58549. var D = a * c - b * b; // always >= 0
  58550. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58551. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58552. // compute the line parameters of the two closest points
  58553. if (D < Ray.smallnum) { // the lines are almost parallel
  58554. sN = 0.0; // force using point P0 on segment S1
  58555. sD = 1.0; // to prevent possible division by 0.0 later
  58556. tN = e;
  58557. tD = c;
  58558. }
  58559. else { // get the closest points on the infinite lines
  58560. sN = (b * e - c * d);
  58561. tN = (a * e - b * d);
  58562. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58563. sN = 0.0;
  58564. tN = e;
  58565. tD = c;
  58566. }
  58567. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58568. sN = sD;
  58569. tN = e + b;
  58570. tD = c;
  58571. }
  58572. }
  58573. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58574. tN = 0.0;
  58575. // recompute sc for this edge
  58576. if (-d < 0.0) {
  58577. sN = 0.0;
  58578. }
  58579. else if (-d > a) {
  58580. sN = sD;
  58581. }
  58582. else {
  58583. sN = -d;
  58584. sD = a;
  58585. }
  58586. }
  58587. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58588. tN = tD;
  58589. // recompute sc for this edge
  58590. if ((-d + b) < 0.0) {
  58591. sN = 0;
  58592. }
  58593. else if ((-d + b) > a) {
  58594. sN = sD;
  58595. }
  58596. else {
  58597. sN = (-d + b);
  58598. sD = a;
  58599. }
  58600. }
  58601. // finally do the division to get sc and tc
  58602. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58603. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58604. // get the difference of the two closest points
  58605. var qtc = v.multiplyByFloats(tc, tc, tc);
  58606. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  58607. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58608. if (isIntersected) {
  58609. return qtc.length();
  58610. }
  58611. return -1;
  58612. };
  58613. /**
  58614. * Update the ray from viewport position
  58615. * @param x position
  58616. * @param y y position
  58617. * @param viewportWidth viewport width
  58618. * @param viewportHeight viewport height
  58619. * @param world world matrix
  58620. * @param view view matrix
  58621. * @param projection projection matrix
  58622. * @returns this ray updated
  58623. */
  58624. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58625. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  58626. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  58627. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  58628. this.direction.normalize();
  58629. return this;
  58630. };
  58631. // Statics
  58632. /**
  58633. * Creates a ray with origin and direction of 0,0,0
  58634. * @returns the new ray
  58635. */
  58636. Ray.Zero = function () {
  58637. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  58638. };
  58639. /**
  58640. * Creates a new ray from screen space and viewport
  58641. * @param x position
  58642. * @param y y position
  58643. * @param viewportWidth viewport width
  58644. * @param viewportHeight viewport height
  58645. * @param world world matrix
  58646. * @param view view matrix
  58647. * @param projection projection matrix
  58648. * @returns new ray
  58649. */
  58650. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58651. var result = Ray.Zero();
  58652. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  58653. };
  58654. /**
  58655. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  58656. * transformed to the given world matrix.
  58657. * @param origin The origin point
  58658. * @param end The end point
  58659. * @param world a matrix to transform the ray to. Default is the identity matrix.
  58660. * @returns the new ray
  58661. */
  58662. Ray.CreateNewFromTo = function (origin, end, world) {
  58663. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  58664. var direction = end.subtract(origin);
  58665. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  58666. direction.normalize();
  58667. return Ray.Transform(new Ray(origin, direction, length), world);
  58668. };
  58669. /**
  58670. * Transforms a ray by a matrix
  58671. * @param ray ray to transform
  58672. * @param matrix matrix to apply
  58673. * @returns the resulting new ray
  58674. */
  58675. Ray.Transform = function (ray, matrix) {
  58676. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  58677. Ray.TransformToRef(ray, matrix, result);
  58678. return result;
  58679. };
  58680. /**
  58681. * Transforms a ray by a matrix
  58682. * @param ray ray to transform
  58683. * @param matrix matrix to apply
  58684. * @param result ray to store result in
  58685. */
  58686. Ray.TransformToRef = function (ray, matrix, result) {
  58687. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  58688. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  58689. result.length = ray.length;
  58690. var dir = result.direction;
  58691. var len = dir.length();
  58692. if (!(len === 0 || len === 1)) {
  58693. var num = 1.0 / len;
  58694. dir.x *= num;
  58695. dir.y *= num;
  58696. dir.z *= num;
  58697. result.length *= len;
  58698. }
  58699. };
  58700. Ray.smallnum = 0.00000001;
  58701. Ray.rayl = 10e8;
  58702. return Ray;
  58703. }());
  58704. BABYLON.Ray = Ray;
  58705. })(BABYLON || (BABYLON = {}));
  58706. //# sourceMappingURL=babylon.ray.js.map
  58707. var BABYLON;
  58708. (function (BABYLON) {
  58709. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  58710. if (boxMin.x > sphereCenter.x + sphereRadius) {
  58711. return false;
  58712. }
  58713. if (sphereCenter.x - sphereRadius > boxMax.x) {
  58714. return false;
  58715. }
  58716. if (boxMin.y > sphereCenter.y + sphereRadius) {
  58717. return false;
  58718. }
  58719. if (sphereCenter.y - sphereRadius > boxMax.y) {
  58720. return false;
  58721. }
  58722. if (boxMin.z > sphereCenter.z + sphereRadius) {
  58723. return false;
  58724. }
  58725. if (sphereCenter.z - sphereRadius > boxMax.z) {
  58726. return false;
  58727. }
  58728. return true;
  58729. };
  58730. var getLowestRoot = (function () {
  58731. var result = { root: 0, found: false };
  58732. return function (a, b, c, maxR) {
  58733. result.root = 0;
  58734. result.found = false;
  58735. var determinant = b * b - 4.0 * a * c;
  58736. if (determinant < 0) {
  58737. return result;
  58738. }
  58739. var sqrtD = Math.sqrt(determinant);
  58740. var r1 = (-b - sqrtD) / (2.0 * a);
  58741. var r2 = (-b + sqrtD) / (2.0 * a);
  58742. if (r1 > r2) {
  58743. var temp = r2;
  58744. r2 = r1;
  58745. r1 = temp;
  58746. }
  58747. if (r1 > 0 && r1 < maxR) {
  58748. result.root = r1;
  58749. result.found = true;
  58750. return result;
  58751. }
  58752. if (r2 > 0 && r2 < maxR) {
  58753. result.root = r2;
  58754. result.found = true;
  58755. return result;
  58756. }
  58757. return result;
  58758. };
  58759. })();
  58760. /** @hidden */
  58761. var Collider = /** @class */ (function () {
  58762. function Collider() {
  58763. this._collisionPoint = BABYLON.Vector3.Zero();
  58764. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  58765. this._tempVector = BABYLON.Vector3.Zero();
  58766. this._tempVector2 = BABYLON.Vector3.Zero();
  58767. this._tempVector3 = BABYLON.Vector3.Zero();
  58768. this._tempVector4 = BABYLON.Vector3.Zero();
  58769. this._edge = BABYLON.Vector3.Zero();
  58770. this._baseToVertex = BABYLON.Vector3.Zero();
  58771. this._destinationPoint = BABYLON.Vector3.Zero();
  58772. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  58773. this._displacementVector = BABYLON.Vector3.Zero();
  58774. /** @hidden */
  58775. this._radius = BABYLON.Vector3.One();
  58776. /** @hidden */
  58777. this._retry = 0;
  58778. /** @hidden */
  58779. this._basePointWorld = BABYLON.Vector3.Zero();
  58780. this._velocityWorld = BABYLON.Vector3.Zero();
  58781. this._normalizedVelocity = BABYLON.Vector3.Zero();
  58782. this._collisionMask = -1;
  58783. }
  58784. Object.defineProperty(Collider.prototype, "collisionMask", {
  58785. get: function () {
  58786. return this._collisionMask;
  58787. },
  58788. set: function (mask) {
  58789. this._collisionMask = !isNaN(mask) ? mask : -1;
  58790. },
  58791. enumerable: true,
  58792. configurable: true
  58793. });
  58794. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  58795. /**
  58796. * Gets the plane normal used to compute the sliding response (in local space)
  58797. */
  58798. get: function () {
  58799. return this._slidePlaneNormal;
  58800. },
  58801. enumerable: true,
  58802. configurable: true
  58803. });
  58804. // Methods
  58805. /** @hidden */
  58806. Collider.prototype._initialize = function (source, dir, e) {
  58807. this._velocity = dir;
  58808. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  58809. this._basePoint = source;
  58810. source.multiplyToRef(this._radius, this._basePointWorld);
  58811. dir.multiplyToRef(this._radius, this._velocityWorld);
  58812. this._velocityWorldLength = this._velocityWorld.length();
  58813. this._epsilon = e;
  58814. this.collisionFound = false;
  58815. };
  58816. /** @hidden */
  58817. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  58818. pa.subtractToRef(point, this._tempVector);
  58819. pb.subtractToRef(point, this._tempVector2);
  58820. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  58821. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58822. if (d < 0) {
  58823. return false;
  58824. }
  58825. pc.subtractToRef(point, this._tempVector3);
  58826. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  58827. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58828. if (d < 0) {
  58829. return false;
  58830. }
  58831. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  58832. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58833. return d >= 0;
  58834. };
  58835. /** @hidden */
  58836. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  58837. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  58838. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  58839. if (distance > this._velocityWorldLength + max + sphereRadius) {
  58840. return false;
  58841. }
  58842. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  58843. return false;
  58844. }
  58845. return true;
  58846. };
  58847. /** @hidden */
  58848. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  58849. var t0;
  58850. var embeddedInPlane = false;
  58851. //defensive programming, actually not needed.
  58852. if (!trianglePlaneArray) {
  58853. trianglePlaneArray = [];
  58854. }
  58855. if (!trianglePlaneArray[faceIndex]) {
  58856. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  58857. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  58858. }
  58859. var trianglePlane = trianglePlaneArray[faceIndex];
  58860. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  58861. return;
  58862. }
  58863. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  58864. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  58865. if (normalDotVelocity == 0) {
  58866. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  58867. return;
  58868. }
  58869. embeddedInPlane = true;
  58870. t0 = 0;
  58871. }
  58872. else {
  58873. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58874. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58875. if (t0 > t1) {
  58876. var temp = t1;
  58877. t1 = t0;
  58878. t0 = temp;
  58879. }
  58880. if (t0 > 1.0 || t1 < 0.0) {
  58881. return;
  58882. }
  58883. if (t0 < 0) {
  58884. t0 = 0;
  58885. }
  58886. if (t0 > 1.0) {
  58887. t0 = 1.0;
  58888. }
  58889. }
  58890. this._collisionPoint.copyFromFloats(0, 0, 0);
  58891. var found = false;
  58892. var t = 1.0;
  58893. if (!embeddedInPlane) {
  58894. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  58895. this._velocity.scaleToRef(t0, this._tempVector);
  58896. this._planeIntersectionPoint.addInPlace(this._tempVector);
  58897. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  58898. found = true;
  58899. t = t0;
  58900. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  58901. }
  58902. }
  58903. if (!found) {
  58904. var velocitySquaredLength = this._velocity.lengthSquared();
  58905. var a = velocitySquaredLength;
  58906. this._basePoint.subtractToRef(p1, this._tempVector);
  58907. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58908. var c = this._tempVector.lengthSquared() - 1.0;
  58909. var lowestRoot = getLowestRoot(a, b, c, t);
  58910. if (lowestRoot.found) {
  58911. t = lowestRoot.root;
  58912. found = true;
  58913. this._collisionPoint.copyFrom(p1);
  58914. }
  58915. this._basePoint.subtractToRef(p2, this._tempVector);
  58916. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58917. c = this._tempVector.lengthSquared() - 1.0;
  58918. lowestRoot = getLowestRoot(a, b, c, t);
  58919. if (lowestRoot.found) {
  58920. t = lowestRoot.root;
  58921. found = true;
  58922. this._collisionPoint.copyFrom(p2);
  58923. }
  58924. this._basePoint.subtractToRef(p3, this._tempVector);
  58925. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58926. c = this._tempVector.lengthSquared() - 1.0;
  58927. lowestRoot = getLowestRoot(a, b, c, t);
  58928. if (lowestRoot.found) {
  58929. t = lowestRoot.root;
  58930. found = true;
  58931. this._collisionPoint.copyFrom(p3);
  58932. }
  58933. p2.subtractToRef(p1, this._edge);
  58934. p1.subtractToRef(this._basePoint, this._baseToVertex);
  58935. var edgeSquaredLength = this._edge.lengthSquared();
  58936. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58937. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58938. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58939. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58940. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58941. lowestRoot = getLowestRoot(a, b, c, t);
  58942. if (lowestRoot.found) {
  58943. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58944. if (f >= 0.0 && f <= 1.0) {
  58945. t = lowestRoot.root;
  58946. found = true;
  58947. this._edge.scaleInPlace(f);
  58948. p1.addToRef(this._edge, this._collisionPoint);
  58949. }
  58950. }
  58951. p3.subtractToRef(p2, this._edge);
  58952. p2.subtractToRef(this._basePoint, this._baseToVertex);
  58953. edgeSquaredLength = this._edge.lengthSquared();
  58954. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58955. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58956. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58957. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58958. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58959. lowestRoot = getLowestRoot(a, b, c, t);
  58960. if (lowestRoot.found) {
  58961. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58962. if (f >= 0.0 && f <= 1.0) {
  58963. t = lowestRoot.root;
  58964. found = true;
  58965. this._edge.scaleInPlace(f);
  58966. p2.addToRef(this._edge, this._collisionPoint);
  58967. }
  58968. }
  58969. p1.subtractToRef(p3, this._edge);
  58970. p3.subtractToRef(this._basePoint, this._baseToVertex);
  58971. edgeSquaredLength = this._edge.lengthSquared();
  58972. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58973. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58974. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58975. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58976. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58977. lowestRoot = getLowestRoot(a, b, c, t);
  58978. if (lowestRoot.found) {
  58979. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58980. if (f >= 0.0 && f <= 1.0) {
  58981. t = lowestRoot.root;
  58982. found = true;
  58983. this._edge.scaleInPlace(f);
  58984. p3.addToRef(this._edge, this._collisionPoint);
  58985. }
  58986. }
  58987. }
  58988. if (found) {
  58989. var distToCollision = t * this._velocity.length();
  58990. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  58991. if (!this.intersectionPoint) {
  58992. this.intersectionPoint = this._collisionPoint.clone();
  58993. }
  58994. else {
  58995. this.intersectionPoint.copyFrom(this._collisionPoint);
  58996. }
  58997. this._nearestDistance = distToCollision;
  58998. this.collisionFound = true;
  58999. }
  59000. }
  59001. };
  59002. /** @hidden */
  59003. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59004. for (var i = indexStart; i < indexEnd; i += 3) {
  59005. var p1 = pts[indices[i] - decal];
  59006. var p2 = pts[indices[i + 1] - decal];
  59007. var p3 = pts[indices[i + 2] - decal];
  59008. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59009. }
  59010. };
  59011. /** @hidden */
  59012. Collider.prototype._getResponse = function (pos, vel) {
  59013. pos.addToRef(vel, this._destinationPoint);
  59014. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59015. this._basePoint.addToRef(vel, pos);
  59016. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59017. this._slidePlaneNormal.normalize();
  59018. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59019. pos.addInPlace(this._displacementVector);
  59020. this.intersectionPoint.addInPlace(this._displacementVector);
  59021. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59022. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59023. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59024. };
  59025. return Collider;
  59026. }());
  59027. BABYLON.Collider = Collider;
  59028. })(BABYLON || (BABYLON = {}));
  59029. //# sourceMappingURL=babylon.collider.js.map
  59030. var BABYLON;
  59031. (function (BABYLON) {
  59032. //WebWorker code will be inserted to this variable.
  59033. /** @hidden */
  59034. BABYLON.CollisionWorker = "";
  59035. /** Defines supported task for worker process */
  59036. var WorkerTaskType;
  59037. (function (WorkerTaskType) {
  59038. /** Initialization */
  59039. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59040. /** Update of geometry */
  59041. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59042. /** Evaluate collision */
  59043. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59044. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59045. /** Defines kind of replies returned by worker */
  59046. var WorkerReplyType;
  59047. (function (WorkerReplyType) {
  59048. /** Success */
  59049. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59050. /** Unkown error */
  59051. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59052. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59053. /** @hidden */
  59054. var CollisionCoordinatorWorker = /** @class */ (function () {
  59055. function CollisionCoordinatorWorker() {
  59056. var _this = this;
  59057. this._scaledPosition = BABYLON.Vector3.Zero();
  59058. this._scaledVelocity = BABYLON.Vector3.Zero();
  59059. this.onMeshUpdated = function (transformNode) {
  59060. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59061. };
  59062. this.onGeometryUpdated = function (geometry) {
  59063. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59064. };
  59065. this._afterRender = function () {
  59066. if (!_this._init) {
  59067. return;
  59068. }
  59069. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59070. return;
  59071. }
  59072. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59073. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59074. if (_this._runningUpdated > 4) {
  59075. return;
  59076. }
  59077. ++_this._runningUpdated;
  59078. var payload = {
  59079. updatedMeshes: _this._addUpdateMeshesList,
  59080. updatedGeometries: _this._addUpdateGeometriesList,
  59081. removedGeometries: _this._toRemoveGeometryArray,
  59082. removedMeshes: _this._toRemoveMeshesArray
  59083. };
  59084. var message = {
  59085. payload: payload,
  59086. taskType: WorkerTaskType.UPDATE
  59087. };
  59088. var serializable = [];
  59089. for (var id in payload.updatedGeometries) {
  59090. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59091. //prepare transferables
  59092. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59093. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59094. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59095. }
  59096. }
  59097. _this._worker.postMessage(message, serializable);
  59098. _this._addUpdateMeshesList = {};
  59099. _this._addUpdateGeometriesList = {};
  59100. _this._toRemoveGeometryArray = [];
  59101. _this._toRemoveMeshesArray = [];
  59102. };
  59103. this._onMessageFromWorker = function (e) {
  59104. var returnData = e.data;
  59105. if (returnData.error != WorkerReplyType.SUCCESS) {
  59106. //TODO what errors can be returned from the worker?
  59107. BABYLON.Tools.Warn("error returned from worker!");
  59108. return;
  59109. }
  59110. switch (returnData.taskType) {
  59111. case WorkerTaskType.INIT:
  59112. _this._init = true;
  59113. //Update the worked with ALL of the scene's current state
  59114. _this._scene.meshes.forEach(function (mesh) {
  59115. _this.onMeshAdded(mesh);
  59116. });
  59117. _this._scene.getGeometries().forEach(function (geometry) {
  59118. _this.onGeometryAdded(geometry);
  59119. });
  59120. break;
  59121. case WorkerTaskType.UPDATE:
  59122. _this._runningUpdated--;
  59123. break;
  59124. case WorkerTaskType.COLLIDE:
  59125. var returnPayload = returnData.payload;
  59126. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59127. return;
  59128. }
  59129. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59130. if (callback) {
  59131. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59132. if (mesh) {
  59133. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59134. }
  59135. }
  59136. //cleanup
  59137. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59138. break;
  59139. }
  59140. };
  59141. this._collisionsCallbackArray = [];
  59142. this._init = false;
  59143. this._runningUpdated = 0;
  59144. this._addUpdateMeshesList = {};
  59145. this._addUpdateGeometriesList = {};
  59146. this._toRemoveGeometryArray = [];
  59147. this._toRemoveMeshesArray = [];
  59148. }
  59149. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59150. if (!this._init) {
  59151. return;
  59152. }
  59153. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59154. return;
  59155. }
  59156. position.divideToRef(collider._radius, this._scaledPosition);
  59157. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59158. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59159. var payload = {
  59160. collider: {
  59161. position: this._scaledPosition.asArray(),
  59162. velocity: this._scaledVelocity.asArray(),
  59163. radius: collider._radius.asArray()
  59164. },
  59165. collisionId: collisionIndex,
  59166. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59167. maximumRetry: maximumRetry
  59168. };
  59169. var message = {
  59170. payload: payload,
  59171. taskType: WorkerTaskType.COLLIDE
  59172. };
  59173. this._worker.postMessage(message);
  59174. };
  59175. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59176. this._scene = scene;
  59177. this._scene.registerAfterRender(this._afterRender);
  59178. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59179. this._worker = new Worker(workerUrl);
  59180. this._worker.onmessage = this._onMessageFromWorker;
  59181. var message = {
  59182. payload: {},
  59183. taskType: WorkerTaskType.INIT
  59184. };
  59185. this._worker.postMessage(message);
  59186. };
  59187. CollisionCoordinatorWorker.prototype.destroy = function () {
  59188. this._scene.unregisterAfterRender(this._afterRender);
  59189. this._worker.terminate();
  59190. };
  59191. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59192. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59193. this.onMeshUpdated(mesh);
  59194. };
  59195. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59196. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59197. };
  59198. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59199. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59200. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59201. this.onGeometryUpdated(geometry);
  59202. };
  59203. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59204. this._toRemoveGeometryArray.push(geometry.id);
  59205. };
  59206. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59207. var submeshes = [];
  59208. if (mesh.subMeshes) {
  59209. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59210. var boundingInfo = sm.getBoundingInfo();
  59211. return {
  59212. position: idx,
  59213. verticesStart: sm.verticesStart,
  59214. verticesCount: sm.verticesCount,
  59215. indexStart: sm.indexStart,
  59216. indexCount: sm.indexCount,
  59217. hasMaterial: !!sm.getMaterial(),
  59218. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59219. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59220. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59221. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59222. };
  59223. });
  59224. }
  59225. var geometryId = null;
  59226. if (mesh instanceof BABYLON.Mesh) {
  59227. var geometry = mesh.geometry;
  59228. geometryId = geometry ? geometry.id : null;
  59229. }
  59230. else if (mesh instanceof BABYLON.InstancedMesh) {
  59231. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59232. geometryId = geometry ? geometry.id : null;
  59233. }
  59234. var boundingInfo = mesh.getBoundingInfo();
  59235. return {
  59236. uniqueId: mesh.uniqueId,
  59237. id: mesh.id,
  59238. name: mesh.name,
  59239. geometryId: geometryId,
  59240. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59241. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59242. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59243. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59244. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59245. subMeshes: submeshes,
  59246. checkCollisions: mesh.checkCollisions
  59247. };
  59248. };
  59249. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59250. return {
  59251. id: geometry.id,
  59252. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59253. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59254. indices: new Uint32Array(geometry.getIndices() || []),
  59255. };
  59256. };
  59257. return CollisionCoordinatorWorker;
  59258. }());
  59259. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59260. /** @hidden */
  59261. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59262. function CollisionCoordinatorLegacy() {
  59263. this._scaledPosition = BABYLON.Vector3.Zero();
  59264. this._scaledVelocity = BABYLON.Vector3.Zero();
  59265. this._finalPosition = BABYLON.Vector3.Zero();
  59266. }
  59267. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59268. position.divideToRef(collider._radius, this._scaledPosition);
  59269. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59270. collider.collidedMesh = null;
  59271. collider._retry = 0;
  59272. collider._initialVelocity = this._scaledVelocity;
  59273. collider._initialPosition = this._scaledPosition;
  59274. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59275. this._finalPosition.multiplyInPlace(collider._radius);
  59276. //run the callback
  59277. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59278. };
  59279. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59280. this._scene = scene;
  59281. };
  59282. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59283. //Legacy need no destruction method.
  59284. };
  59285. //No update in legacy mode
  59286. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59287. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59288. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59289. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59290. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59291. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59292. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59293. if (excludedMesh === void 0) { excludedMesh = null; }
  59294. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59295. if (collider._retry >= maximumRetry) {
  59296. finalPosition.copyFrom(position);
  59297. return;
  59298. }
  59299. // Check if this is a mesh else camera or -1
  59300. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59301. collider._initialize(position, velocity, closeDistance);
  59302. // Check all meshes
  59303. for (var index = 0; index < this._scene.meshes.length; index++) {
  59304. var mesh = this._scene.meshes[index];
  59305. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59306. mesh._checkCollision(collider);
  59307. }
  59308. }
  59309. if (!collider.collisionFound) {
  59310. position.addToRef(velocity, finalPosition);
  59311. return;
  59312. }
  59313. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59314. collider._getResponse(position, velocity);
  59315. }
  59316. if (velocity.length() <= closeDistance) {
  59317. finalPosition.copyFrom(position);
  59318. return;
  59319. }
  59320. collider._retry++;
  59321. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59322. };
  59323. return CollisionCoordinatorLegacy;
  59324. }());
  59325. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59326. })(BABYLON || (BABYLON = {}));
  59327. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59328. var BABYLON;
  59329. (function (BABYLON) {
  59330. /**
  59331. * A particle represents one of the element emitted by a particle system.
  59332. * This is mainly define by its coordinates, direction, velocity and age.
  59333. */
  59334. var Particle = /** @class */ (function () {
  59335. /**
  59336. * Creates a new instance Particle
  59337. * @param particleSystem the particle system the particle belongs to
  59338. */
  59339. function Particle(
  59340. /**
  59341. * The particle system the particle belongs to.
  59342. */
  59343. particleSystem) {
  59344. this.particleSystem = particleSystem;
  59345. /**
  59346. * The world position of the particle in the scene.
  59347. */
  59348. this.position = BABYLON.Vector3.Zero();
  59349. /**
  59350. * The world direction of the particle in the scene.
  59351. */
  59352. this.direction = BABYLON.Vector3.Zero();
  59353. /**
  59354. * The color of the particle.
  59355. */
  59356. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59357. /**
  59358. * The color change of the particle per step.
  59359. */
  59360. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59361. /**
  59362. * Defines how long will the life of the particle be.
  59363. */
  59364. this.lifeTime = 1.0;
  59365. /**
  59366. * The current age of the particle.
  59367. */
  59368. this.age = 0;
  59369. /**
  59370. * The current size of the particle.
  59371. */
  59372. this.size = 0;
  59373. /**
  59374. * The current scale of the particle.
  59375. */
  59376. this.scale = new BABYLON.Vector2(1, 1);
  59377. /**
  59378. * The current angle of the particle.
  59379. */
  59380. this.angle = 0;
  59381. /**
  59382. * Defines how fast is the angle changing.
  59383. */
  59384. this.angularSpeed = 0;
  59385. /**
  59386. * Defines the cell index used by the particle to be rendered from a sprite.
  59387. */
  59388. this.cellIndex = 0;
  59389. /** @hidden */
  59390. this._attachedSubEmitters = null;
  59391. /** @hidden */
  59392. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59393. /** @hidden */
  59394. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59395. /** @hidden */
  59396. this._currentSize1 = 0;
  59397. /** @hidden */
  59398. this._currentSize2 = 0;
  59399. /** @hidden */
  59400. this._currentAngularSpeed1 = 0;
  59401. /** @hidden */
  59402. this._currentAngularSpeed2 = 0;
  59403. /** @hidden */
  59404. this._currentVelocity1 = 0;
  59405. /** @hidden */
  59406. this._currentVelocity2 = 0;
  59407. /** @hidden */
  59408. this._currentLimitVelocity1 = 0;
  59409. /** @hidden */
  59410. this._currentLimitVelocity2 = 0;
  59411. /** @hidden */
  59412. this._currentDrag1 = 0;
  59413. /** @hidden */
  59414. this._currentDrag2 = 0;
  59415. this.id = Particle._Count++;
  59416. if (!this.particleSystem.isAnimationSheetEnabled) {
  59417. return;
  59418. }
  59419. this.updateCellInfoFromSystem();
  59420. }
  59421. Particle.prototype.updateCellInfoFromSystem = function () {
  59422. this.cellIndex = this.particleSystem.startSpriteCellID;
  59423. };
  59424. /**
  59425. * Defines how the sprite cell index is updated for the particle
  59426. */
  59427. Particle.prototype.updateCellIndex = function () {
  59428. var offsetAge = this.age;
  59429. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59430. if (this.particleSystem.spriteRandomStartCell) {
  59431. if (this._randomCellOffset === undefined) {
  59432. this._randomCellOffset = Math.random() * this.lifeTime;
  59433. }
  59434. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59435. changeSpeed = 1;
  59436. offsetAge = this._randomCellOffset;
  59437. }
  59438. else {
  59439. offsetAge += this._randomCellOffset;
  59440. }
  59441. }
  59442. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59443. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59444. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59445. };
  59446. /** @hidden */
  59447. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59448. if (subEmitter.particleSystem.emitter.position) {
  59449. var emitterMesh = subEmitter.particleSystem.emitter;
  59450. emitterMesh.position.copyFrom(this.position);
  59451. if (subEmitter.inheritDirection) {
  59452. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59453. // Look at using Y as forward
  59454. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59455. }
  59456. }
  59457. else {
  59458. var emitterPosition = subEmitter.particleSystem.emitter;
  59459. emitterPosition.copyFrom(this.position);
  59460. }
  59461. // Set inheritedVelocityOffset to be used when new particles are created
  59462. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59463. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59464. };
  59465. /** @hidden */
  59466. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59467. var _this = this;
  59468. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59469. this._attachedSubEmitters.forEach(function (subEmitter) {
  59470. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59471. });
  59472. }
  59473. };
  59474. /** @hidden */
  59475. Particle.prototype._reset = function () {
  59476. this.age = 0;
  59477. this._currentColorGradient = null;
  59478. this._currentSizeGradient = null;
  59479. this._currentAngularSpeedGradient = null;
  59480. this._currentVelocityGradient = null;
  59481. this._currentLimitVelocityGradient = null;
  59482. this._currentDragGradient = null;
  59483. this.cellIndex = this.particleSystem.startSpriteCellID;
  59484. this._randomCellOffset = undefined;
  59485. };
  59486. /**
  59487. * Copy the properties of particle to another one.
  59488. * @param other the particle to copy the information to.
  59489. */
  59490. Particle.prototype.copyTo = function (other) {
  59491. other.position.copyFrom(this.position);
  59492. if (this._initialDirection) {
  59493. if (other._initialDirection) {
  59494. other._initialDirection.copyFrom(this._initialDirection);
  59495. }
  59496. else {
  59497. other._initialDirection = this._initialDirection.clone();
  59498. }
  59499. }
  59500. else {
  59501. other._initialDirection = null;
  59502. }
  59503. other.direction.copyFrom(this.direction);
  59504. other.color.copyFrom(this.color);
  59505. other.colorStep.copyFrom(this.colorStep);
  59506. other.lifeTime = this.lifeTime;
  59507. other.age = this.age;
  59508. other._randomCellOffset = this._randomCellOffset;
  59509. other.size = this.size;
  59510. other.scale.copyFrom(this.scale);
  59511. other.angle = this.angle;
  59512. other.angularSpeed = this.angularSpeed;
  59513. other.particleSystem = this.particleSystem;
  59514. other.cellIndex = this.cellIndex;
  59515. other.id = this.id;
  59516. other._attachedSubEmitters = this._attachedSubEmitters;
  59517. if (this._currentColorGradient) {
  59518. other._currentColorGradient = this._currentColorGradient;
  59519. other._currentColor1.copyFrom(this._currentColor1);
  59520. other._currentColor2.copyFrom(this._currentColor2);
  59521. }
  59522. if (this._currentSizeGradient) {
  59523. other._currentSizeGradient = this._currentSizeGradient;
  59524. other._currentSize1 = this._currentSize1;
  59525. other._currentSize2 = this._currentSize2;
  59526. }
  59527. if (this._currentAngularSpeedGradient) {
  59528. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59529. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59530. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59531. }
  59532. if (this._currentVelocityGradient) {
  59533. other._currentVelocityGradient = this._currentVelocityGradient;
  59534. other._currentVelocity1 = this._currentVelocity1;
  59535. other._currentVelocity2 = this._currentVelocity2;
  59536. }
  59537. if (this._currentLimitVelocityGradient) {
  59538. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59539. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59540. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59541. }
  59542. if (this._currentDragGradient) {
  59543. other._currentDragGradient = this._currentDragGradient;
  59544. other._currentDrag1 = this._currentDrag1;
  59545. other._currentDrag2 = this._currentDrag2;
  59546. }
  59547. if (this.particleSystem.isAnimationSheetEnabled) {
  59548. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59549. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59550. }
  59551. if (this.particleSystem.useRampGradients) {
  59552. other.remapData.copyFrom(this.remapData);
  59553. }
  59554. if (this._randomNoiseCoordinates1) {
  59555. if (other._randomNoiseCoordinates1) {
  59556. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59557. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59558. }
  59559. else {
  59560. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59561. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59562. }
  59563. }
  59564. };
  59565. Particle._Count = 0;
  59566. return Particle;
  59567. }());
  59568. BABYLON.Particle = Particle;
  59569. })(BABYLON || (BABYLON = {}));
  59570. //# sourceMappingURL=babylon.particle.js.map
  59571. var BABYLON;
  59572. (function (BABYLON) {
  59573. /**
  59574. * This represents the base class for particle system in Babylon.
  59575. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  59576. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59577. * @example https://doc.babylonjs.com/babylon101/particles
  59578. */
  59579. var BaseParticleSystem = /** @class */ (function () {
  59580. /**
  59581. * Instantiates a particle system.
  59582. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  59583. * @param name The name of the particle system
  59584. */
  59585. function BaseParticleSystem(name) {
  59586. /**
  59587. * List of animations used by the particle system.
  59588. */
  59589. this.animations = [];
  59590. /**
  59591. * The rendering group used by the Particle system to chose when to render.
  59592. */
  59593. this.renderingGroupId = 0;
  59594. /**
  59595. * The emitter represents the Mesh or position we are attaching the particle system to.
  59596. */
  59597. this.emitter = null;
  59598. /**
  59599. * The maximum number of particles to emit per frame
  59600. */
  59601. this.emitRate = 10;
  59602. /**
  59603. * If you want to launch only a few particles at once, that can be done, as well.
  59604. */
  59605. this.manualEmitCount = -1;
  59606. /**
  59607. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59608. */
  59609. this.updateSpeed = 0.01;
  59610. /**
  59611. * The amount of time the particle system is running (depends of the overall update speed).
  59612. */
  59613. this.targetStopDuration = 0;
  59614. /**
  59615. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59616. */
  59617. this.disposeOnStop = false;
  59618. /**
  59619. * Minimum power of emitting particles.
  59620. */
  59621. this.minEmitPower = 1;
  59622. /**
  59623. * Maximum power of emitting particles.
  59624. */
  59625. this.maxEmitPower = 1;
  59626. /**
  59627. * Minimum life time of emitting particles.
  59628. */
  59629. this.minLifeTime = 1;
  59630. /**
  59631. * Maximum life time of emitting particles.
  59632. */
  59633. this.maxLifeTime = 1;
  59634. /**
  59635. * Minimum Size of emitting particles.
  59636. */
  59637. this.minSize = 1;
  59638. /**
  59639. * Maximum Size of emitting particles.
  59640. */
  59641. this.maxSize = 1;
  59642. /**
  59643. * Minimum scale of emitting particles on X axis.
  59644. */
  59645. this.minScaleX = 1;
  59646. /**
  59647. * Maximum scale of emitting particles on X axis.
  59648. */
  59649. this.maxScaleX = 1;
  59650. /**
  59651. * Minimum scale of emitting particles on Y axis.
  59652. */
  59653. this.minScaleY = 1;
  59654. /**
  59655. * Maximum scale of emitting particles on Y axis.
  59656. */
  59657. this.maxScaleY = 1;
  59658. /**
  59659. * Gets or sets the minimal initial rotation in radians.
  59660. */
  59661. this.minInitialRotation = 0;
  59662. /**
  59663. * Gets or sets the maximal initial rotation in radians.
  59664. */
  59665. this.maxInitialRotation = 0;
  59666. /**
  59667. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  59668. */
  59669. this.minAngularSpeed = 0;
  59670. /**
  59671. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  59672. */
  59673. this.maxAngularSpeed = 0;
  59674. /**
  59675. * The layer mask we are rendering the particles through.
  59676. */
  59677. this.layerMask = 0x0FFFFFFF;
  59678. /**
  59679. * This can help using your own shader to render the particle system.
  59680. * The according effect will be created
  59681. */
  59682. this.customShader = null;
  59683. /**
  59684. * By default particle system starts as soon as they are created. This prevents the
  59685. * automatic start to happen and let you decide when to start emitting particles.
  59686. */
  59687. this.preventAutoStart = false;
  59688. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  59689. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  59690. /**
  59691. * Callback triggered when the particle animation is ending.
  59692. */
  59693. this.onAnimationEnd = null;
  59694. /**
  59695. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  59696. */
  59697. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  59698. /**
  59699. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59700. * to override the particles.
  59701. */
  59702. this.forceDepthWrite = false;
  59703. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  59704. this.preWarmCycles = 0;
  59705. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  59706. this.preWarmStepOffset = 1;
  59707. /**
  59708. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  59709. */
  59710. this.spriteCellChangeSpeed = 1;
  59711. /**
  59712. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  59713. */
  59714. this.startSpriteCellID = 0;
  59715. /**
  59716. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  59717. */
  59718. this.endSpriteCellID = 0;
  59719. /**
  59720. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  59721. */
  59722. this.spriteCellWidth = 0;
  59723. /**
  59724. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  59725. */
  59726. this.spriteCellHeight = 0;
  59727. /**
  59728. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  59729. */
  59730. this.spriteRandomStartCell = false;
  59731. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  59732. this.translationPivot = new BABYLON.Vector2(0, 0);
  59733. /**
  59734. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  59735. */
  59736. this.beginAnimationOnStart = false;
  59737. /**
  59738. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  59739. */
  59740. this.beginAnimationFrom = 0;
  59741. /**
  59742. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  59743. */
  59744. this.beginAnimationTo = 60;
  59745. /**
  59746. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  59747. */
  59748. this.beginAnimationLoop = false;
  59749. /**
  59750. * You can use gravity if you want to give an orientation to your particles.
  59751. */
  59752. this.gravity = BABYLON.Vector3.Zero();
  59753. this._colorGradients = null;
  59754. this._sizeGradients = null;
  59755. this._lifeTimeGradients = null;
  59756. this._angularSpeedGradients = null;
  59757. this._velocityGradients = null;
  59758. this._limitVelocityGradients = null;
  59759. this._dragGradients = null;
  59760. this._emitRateGradients = null;
  59761. this._startSizeGradients = null;
  59762. this._rampGradients = null;
  59763. this._colorRemapGradients = null;
  59764. this._alphaRemapGradients = null;
  59765. /**
  59766. * Defines the delay in milliseconds before starting the system (0 by default)
  59767. */
  59768. this.startDelay = 0;
  59769. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  59770. this.limitVelocityDamping = 0.4;
  59771. /**
  59772. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59773. */
  59774. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59775. /**
  59776. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59777. */
  59778. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59779. /**
  59780. * Color the particle will have at the end of its lifetime
  59781. */
  59782. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  59783. /**
  59784. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  59785. */
  59786. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59787. /** @hidden */
  59788. this._isSubEmitter = false;
  59789. /**
  59790. * Gets or sets the billboard mode to use when isBillboardBased = true.
  59791. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  59792. */
  59793. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  59794. this._isBillboardBased = true;
  59795. /**
  59796. * Local cache of defines for image processing.
  59797. */
  59798. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  59799. this.id = name;
  59800. this.name = name;
  59801. }
  59802. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  59803. /**
  59804. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  59805. */
  59806. get: function () {
  59807. return this._isAnimationSheetEnabled;
  59808. },
  59809. set: function (value) {
  59810. if (this._isAnimationSheetEnabled == value) {
  59811. return;
  59812. }
  59813. this._isAnimationSheetEnabled = value;
  59814. this._reset();
  59815. },
  59816. enumerable: true,
  59817. configurable: true
  59818. });
  59819. /**
  59820. * Get hosting scene
  59821. * @returns the scene
  59822. */
  59823. BaseParticleSystem.prototype.getScene = function () {
  59824. return this._scene;
  59825. };
  59826. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  59827. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  59828. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  59829. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  59830. };
  59831. /**
  59832. * Gets the current list of drag gradients.
  59833. * You must use addDragGradient and removeDragGradient to udpate this list
  59834. * @returns the list of drag gradients
  59835. */
  59836. BaseParticleSystem.prototype.getDragGradients = function () {
  59837. return this._dragGradients;
  59838. };
  59839. /**
  59840. * Gets the current list of limit velocity gradients.
  59841. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  59842. * @returns the list of limit velocity gradients
  59843. */
  59844. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  59845. return this._limitVelocityGradients;
  59846. };
  59847. /**
  59848. * Gets the current list of color gradients.
  59849. * You must use addColorGradient and removeColorGradient to udpate this list
  59850. * @returns the list of color gradients
  59851. */
  59852. BaseParticleSystem.prototype.getColorGradients = function () {
  59853. return this._colorGradients;
  59854. };
  59855. /**
  59856. * Gets the current list of size gradients.
  59857. * You must use addSizeGradient and removeSizeGradient to udpate this list
  59858. * @returns the list of size gradients
  59859. */
  59860. BaseParticleSystem.prototype.getSizeGradients = function () {
  59861. return this._sizeGradients;
  59862. };
  59863. /**
  59864. * Gets the current list of color remap gradients.
  59865. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  59866. * @returns the list of color remap gradients
  59867. */
  59868. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  59869. return this._colorRemapGradients;
  59870. };
  59871. /**
  59872. * Gets the current list of alpha remap gradients.
  59873. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  59874. * @returns the list of alpha remap gradients
  59875. */
  59876. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  59877. return this._alphaRemapGradients;
  59878. };
  59879. /**
  59880. * Gets the current list of life time gradients.
  59881. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  59882. * @returns the list of life time gradients
  59883. */
  59884. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  59885. return this._lifeTimeGradients;
  59886. };
  59887. /**
  59888. * Gets the current list of angular speed gradients.
  59889. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  59890. * @returns the list of angular speed gradients
  59891. */
  59892. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  59893. return this._angularSpeedGradients;
  59894. };
  59895. /**
  59896. * Gets the current list of velocity gradients.
  59897. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  59898. * @returns the list of velocity gradients
  59899. */
  59900. BaseParticleSystem.prototype.getVelocityGradients = function () {
  59901. return this._velocityGradients;
  59902. };
  59903. /**
  59904. * Gets the current list of start size gradients.
  59905. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  59906. * @returns the list of start size gradients
  59907. */
  59908. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  59909. return this._startSizeGradients;
  59910. };
  59911. /**
  59912. * Gets the current list of emit rate gradients.
  59913. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  59914. * @returns the list of emit rate gradients
  59915. */
  59916. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  59917. return this._emitRateGradients;
  59918. };
  59919. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  59920. /**
  59921. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59922. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59923. */
  59924. get: function () {
  59925. if (this.particleEmitterType.direction1) {
  59926. return this.particleEmitterType.direction1;
  59927. }
  59928. return BABYLON.Vector3.Zero();
  59929. },
  59930. set: function (value) {
  59931. if (this.particleEmitterType.direction1) {
  59932. this.particleEmitterType.direction1 = value;
  59933. }
  59934. },
  59935. enumerable: true,
  59936. configurable: true
  59937. });
  59938. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  59939. /**
  59940. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59941. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59942. */
  59943. get: function () {
  59944. if (this.particleEmitterType.direction2) {
  59945. return this.particleEmitterType.direction2;
  59946. }
  59947. return BABYLON.Vector3.Zero();
  59948. },
  59949. set: function (value) {
  59950. if (this.particleEmitterType.direction2) {
  59951. this.particleEmitterType.direction2 = value;
  59952. }
  59953. },
  59954. enumerable: true,
  59955. configurable: true
  59956. });
  59957. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  59958. /**
  59959. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  59960. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59961. */
  59962. get: function () {
  59963. if (this.particleEmitterType.minEmitBox) {
  59964. return this.particleEmitterType.minEmitBox;
  59965. }
  59966. return BABYLON.Vector3.Zero();
  59967. },
  59968. set: function (value) {
  59969. if (this.particleEmitterType.minEmitBox) {
  59970. this.particleEmitterType.minEmitBox = value;
  59971. }
  59972. },
  59973. enumerable: true,
  59974. configurable: true
  59975. });
  59976. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  59977. /**
  59978. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  59979. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59980. */
  59981. get: function () {
  59982. if (this.particleEmitterType.maxEmitBox) {
  59983. return this.particleEmitterType.maxEmitBox;
  59984. }
  59985. return BABYLON.Vector3.Zero();
  59986. },
  59987. set: function (value) {
  59988. if (this.particleEmitterType.maxEmitBox) {
  59989. this.particleEmitterType.maxEmitBox = value;
  59990. }
  59991. },
  59992. enumerable: true,
  59993. configurable: true
  59994. });
  59995. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  59996. /**
  59997. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  59998. */
  59999. get: function () {
  60000. return this._isBillboardBased;
  60001. },
  60002. set: function (value) {
  60003. if (this._isBillboardBased === value) {
  60004. return;
  60005. }
  60006. this._isBillboardBased = value;
  60007. this._reset();
  60008. },
  60009. enumerable: true,
  60010. configurable: true
  60011. });
  60012. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60013. /**
  60014. * Gets the image processing configuration used either in this material.
  60015. */
  60016. get: function () {
  60017. return this._imageProcessingConfiguration;
  60018. },
  60019. /**
  60020. * Sets the Default image processing configuration used either in the this material.
  60021. *
  60022. * If sets to null, the scene one is in use.
  60023. */
  60024. set: function (value) {
  60025. this._attachImageProcessingConfiguration(value);
  60026. },
  60027. enumerable: true,
  60028. configurable: true
  60029. });
  60030. /**
  60031. * Attaches a new image processing configuration to the Standard Material.
  60032. * @param configuration
  60033. */
  60034. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60035. if (configuration === this._imageProcessingConfiguration) {
  60036. return;
  60037. }
  60038. // Pick the scene configuration if needed.
  60039. if (!configuration) {
  60040. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60041. }
  60042. else {
  60043. this._imageProcessingConfiguration = configuration;
  60044. }
  60045. };
  60046. /** @hidden */
  60047. BaseParticleSystem.prototype._reset = function () {
  60048. };
  60049. /** @hidden */
  60050. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60051. if (!gradients) {
  60052. return this;
  60053. }
  60054. var index = 0;
  60055. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60056. var valueGradient = gradients_1[_i];
  60057. if (valueGradient.gradient === gradient) {
  60058. gradients.splice(index, 1);
  60059. break;
  60060. }
  60061. index++;
  60062. }
  60063. if (texture) {
  60064. texture.dispose();
  60065. }
  60066. return this;
  60067. };
  60068. /**
  60069. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60070. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60071. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60072. * @returns the emitter
  60073. */
  60074. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60075. var particleEmitter = new BABYLON.PointParticleEmitter();
  60076. particleEmitter.direction1 = direction1;
  60077. particleEmitter.direction2 = direction2;
  60078. this.particleEmitterType = particleEmitter;
  60079. return particleEmitter;
  60080. };
  60081. /**
  60082. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60083. * @param radius The radius of the hemisphere to emit from
  60084. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60085. * @returns the emitter
  60086. */
  60087. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60088. if (radius === void 0) { radius = 1; }
  60089. if (radiusRange === void 0) { radiusRange = 1; }
  60090. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60091. this.particleEmitterType = particleEmitter;
  60092. return particleEmitter;
  60093. };
  60094. /**
  60095. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60096. * @param radius The radius of the sphere to emit from
  60097. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60098. * @returns the emitter
  60099. */
  60100. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60101. if (radius === void 0) { radius = 1; }
  60102. if (radiusRange === void 0) { radiusRange = 1; }
  60103. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60104. this.particleEmitterType = particleEmitter;
  60105. return particleEmitter;
  60106. };
  60107. /**
  60108. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60109. * @param radius The radius of the sphere to emit from
  60110. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60111. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60112. * @returns the emitter
  60113. */
  60114. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60115. if (radius === void 0) { radius = 1; }
  60116. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60117. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60118. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60119. this.particleEmitterType = particleEmitter;
  60120. return particleEmitter;
  60121. };
  60122. /**
  60123. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60124. * @param radius The radius of the emission cylinder
  60125. * @param height The height of the emission cylinder
  60126. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60127. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60128. * @returns the emitter
  60129. */
  60130. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60131. if (radius === void 0) { radius = 1; }
  60132. if (height === void 0) { height = 1; }
  60133. if (radiusRange === void 0) { radiusRange = 1; }
  60134. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60135. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60136. this.particleEmitterType = particleEmitter;
  60137. return particleEmitter;
  60138. };
  60139. /**
  60140. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60141. * @param radius The radius of the cylinder to emit from
  60142. * @param height The height of the emission cylinder
  60143. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60144. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60145. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60146. * @returns the emitter
  60147. */
  60148. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60149. if (radius === void 0) { radius = 1; }
  60150. if (height === void 0) { height = 1; }
  60151. if (radiusRange === void 0) { radiusRange = 1; }
  60152. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60153. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60154. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60155. this.particleEmitterType = particleEmitter;
  60156. return particleEmitter;
  60157. };
  60158. /**
  60159. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60160. * @param radius The radius of the cone to emit from
  60161. * @param angle The base angle of the cone
  60162. * @returns the emitter
  60163. */
  60164. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60165. if (radius === void 0) { radius = 1; }
  60166. if (angle === void 0) { angle = Math.PI / 4; }
  60167. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60168. this.particleEmitterType = particleEmitter;
  60169. return particleEmitter;
  60170. };
  60171. /**
  60172. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60173. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60174. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60175. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60176. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60177. * @returns the emitter
  60178. */
  60179. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60180. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60181. this.particleEmitterType = particleEmitter;
  60182. this.direction1 = direction1;
  60183. this.direction2 = direction2;
  60184. this.minEmitBox = minEmitBox;
  60185. this.maxEmitBox = maxEmitBox;
  60186. return particleEmitter;
  60187. };
  60188. /**
  60189. * Source color is added to the destination color without alpha affecting the result
  60190. */
  60191. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60192. /**
  60193. * Blend current color and particle color using particle’s alpha
  60194. */
  60195. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60196. /**
  60197. * Add current color and particle color multiplied by particle’s alpha
  60198. */
  60199. BaseParticleSystem.BLENDMODE_ADD = 2;
  60200. /**
  60201. * Multiply current color with particle color
  60202. */
  60203. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60204. /**
  60205. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60206. */
  60207. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60208. return BaseParticleSystem;
  60209. }());
  60210. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60211. })(BABYLON || (BABYLON = {}));
  60212. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60213. var BABYLON;
  60214. (function (BABYLON) {
  60215. /**
  60216. * This represents a particle system in Babylon.
  60217. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60218. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60219. * @example https://doc.babylonjs.com/babylon101/particles
  60220. */
  60221. var ParticleSystem = /** @class */ (function (_super) {
  60222. __extends(ParticleSystem, _super);
  60223. /**
  60224. * Instantiates a particle system.
  60225. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60226. * @param name The name of the particle system
  60227. * @param capacity The max number of particles alive at the same time
  60228. * @param scene The scene the particle system belongs to
  60229. * @param customEffect a custom effect used to change the way particles are rendered by default
  60230. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60231. * @param epsilon Offset used to render the particles
  60232. */
  60233. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60234. if (customEffect === void 0) { customEffect = null; }
  60235. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60236. if (epsilon === void 0) { epsilon = 0.01; }
  60237. var _this = _super.call(this, name) || this;
  60238. /**
  60239. * @hidden
  60240. */
  60241. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60242. /**
  60243. * An event triggered when the system is disposed
  60244. */
  60245. _this.onDisposeObservable = new BABYLON.Observable();
  60246. _this._particles = new Array();
  60247. _this._stockParticles = new Array();
  60248. _this._newPartsExcess = 0;
  60249. _this._vertexBuffers = {};
  60250. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60251. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60252. _this._scaledDirection = BABYLON.Vector3.Zero();
  60253. _this._scaledGravity = BABYLON.Vector3.Zero();
  60254. _this._currentRenderId = -1;
  60255. _this._useInstancing = false;
  60256. _this._started = false;
  60257. _this._stopped = false;
  60258. _this._actualFrame = 0;
  60259. /** @hidden */
  60260. _this._currentEmitRate1 = 0;
  60261. /** @hidden */
  60262. _this._currentEmitRate2 = 0;
  60263. /** @hidden */
  60264. _this._currentStartSize1 = 0;
  60265. /** @hidden */
  60266. _this._currentStartSize2 = 0;
  60267. _this._rawTextureWidth = 256;
  60268. _this._useRampGradients = false;
  60269. /**
  60270. * @hidden
  60271. * If the particle systems emitter should be disposed when the particle system is disposed
  60272. */
  60273. _this._disposeEmitterOnDispose = false;
  60274. // start of sub system methods
  60275. /**
  60276. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60277. * Its lifetime will start back at 0.
  60278. */
  60279. _this.recycleParticle = function (particle) {
  60280. // move particle from activeParticle list to stock particles
  60281. var lastParticle = _this._particles.pop();
  60282. if (lastParticle !== particle) {
  60283. lastParticle.copyTo(particle);
  60284. }
  60285. _this._stockParticles.push(lastParticle);
  60286. };
  60287. _this._createParticle = function () {
  60288. var particle;
  60289. if (_this._stockParticles.length !== 0) {
  60290. particle = _this._stockParticles.pop();
  60291. particle._reset();
  60292. }
  60293. else {
  60294. particle = new BABYLON.Particle(_this);
  60295. }
  60296. // Attach emitters
  60297. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60298. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60299. particle._attachedSubEmitters = [];
  60300. subEmitters.forEach(function (subEmitter) {
  60301. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60302. var newEmitter = subEmitter.clone();
  60303. particle._attachedSubEmitters.push(newEmitter);
  60304. newEmitter.particleSystem.start();
  60305. }
  60306. });
  60307. }
  60308. return particle;
  60309. };
  60310. _this._emitFromParticle = function (particle) {
  60311. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60312. return;
  60313. }
  60314. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60315. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60316. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60317. var subSystem = subEmitter.clone();
  60318. particle._inheritParticleInfoToSubEmitter(subSystem);
  60319. subSystem.particleSystem._rootParticleSystem = _this;
  60320. _this.activeSubSystems.push(subSystem.particleSystem);
  60321. subSystem.particleSystem.start();
  60322. }
  60323. });
  60324. };
  60325. _this._capacity = capacity;
  60326. _this._epsilon = epsilon;
  60327. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60328. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60329. // Setup the default processing configuration to the scene.
  60330. _this._attachImageProcessingConfiguration(null);
  60331. _this._customEffect = customEffect;
  60332. _this._scene.particleSystems.push(_this);
  60333. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60334. _this._createIndexBuffer();
  60335. _this._createVertexBuffers();
  60336. // Default emitter type
  60337. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60338. // Update
  60339. _this.updateFunction = function (particles) {
  60340. var noiseTextureSize = null;
  60341. var noiseTextureData = null;
  60342. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60343. noiseTextureSize = _this.noiseTexture.getSize();
  60344. noiseTextureData = (_this.noiseTexture.getContent());
  60345. }
  60346. var _loop_1 = function () {
  60347. particle = particles[index];
  60348. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60349. var previousAge = particle.age;
  60350. particle.age += scaledUpdateSpeed;
  60351. // Evaluate step to death
  60352. if (particle.age > particle.lifeTime) {
  60353. var diff = particle.age - previousAge;
  60354. var oldDiff = particle.lifeTime - previousAge;
  60355. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60356. particle.age = particle.lifeTime;
  60357. }
  60358. var ratio = particle.age / particle.lifeTime;
  60359. // Color
  60360. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60361. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60362. if (currentGradient !== particle._currentColorGradient) {
  60363. particle._currentColor1.copyFrom(particle._currentColor2);
  60364. nextGradient.getColorToRef(particle._currentColor2);
  60365. particle._currentColorGradient = currentGradient;
  60366. }
  60367. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60368. });
  60369. }
  60370. else {
  60371. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60372. particle.color.addInPlace(_this._scaledColorStep);
  60373. if (particle.color.a < 0) {
  60374. particle.color.a = 0;
  60375. }
  60376. }
  60377. // Angular speed
  60378. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60379. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60380. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60381. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60382. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60383. particle._currentAngularSpeedGradient = currentGradient;
  60384. }
  60385. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60386. });
  60387. }
  60388. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60389. // Direction
  60390. var directionScale = scaledUpdateSpeed;
  60391. /// Velocity
  60392. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60393. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60394. if (currentGradient !== particle._currentVelocityGradient) {
  60395. particle._currentVelocity1 = particle._currentVelocity2;
  60396. particle._currentVelocity2 = nextGradient.getFactor();
  60397. particle._currentVelocityGradient = currentGradient;
  60398. }
  60399. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60400. });
  60401. }
  60402. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60403. /// Limit velocity
  60404. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60405. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60406. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60407. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60408. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60409. particle._currentLimitVelocityGradient = currentGradient;
  60410. }
  60411. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60412. var currentVelocity = particle.direction.length();
  60413. if (currentVelocity > limitVelocity) {
  60414. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60415. }
  60416. });
  60417. }
  60418. /// Drag
  60419. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60420. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60421. if (currentGradient !== particle._currentDragGradient) {
  60422. particle._currentDrag1 = particle._currentDrag2;
  60423. particle._currentDrag2 = nextGradient.getFactor();
  60424. particle._currentDragGradient = currentGradient;
  60425. }
  60426. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60427. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60428. });
  60429. }
  60430. particle.position.addInPlace(_this._scaledDirection);
  60431. // Noise
  60432. if (noiseTextureData && noiseTextureSize) {
  60433. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60434. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60435. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60436. var force = BABYLON.Tmp.Vector3[0];
  60437. var scaledForce = BABYLON.Tmp.Vector3[1];
  60438. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60439. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60440. particle.direction.addInPlace(scaledForce);
  60441. }
  60442. // Gravity
  60443. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60444. particle.direction.addInPlace(_this._scaledGravity);
  60445. // Size
  60446. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60447. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60448. if (currentGradient !== particle._currentSizeGradient) {
  60449. particle._currentSize1 = particle._currentSize2;
  60450. particle._currentSize2 = nextGradient.getFactor();
  60451. particle._currentSizeGradient = currentGradient;
  60452. }
  60453. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60454. });
  60455. }
  60456. // Remap data
  60457. if (_this._useRampGradients) {
  60458. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60459. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60460. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60461. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60462. particle.remapData.x = min;
  60463. particle.remapData.y = max - min;
  60464. });
  60465. }
  60466. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60467. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60468. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60469. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60470. particle.remapData.z = min;
  60471. particle.remapData.w = max - min;
  60472. });
  60473. }
  60474. }
  60475. if (_this._isAnimationSheetEnabled) {
  60476. particle.updateCellIndex();
  60477. }
  60478. // Update the position of the attached sub-emitters to match their attached particle
  60479. particle._inheritParticleInfoToSubEmitters();
  60480. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60481. _this._emitFromParticle(particle);
  60482. if (particle._attachedSubEmitters) {
  60483. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60484. subEmitter.particleSystem.disposeOnStop = true;
  60485. subEmitter.particleSystem.stop();
  60486. });
  60487. particle._attachedSubEmitters = null;
  60488. }
  60489. _this.recycleParticle(particle);
  60490. index--;
  60491. return "continue";
  60492. }
  60493. };
  60494. var particle;
  60495. for (var index = 0; index < particles.length; index++) {
  60496. _loop_1();
  60497. }
  60498. };
  60499. return _this;
  60500. }
  60501. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60502. /**
  60503. * Sets a callback that will be triggered when the system is disposed
  60504. */
  60505. set: function (callback) {
  60506. if (this._onDisposeObserver) {
  60507. this.onDisposeObservable.remove(this._onDisposeObserver);
  60508. }
  60509. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60510. },
  60511. enumerable: true,
  60512. configurable: true
  60513. });
  60514. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60515. /** Gets or sets a boolean indicating that ramp gradients must be used
  60516. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60517. */
  60518. get: function () {
  60519. return this._useRampGradients;
  60520. },
  60521. set: function (value) {
  60522. if (this._useRampGradients === value) {
  60523. return;
  60524. }
  60525. this._useRampGradients = value;
  60526. this._resetEffect();
  60527. },
  60528. enumerable: true,
  60529. configurable: true
  60530. });
  60531. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60532. //end of Sub-emitter
  60533. /**
  60534. * Gets the current list of active particles
  60535. */
  60536. get: function () {
  60537. return this._particles;
  60538. },
  60539. enumerable: true,
  60540. configurable: true
  60541. });
  60542. /**
  60543. * Returns the string "ParticleSystem"
  60544. * @returns a string containing the class name
  60545. */
  60546. ParticleSystem.prototype.getClassName = function () {
  60547. return "ParticleSystem";
  60548. };
  60549. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60550. var newGradient = new BABYLON.FactorGradient();
  60551. newGradient.gradient = gradient;
  60552. newGradient.factor1 = factor;
  60553. newGradient.factor2 = factor2;
  60554. factorGradients.push(newGradient);
  60555. factorGradients.sort(function (a, b) {
  60556. if (a.gradient < b.gradient) {
  60557. return -1;
  60558. }
  60559. else if (a.gradient > b.gradient) {
  60560. return 1;
  60561. }
  60562. return 0;
  60563. });
  60564. };
  60565. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60566. if (!factorGradients) {
  60567. return;
  60568. }
  60569. var index = 0;
  60570. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60571. var factorGradient = factorGradients_1[_i];
  60572. if (factorGradient.gradient === gradient) {
  60573. factorGradients.splice(index, 1);
  60574. break;
  60575. }
  60576. index++;
  60577. }
  60578. };
  60579. /**
  60580. * Adds a new life time gradient
  60581. * @param gradient defines the gradient to use (between 0 and 1)
  60582. * @param factor defines the life time factor to affect to the specified gradient
  60583. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60584. * @returns the current particle system
  60585. */
  60586. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60587. if (!this._lifeTimeGradients) {
  60588. this._lifeTimeGradients = [];
  60589. }
  60590. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60591. return this;
  60592. };
  60593. /**
  60594. * Remove a specific life time gradient
  60595. * @param gradient defines the gradient to remove
  60596. * @returns the current particle system
  60597. */
  60598. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60599. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60600. return this;
  60601. };
  60602. /**
  60603. * Adds a new size gradient
  60604. * @param gradient defines the gradient to use (between 0 and 1)
  60605. * @param factor defines the size factor to affect to the specified gradient
  60606. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60607. * @returns the current particle system
  60608. */
  60609. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60610. if (!this._sizeGradients) {
  60611. this._sizeGradients = [];
  60612. }
  60613. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60614. return this;
  60615. };
  60616. /**
  60617. * Remove a specific size gradient
  60618. * @param gradient defines the gradient to remove
  60619. * @returns the current particle system
  60620. */
  60621. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  60622. this._removeFactorGradient(this._sizeGradients, gradient);
  60623. return this;
  60624. };
  60625. /**
  60626. * Adds a new color remap gradient
  60627. * @param gradient defines the gradient to use (between 0 and 1)
  60628. * @param min defines the color remap minimal range
  60629. * @param max defines the color remap maximal range
  60630. * @returns the current particle system
  60631. */
  60632. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  60633. if (!this._colorRemapGradients) {
  60634. this._colorRemapGradients = [];
  60635. }
  60636. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  60637. return this;
  60638. };
  60639. /**
  60640. * Remove a specific color remap gradient
  60641. * @param gradient defines the gradient to remove
  60642. * @returns the current particle system
  60643. */
  60644. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  60645. this._removeFactorGradient(this._colorRemapGradients, gradient);
  60646. return this;
  60647. };
  60648. /**
  60649. * Adds a new alpha remap gradient
  60650. * @param gradient defines the gradient to use (between 0 and 1)
  60651. * @param min defines the alpha remap minimal range
  60652. * @param max defines the alpha remap maximal range
  60653. * @returns the current particle system
  60654. */
  60655. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  60656. if (!this._alphaRemapGradients) {
  60657. this._alphaRemapGradients = [];
  60658. }
  60659. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  60660. return this;
  60661. };
  60662. /**
  60663. * Remove a specific alpha remap gradient
  60664. * @param gradient defines the gradient to remove
  60665. * @returns the current particle system
  60666. */
  60667. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  60668. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  60669. return this;
  60670. };
  60671. /**
  60672. * Adds a new angular speed gradient
  60673. * @param gradient defines the gradient to use (between 0 and 1)
  60674. * @param factor defines the angular speed to affect to the specified gradient
  60675. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60676. * @returns the current particle system
  60677. */
  60678. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  60679. if (!this._angularSpeedGradients) {
  60680. this._angularSpeedGradients = [];
  60681. }
  60682. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  60683. return this;
  60684. };
  60685. /**
  60686. * Remove a specific angular speed gradient
  60687. * @param gradient defines the gradient to remove
  60688. * @returns the current particle system
  60689. */
  60690. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  60691. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  60692. return this;
  60693. };
  60694. /**
  60695. * Adds a new velocity gradient
  60696. * @param gradient defines the gradient to use (between 0 and 1)
  60697. * @param factor defines the velocity to affect to the specified gradient
  60698. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60699. * @returns the current particle system
  60700. */
  60701. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  60702. if (!this._velocityGradients) {
  60703. this._velocityGradients = [];
  60704. }
  60705. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  60706. return this;
  60707. };
  60708. /**
  60709. * Remove a specific velocity gradient
  60710. * @param gradient defines the gradient to remove
  60711. * @returns the current particle system
  60712. */
  60713. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  60714. this._removeFactorGradient(this._velocityGradients, gradient);
  60715. return this;
  60716. };
  60717. /**
  60718. * Adds a new limit velocity gradient
  60719. * @param gradient defines the gradient to use (between 0 and 1)
  60720. * @param factor defines the limit velocity value to affect to the specified gradient
  60721. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60722. * @returns the current particle system
  60723. */
  60724. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  60725. if (!this._limitVelocityGradients) {
  60726. this._limitVelocityGradients = [];
  60727. }
  60728. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  60729. return this;
  60730. };
  60731. /**
  60732. * Remove a specific limit velocity gradient
  60733. * @param gradient defines the gradient to remove
  60734. * @returns the current particle system
  60735. */
  60736. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  60737. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  60738. return this;
  60739. };
  60740. /**
  60741. * Adds a new drag gradient
  60742. * @param gradient defines the gradient to use (between 0 and 1)
  60743. * @param factor defines the drag value to affect to the specified gradient
  60744. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60745. * @returns the current particle system
  60746. */
  60747. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  60748. if (!this._dragGradients) {
  60749. this._dragGradients = [];
  60750. }
  60751. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  60752. return this;
  60753. };
  60754. /**
  60755. * Remove a specific drag gradient
  60756. * @param gradient defines the gradient to remove
  60757. * @returns the current particle system
  60758. */
  60759. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  60760. this._removeFactorGradient(this._dragGradients, gradient);
  60761. return this;
  60762. };
  60763. /**
  60764. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  60765. * @param gradient defines the gradient to use (between 0 and 1)
  60766. * @param factor defines the emit rate value to affect to the specified gradient
  60767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60768. * @returns the current particle system
  60769. */
  60770. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  60771. if (!this._emitRateGradients) {
  60772. this._emitRateGradients = [];
  60773. }
  60774. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  60775. return this;
  60776. };
  60777. /**
  60778. * Remove a specific emit rate gradient
  60779. * @param gradient defines the gradient to remove
  60780. * @returns the current particle system
  60781. */
  60782. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  60783. this._removeFactorGradient(this._emitRateGradients, gradient);
  60784. return this;
  60785. };
  60786. /**
  60787. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  60788. * @param gradient defines the gradient to use (between 0 and 1)
  60789. * @param factor defines the start size value to affect to the specified gradient
  60790. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60791. * @returns the current particle system
  60792. */
  60793. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  60794. if (!this._startSizeGradients) {
  60795. this._startSizeGradients = [];
  60796. }
  60797. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  60798. return this;
  60799. };
  60800. /**
  60801. * Remove a specific start size gradient
  60802. * @param gradient defines the gradient to remove
  60803. * @returns the current particle system
  60804. */
  60805. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  60806. this._removeFactorGradient(this._emitRateGradients, gradient);
  60807. return this;
  60808. };
  60809. ParticleSystem.prototype._createRampGradientTexture = function () {
  60810. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  60811. return;
  60812. }
  60813. var data = new Uint8Array(this._rawTextureWidth * 4);
  60814. var tmpColor = BABYLON.Tmp.Color3[0];
  60815. for (var x = 0; x < this._rawTextureWidth; x++) {
  60816. var ratio = x / this._rawTextureWidth;
  60817. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  60818. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  60819. data[x * 4] = tmpColor.r * 255;
  60820. data[x * 4 + 1] = tmpColor.g * 255;
  60821. data[x * 4 + 2] = tmpColor.b * 255;
  60822. data[x * 4 + 3] = 255;
  60823. });
  60824. }
  60825. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  60826. };
  60827. /**
  60828. * Gets the current list of ramp gradients.
  60829. * You must use addRampGradient and removeRampGradient to udpate this list
  60830. * @returns the list of ramp gradients
  60831. */
  60832. ParticleSystem.prototype.getRampGradients = function () {
  60833. return this._rampGradients;
  60834. };
  60835. /**
  60836. * Adds a new ramp gradient used to remap particle colors
  60837. * @param gradient defines the gradient to use (between 0 and 1)
  60838. * @param color defines the color to affect to the specified gradient
  60839. * @returns the current particle system
  60840. */
  60841. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  60842. if (!this._rampGradients) {
  60843. this._rampGradients = [];
  60844. }
  60845. var rampGradient = new BABYLON.Color3Gradient();
  60846. rampGradient.gradient = gradient;
  60847. rampGradient.color = color;
  60848. this._rampGradients.push(rampGradient);
  60849. this._rampGradients.sort(function (a, b) {
  60850. if (a.gradient < b.gradient) {
  60851. return -1;
  60852. }
  60853. else if (a.gradient > b.gradient) {
  60854. return 1;
  60855. }
  60856. return 0;
  60857. });
  60858. if (this._rampGradientsTexture) {
  60859. this._rampGradientsTexture.dispose();
  60860. this._rampGradientsTexture = null;
  60861. }
  60862. this._createRampGradientTexture();
  60863. return this;
  60864. };
  60865. /**
  60866. * Remove a specific ramp gradient
  60867. * @param gradient defines the gradient to remove
  60868. * @returns the current particle system
  60869. */
  60870. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  60871. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  60872. this._rampGradientsTexture = null;
  60873. if (this._rampGradients && this._rampGradients.length > 0) {
  60874. this._createRampGradientTexture();
  60875. }
  60876. return this;
  60877. };
  60878. /**
  60879. * Adds a new color gradient
  60880. * @param gradient defines the gradient to use (between 0 and 1)
  60881. * @param color1 defines the color to affect to the specified gradient
  60882. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  60883. * @returns this particle system
  60884. */
  60885. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  60886. if (!this._colorGradients) {
  60887. this._colorGradients = [];
  60888. }
  60889. var colorGradient = new BABYLON.ColorGradient();
  60890. colorGradient.gradient = gradient;
  60891. colorGradient.color1 = color1;
  60892. colorGradient.color2 = color2;
  60893. this._colorGradients.push(colorGradient);
  60894. this._colorGradients.sort(function (a, b) {
  60895. if (a.gradient < b.gradient) {
  60896. return -1;
  60897. }
  60898. else if (a.gradient > b.gradient) {
  60899. return 1;
  60900. }
  60901. return 0;
  60902. });
  60903. return this;
  60904. };
  60905. /**
  60906. * Remove a specific color gradient
  60907. * @param gradient defines the gradient to remove
  60908. * @returns this particle system
  60909. */
  60910. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  60911. if (!this._colorGradients) {
  60912. return this;
  60913. }
  60914. var index = 0;
  60915. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  60916. var colorGradient = _a[_i];
  60917. if (colorGradient.gradient === gradient) {
  60918. this._colorGradients.splice(index, 1);
  60919. break;
  60920. }
  60921. index++;
  60922. }
  60923. return this;
  60924. };
  60925. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  60926. u = Math.abs(u) * 0.5 + 0.5;
  60927. v = Math.abs(v) * 0.5 + 0.5;
  60928. var wrappedU = ((u * width) % width) | 0;
  60929. var wrappedV = ((v * height) % height) | 0;
  60930. var position = (wrappedU + wrappedV * width) * 4;
  60931. return pixels[position] / 255;
  60932. };
  60933. ParticleSystem.prototype._reset = function () {
  60934. this._resetEffect();
  60935. };
  60936. ParticleSystem.prototype._resetEffect = function () {
  60937. if (this._vertexBuffer) {
  60938. this._vertexBuffer.dispose();
  60939. this._vertexBuffer = null;
  60940. }
  60941. if (this._spriteBuffer) {
  60942. this._spriteBuffer.dispose();
  60943. this._spriteBuffer = null;
  60944. }
  60945. this._createVertexBuffers();
  60946. };
  60947. ParticleSystem.prototype._createVertexBuffers = function () {
  60948. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  60949. if (this._isAnimationSheetEnabled) {
  60950. this._vertexBufferSize += 1;
  60951. }
  60952. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60953. this._vertexBufferSize += 3;
  60954. }
  60955. if (this._useRampGradients) {
  60956. this._vertexBufferSize += 4;
  60957. }
  60958. var engine = this._scene.getEngine();
  60959. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  60960. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  60961. var dataOffset = 0;
  60962. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60963. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  60964. dataOffset += 3;
  60965. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60966. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  60967. dataOffset += 4;
  60968. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60969. this._vertexBuffers["angle"] = options;
  60970. dataOffset += 1;
  60971. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60972. this._vertexBuffers["size"] = size;
  60973. dataOffset += 2;
  60974. if (this._isAnimationSheetEnabled) {
  60975. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60976. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  60977. dataOffset += 1;
  60978. }
  60979. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60980. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60981. this._vertexBuffers["direction"] = directionBuffer;
  60982. dataOffset += 3;
  60983. }
  60984. if (this._useRampGradients) {
  60985. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60986. this._vertexBuffers["remapData"] = rampDataBuffer;
  60987. dataOffset += 4;
  60988. }
  60989. var offsets;
  60990. if (this._useInstancing) {
  60991. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  60992. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  60993. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  60994. }
  60995. else {
  60996. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60997. dataOffset += 2;
  60998. }
  60999. this._vertexBuffers["offset"] = offsets;
  61000. };
  61001. ParticleSystem.prototype._createIndexBuffer = function () {
  61002. if (this._useInstancing) {
  61003. return;
  61004. }
  61005. var indices = [];
  61006. var index = 0;
  61007. for (var count = 0; count < this._capacity; count++) {
  61008. indices.push(index);
  61009. indices.push(index + 1);
  61010. indices.push(index + 2);
  61011. indices.push(index);
  61012. indices.push(index + 2);
  61013. indices.push(index + 3);
  61014. index += 4;
  61015. }
  61016. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61017. };
  61018. /**
  61019. * Gets the maximum number of particles active at the same time.
  61020. * @returns The max number of active particles.
  61021. */
  61022. ParticleSystem.prototype.getCapacity = function () {
  61023. return this._capacity;
  61024. };
  61025. /**
  61026. * Gets whether there are still active particles in the system.
  61027. * @returns True if it is alive, otherwise false.
  61028. */
  61029. ParticleSystem.prototype.isAlive = function () {
  61030. return this._alive;
  61031. };
  61032. /**
  61033. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61034. * @returns True if it has been started, otherwise false.
  61035. */
  61036. ParticleSystem.prototype.isStarted = function () {
  61037. return this._started;
  61038. };
  61039. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61040. var _this = this;
  61041. this._subEmitters = new Array();
  61042. if (this.subEmitters) {
  61043. this.subEmitters.forEach(function (subEmitter) {
  61044. if (subEmitter instanceof ParticleSystem) {
  61045. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61046. }
  61047. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61048. _this._subEmitters.push([subEmitter]);
  61049. }
  61050. else if (subEmitter instanceof Array) {
  61051. _this._subEmitters.push(subEmitter);
  61052. }
  61053. });
  61054. }
  61055. };
  61056. /**
  61057. * Starts the particle system and begins to emit
  61058. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61059. */
  61060. ParticleSystem.prototype.start = function (delay) {
  61061. var _this = this;
  61062. if (delay === void 0) { delay = this.startDelay; }
  61063. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61064. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61065. }
  61066. if (delay) {
  61067. setTimeout(function () {
  61068. _this.start(0);
  61069. }, delay);
  61070. return;
  61071. }
  61072. // Convert the subEmitters field to the constant type field _subEmitters
  61073. this._prepareSubEmitterInternalArray();
  61074. this._started = true;
  61075. this._stopped = false;
  61076. this._actualFrame = 0;
  61077. if (this._subEmitters && this._subEmitters.length != 0) {
  61078. this.activeSubSystems = new Array();
  61079. }
  61080. // Reset emit gradient so it acts the same on every start
  61081. if (this._emitRateGradients) {
  61082. if (this._emitRateGradients.length > 0) {
  61083. this._currentEmitRateGradient = this._emitRateGradients[0];
  61084. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61085. this._currentEmitRate2 = this._currentEmitRate1;
  61086. }
  61087. if (this._emitRateGradients.length > 1) {
  61088. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61089. }
  61090. }
  61091. // Reset start size gradient so it acts the same on every start
  61092. if (this._startSizeGradients) {
  61093. if (this._startSizeGradients.length > 0) {
  61094. this._currentStartSizeGradient = this._startSizeGradients[0];
  61095. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61096. this._currentStartSize2 = this._currentStartSize1;
  61097. }
  61098. if (this._startSizeGradients.length > 1) {
  61099. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61100. }
  61101. }
  61102. if (this.preWarmCycles) {
  61103. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61104. this.emitter.computeWorldMatrix(true);
  61105. }
  61106. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61107. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61108. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61109. setTimeout(function () {
  61110. for (var index = 0; index < _this.preWarmCycles; index++) {
  61111. _this.animate(true);
  61112. noiseTextureAsProcedural_1.render();
  61113. }
  61114. });
  61115. });
  61116. }
  61117. else {
  61118. for (var index = 0; index < this.preWarmCycles; index++) {
  61119. this.animate(true);
  61120. }
  61121. }
  61122. }
  61123. // Animations
  61124. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61125. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61126. }
  61127. };
  61128. /**
  61129. * Stops the particle system.
  61130. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  61131. */
  61132. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61133. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61134. this._stopped = true;
  61135. if (stopSubEmitters) {
  61136. this._stopSubEmitters();
  61137. }
  61138. };
  61139. // animation sheet
  61140. /**
  61141. * Remove all active particles
  61142. */
  61143. ParticleSystem.prototype.reset = function () {
  61144. this._stockParticles = [];
  61145. this._particles = [];
  61146. };
  61147. /**
  61148. * @hidden (for internal use only)
  61149. */
  61150. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61151. var offset = index * this._vertexBufferSize;
  61152. this._vertexData[offset++] = particle.position.x;
  61153. this._vertexData[offset++] = particle.position.y;
  61154. this._vertexData[offset++] = particle.position.z;
  61155. this._vertexData[offset++] = particle.color.r;
  61156. this._vertexData[offset++] = particle.color.g;
  61157. this._vertexData[offset++] = particle.color.b;
  61158. this._vertexData[offset++] = particle.color.a;
  61159. this._vertexData[offset++] = particle.angle;
  61160. this._vertexData[offset++] = particle.scale.x * particle.size;
  61161. this._vertexData[offset++] = particle.scale.y * particle.size;
  61162. if (this._isAnimationSheetEnabled) {
  61163. this._vertexData[offset++] = particle.cellIndex;
  61164. }
  61165. if (!this._isBillboardBased) {
  61166. if (particle._initialDirection) {
  61167. this._vertexData[offset++] = particle._initialDirection.x;
  61168. this._vertexData[offset++] = particle._initialDirection.y;
  61169. this._vertexData[offset++] = particle._initialDirection.z;
  61170. }
  61171. else {
  61172. this._vertexData[offset++] = particle.direction.x;
  61173. this._vertexData[offset++] = particle.direction.y;
  61174. this._vertexData[offset++] = particle.direction.z;
  61175. }
  61176. }
  61177. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61178. this._vertexData[offset++] = particle.direction.x;
  61179. this._vertexData[offset++] = particle.direction.y;
  61180. this._vertexData[offset++] = particle.direction.z;
  61181. }
  61182. if (this._useRampGradients) {
  61183. this._vertexData[offset++] = particle.remapData.x;
  61184. this._vertexData[offset++] = particle.remapData.y;
  61185. this._vertexData[offset++] = particle.remapData.z;
  61186. this._vertexData[offset++] = particle.remapData.w;
  61187. }
  61188. if (!this._useInstancing) {
  61189. if (this._isAnimationSheetEnabled) {
  61190. if (offsetX === 0) {
  61191. offsetX = this._epsilon;
  61192. }
  61193. else if (offsetX === 1) {
  61194. offsetX = 1 - this._epsilon;
  61195. }
  61196. if (offsetY === 0) {
  61197. offsetY = this._epsilon;
  61198. }
  61199. else if (offsetY === 1) {
  61200. offsetY = 1 - this._epsilon;
  61201. }
  61202. }
  61203. this._vertexData[offset++] = offsetX;
  61204. this._vertexData[offset++] = offsetY;
  61205. }
  61206. };
  61207. ParticleSystem.prototype._stopSubEmitters = function () {
  61208. if (!this.activeSubSystems) {
  61209. return;
  61210. }
  61211. this.activeSubSystems.forEach(function (subSystem) {
  61212. subSystem.stop(true);
  61213. });
  61214. this.activeSubSystems = new Array();
  61215. };
  61216. ParticleSystem.prototype._removeFromRoot = function () {
  61217. if (!this._rootParticleSystem) {
  61218. return;
  61219. }
  61220. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61221. if (index !== -1) {
  61222. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61223. }
  61224. this._rootParticleSystem = null;
  61225. };
  61226. // End of sub system methods
  61227. ParticleSystem.prototype._update = function (newParticles) {
  61228. var _this = this;
  61229. // Update current
  61230. this._alive = this._particles.length > 0;
  61231. if (this.emitter.position) {
  61232. var emitterMesh = this.emitter;
  61233. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61234. }
  61235. else {
  61236. var emitterPosition = this.emitter;
  61237. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61238. }
  61239. this.updateFunction(this._particles);
  61240. // Add new ones
  61241. var particle;
  61242. var _loop_2 = function () {
  61243. if (this_1._particles.length === this_1._capacity) {
  61244. return "break";
  61245. }
  61246. particle = this_1._createParticle();
  61247. this_1._particles.push(particle);
  61248. // Emitter
  61249. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61250. if (this_1.startPositionFunction) {
  61251. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61252. }
  61253. else {
  61254. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61255. }
  61256. if (this_1.startDirectionFunction) {
  61257. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61258. }
  61259. else {
  61260. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61261. }
  61262. if (emitPower === 0) {
  61263. if (!particle._initialDirection) {
  61264. particle._initialDirection = particle.direction.clone();
  61265. }
  61266. else {
  61267. particle._initialDirection.copyFrom(particle.direction);
  61268. }
  61269. }
  61270. else {
  61271. particle._initialDirection = null;
  61272. }
  61273. particle.direction.scaleInPlace(emitPower);
  61274. // Life time
  61275. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61276. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61277. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61278. var factorGradient1 = currentGradient;
  61279. var factorGradient2 = nextGradient;
  61280. var lifeTime1 = factorGradient1.getFactor();
  61281. var lifeTime2 = factorGradient2.getFactor();
  61282. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61283. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61284. });
  61285. }
  61286. else {
  61287. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61288. }
  61289. // Size
  61290. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61291. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61292. }
  61293. else {
  61294. particle._currentSizeGradient = this_1._sizeGradients[0];
  61295. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61296. particle.size = particle._currentSize1;
  61297. if (this_1._sizeGradients.length > 1) {
  61298. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61299. }
  61300. else {
  61301. particle._currentSize2 = particle._currentSize1;
  61302. }
  61303. }
  61304. // Size and scale
  61305. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61306. // Adjust scale by start size
  61307. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61308. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61309. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61310. if (currentGradient !== _this._currentStartSizeGradient) {
  61311. _this._currentStartSize1 = _this._currentStartSize2;
  61312. _this._currentStartSize2 = nextGradient.getFactor();
  61313. _this._currentStartSizeGradient = currentGradient;
  61314. }
  61315. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61316. particle.scale.scaleInPlace(value);
  61317. });
  61318. }
  61319. // Angle
  61320. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61321. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61322. }
  61323. else {
  61324. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61325. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61326. particle._currentAngularSpeed1 = particle.angularSpeed;
  61327. if (this_1._angularSpeedGradients.length > 1) {
  61328. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61329. }
  61330. else {
  61331. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61332. }
  61333. }
  61334. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61335. // Velocity
  61336. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61337. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61338. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61339. if (this_1._velocityGradients.length > 1) {
  61340. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61341. }
  61342. else {
  61343. particle._currentVelocity2 = particle._currentVelocity1;
  61344. }
  61345. }
  61346. // Limit velocity
  61347. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61348. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61349. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61350. if (this_1._limitVelocityGradients.length > 1) {
  61351. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61352. }
  61353. else {
  61354. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61355. }
  61356. }
  61357. // Drag
  61358. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61359. particle._currentDragGradient = this_1._dragGradients[0];
  61360. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61361. if (this_1._dragGradients.length > 1) {
  61362. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61363. }
  61364. else {
  61365. particle._currentDrag2 = particle._currentDrag1;
  61366. }
  61367. }
  61368. // Color
  61369. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61370. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61371. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61372. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61373. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61374. }
  61375. else {
  61376. particle._currentColorGradient = this_1._colorGradients[0];
  61377. particle._currentColorGradient.getColorToRef(particle.color);
  61378. particle._currentColor1.copyFrom(particle.color);
  61379. if (this_1._colorGradients.length > 1) {
  61380. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61381. }
  61382. else {
  61383. particle._currentColor2.copyFrom(particle.color);
  61384. }
  61385. }
  61386. // Sheet
  61387. if (this_1._isAnimationSheetEnabled) {
  61388. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61389. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61390. }
  61391. // Inherited Velocity
  61392. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61393. // Ramp
  61394. if (this_1._useRampGradients) {
  61395. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61396. }
  61397. // Noise texture coordinates
  61398. if (this_1.noiseTexture) {
  61399. if (particle._randomNoiseCoordinates1) {
  61400. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61401. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61402. }
  61403. else {
  61404. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61405. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61406. }
  61407. }
  61408. // Update the position of the attached sub-emitters to match their attached particle
  61409. particle._inheritParticleInfoToSubEmitters();
  61410. };
  61411. var this_1 = this, step;
  61412. for (var index = 0; index < newParticles; index++) {
  61413. var state_1 = _loop_2();
  61414. if (state_1 === "break")
  61415. break;
  61416. }
  61417. };
  61418. /** @hidden */
  61419. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61420. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61421. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61422. if (useRampGradients === void 0) { useRampGradients = false; }
  61423. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61424. if (isAnimationSheetEnabled) {
  61425. attributeNamesOrOptions.push("cellIndex");
  61426. }
  61427. if (!isBillboardBased) {
  61428. attributeNamesOrOptions.push("direction");
  61429. }
  61430. if (useRampGradients) {
  61431. attributeNamesOrOptions.push("remapData");
  61432. }
  61433. return attributeNamesOrOptions;
  61434. };
  61435. /** @hidden */
  61436. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61437. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61438. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61439. if (isAnimationSheetEnabled) {
  61440. effectCreationOption.push("particlesInfos");
  61441. }
  61442. return effectCreationOption;
  61443. };
  61444. /** @hidden */
  61445. ParticleSystem.prototype._getEffect = function (blendMode) {
  61446. if (this._customEffect) {
  61447. return this._customEffect;
  61448. }
  61449. var defines = [];
  61450. if (this._scene.clipPlane) {
  61451. defines.push("#define CLIPPLANE");
  61452. }
  61453. if (this._scene.clipPlane2) {
  61454. defines.push("#define CLIPPLANE2");
  61455. }
  61456. if (this._scene.clipPlane3) {
  61457. defines.push("#define CLIPPLANE3");
  61458. }
  61459. if (this._scene.clipPlane4) {
  61460. defines.push("#define CLIPPLANE4");
  61461. }
  61462. if (this._isAnimationSheetEnabled) {
  61463. defines.push("#define ANIMATESHEET");
  61464. }
  61465. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61466. defines.push("#define BLENDMULTIPLYMODE");
  61467. }
  61468. if (this._useRampGradients) {
  61469. defines.push("#define RAMPGRADIENT");
  61470. }
  61471. if (this._isBillboardBased) {
  61472. defines.push("#define BILLBOARD");
  61473. switch (this.billboardMode) {
  61474. case ParticleSystem.BILLBOARDMODE_Y:
  61475. defines.push("#define BILLBOARDY");
  61476. break;
  61477. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61478. defines.push("#define BILLBOARDSTRETCHED");
  61479. break;
  61480. case ParticleSystem.BILLBOARDMODE_ALL:
  61481. default:
  61482. break;
  61483. }
  61484. }
  61485. if (this._imageProcessingConfiguration) {
  61486. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61487. defines.push(this._imageProcessingConfigurationDefines.toString());
  61488. }
  61489. // Effect
  61490. var join = defines.join("\n");
  61491. if (this._cachedDefines !== join) {
  61492. this._cachedDefines = join;
  61493. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61494. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61495. var samplers = ["diffuseSampler", "rampSampler"];
  61496. if (BABYLON.ImageProcessingConfiguration) {
  61497. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61498. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61499. }
  61500. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61501. }
  61502. return this._effect;
  61503. };
  61504. /**
  61505. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61506. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61507. */
  61508. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61509. var _this = this;
  61510. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61511. if (!this._started) {
  61512. return;
  61513. }
  61514. if (!preWarmOnly) {
  61515. // Check
  61516. if (!this.isReady()) {
  61517. return;
  61518. }
  61519. if (this._currentRenderId === this._scene.getRenderId()) {
  61520. return;
  61521. }
  61522. this._currentRenderId = this._scene.getRenderId();
  61523. }
  61524. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61525. // Determine the number of particles we need to create
  61526. var newParticles;
  61527. if (this.manualEmitCount > -1) {
  61528. newParticles = this.manualEmitCount;
  61529. this._newPartsExcess = 0;
  61530. this.manualEmitCount = 0;
  61531. }
  61532. else {
  61533. var rate_1 = this.emitRate;
  61534. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61535. var ratio = this._actualFrame / this.targetStopDuration;
  61536. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61537. if (currentGradient !== _this._currentEmitRateGradient) {
  61538. _this._currentEmitRate1 = _this._currentEmitRate2;
  61539. _this._currentEmitRate2 = nextGradient.getFactor();
  61540. _this._currentEmitRateGradient = currentGradient;
  61541. }
  61542. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61543. });
  61544. }
  61545. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61546. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61547. }
  61548. if (this._newPartsExcess > 1.0) {
  61549. newParticles += this._newPartsExcess >> 0;
  61550. this._newPartsExcess -= this._newPartsExcess >> 0;
  61551. }
  61552. this._alive = false;
  61553. if (!this._stopped) {
  61554. this._actualFrame += this._scaledUpdateSpeed;
  61555. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61556. this.stop();
  61557. }
  61558. }
  61559. else {
  61560. newParticles = 0;
  61561. }
  61562. this._update(newParticles);
  61563. // Stopped?
  61564. if (this._stopped) {
  61565. if (!this._alive) {
  61566. this._started = false;
  61567. if (this.onAnimationEnd) {
  61568. this.onAnimationEnd();
  61569. }
  61570. if (this.disposeOnStop) {
  61571. this._scene._toBeDisposed.push(this);
  61572. }
  61573. }
  61574. }
  61575. if (!preWarmOnly) {
  61576. // Update VBO
  61577. var offset = 0;
  61578. for (var index = 0; index < this._particles.length; index++) {
  61579. var particle = this._particles[index];
  61580. this._appendParticleVertices(offset, particle);
  61581. offset += this._useInstancing ? 1 : 4;
  61582. }
  61583. if (this._vertexBuffer) {
  61584. this._vertexBuffer.update(this._vertexData);
  61585. }
  61586. }
  61587. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61588. this.stop();
  61589. }
  61590. };
  61591. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61592. this._appendParticleVertex(offset++, particle, 0, 0);
  61593. if (!this._useInstancing) {
  61594. this._appendParticleVertex(offset++, particle, 1, 0);
  61595. this._appendParticleVertex(offset++, particle, 1, 1);
  61596. this._appendParticleVertex(offset++, particle, 0, 1);
  61597. }
  61598. };
  61599. /**
  61600. * Rebuilds the particle system.
  61601. */
  61602. ParticleSystem.prototype.rebuild = function () {
  61603. this._createIndexBuffer();
  61604. if (this._vertexBuffer) {
  61605. this._vertexBuffer._rebuild();
  61606. }
  61607. };
  61608. /**
  61609. * Is this system ready to be used/rendered
  61610. * @return true if the system is ready
  61611. */
  61612. ParticleSystem.prototype.isReady = function () {
  61613. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61614. return false;
  61615. }
  61616. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61617. if (!this._getEffect(this.blendMode).isReady()) {
  61618. return false;
  61619. }
  61620. }
  61621. else {
  61622. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  61623. return false;
  61624. }
  61625. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  61626. return false;
  61627. }
  61628. }
  61629. return true;
  61630. };
  61631. ParticleSystem.prototype._render = function (blendMode) {
  61632. var effect = this._getEffect(blendMode);
  61633. var engine = this._scene.getEngine();
  61634. // Render
  61635. engine.enableEffect(effect);
  61636. var viewMatrix = this._scene.getViewMatrix();
  61637. effect.setTexture("diffuseSampler", this.particleTexture);
  61638. effect.setMatrix("view", viewMatrix);
  61639. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  61640. if (this._isAnimationSheetEnabled && this.particleTexture) {
  61641. var baseSize = this.particleTexture.getBaseSize();
  61642. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  61643. }
  61644. effect.setVector2("translationPivot", this.translationPivot);
  61645. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  61646. if (this._isBillboardBased) {
  61647. var camera = this._scene.activeCamera;
  61648. effect.setVector3("eyePosition", camera.globalPosition);
  61649. }
  61650. if (this._rampGradientsTexture) {
  61651. effect.setTexture("rampSampler", this._rampGradientsTexture);
  61652. }
  61653. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  61654. var invView = viewMatrix.clone();
  61655. invView.invert();
  61656. effect.setMatrix("invView", invView);
  61657. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  61658. }
  61659. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  61660. // image processing
  61661. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  61662. this._imageProcessingConfiguration.bind(effect);
  61663. }
  61664. // Draw order
  61665. switch (blendMode) {
  61666. case ParticleSystem.BLENDMODE_ADD:
  61667. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  61668. break;
  61669. case ParticleSystem.BLENDMODE_ONEONE:
  61670. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  61671. break;
  61672. case ParticleSystem.BLENDMODE_STANDARD:
  61673. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  61674. break;
  61675. case ParticleSystem.BLENDMODE_MULTIPLY:
  61676. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  61677. break;
  61678. }
  61679. if (this._useInstancing) {
  61680. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  61681. }
  61682. else {
  61683. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  61684. }
  61685. return this._particles.length;
  61686. };
  61687. /**
  61688. * Renders the particle system in its current state.
  61689. * @returns the current number of particles
  61690. */
  61691. ParticleSystem.prototype.render = function () {
  61692. // Check
  61693. if (!this.isReady() || !this._particles.length) {
  61694. return 0;
  61695. }
  61696. var engine = this._scene.getEngine();
  61697. engine.setState(false);
  61698. if (this.forceDepthWrite) {
  61699. engine.setDepthWrite(true);
  61700. }
  61701. var outparticles = 0;
  61702. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61703. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  61704. }
  61705. outparticles = this._render(this.blendMode);
  61706. engine.unbindInstanceAttributes();
  61707. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  61708. return outparticles;
  61709. };
  61710. /**
  61711. * Disposes the particle system and free the associated resources
  61712. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61713. */
  61714. ParticleSystem.prototype.dispose = function (disposeTexture) {
  61715. if (disposeTexture === void 0) { disposeTexture = true; }
  61716. if (this._vertexBuffer) {
  61717. this._vertexBuffer.dispose();
  61718. this._vertexBuffer = null;
  61719. }
  61720. if (this._spriteBuffer) {
  61721. this._spriteBuffer.dispose();
  61722. this._spriteBuffer = null;
  61723. }
  61724. if (this._indexBuffer) {
  61725. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  61726. this._indexBuffer = null;
  61727. }
  61728. if (disposeTexture && this.particleTexture) {
  61729. this.particleTexture.dispose();
  61730. this.particleTexture = null;
  61731. }
  61732. if (disposeTexture && this.noiseTexture) {
  61733. this.noiseTexture.dispose();
  61734. this.noiseTexture = null;
  61735. }
  61736. if (this._rampGradientsTexture) {
  61737. this._rampGradientsTexture.dispose();
  61738. this._rampGradientsTexture = null;
  61739. }
  61740. this._removeFromRoot();
  61741. if (this._subEmitters && this._subEmitters.length) {
  61742. for (var index = 0; index < this._subEmitters.length; index++) {
  61743. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  61744. var subEmitter = _a[_i];
  61745. subEmitter.dispose();
  61746. }
  61747. }
  61748. this._subEmitters = [];
  61749. this.subEmitters = [];
  61750. }
  61751. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  61752. this.emitter.dispose(true);
  61753. }
  61754. // Remove from scene
  61755. var index = this._scene.particleSystems.indexOf(this);
  61756. if (index > -1) {
  61757. this._scene.particleSystems.splice(index, 1);
  61758. }
  61759. this._scene._activeParticleSystems.dispose();
  61760. // Callback
  61761. this.onDisposeObservable.notifyObservers(this);
  61762. this.onDisposeObservable.clear();
  61763. this.reset();
  61764. };
  61765. // Clone
  61766. /**
  61767. * Clones the particle system.
  61768. * @param name The name of the cloned object
  61769. * @param newEmitter The new emitter to use
  61770. * @returns the cloned particle system
  61771. */
  61772. ParticleSystem.prototype.clone = function (name, newEmitter) {
  61773. var custom = null;
  61774. var program = null;
  61775. if (this.customShader != null) {
  61776. program = this.customShader;
  61777. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  61778. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  61779. }
  61780. else if (this._customEffect) {
  61781. custom = this._customEffect;
  61782. }
  61783. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  61784. result.customShader = program;
  61785. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  61786. if (newEmitter === undefined) {
  61787. newEmitter = this.emitter;
  61788. }
  61789. result.noiseTexture = this.noiseTexture;
  61790. result.emitter = newEmitter;
  61791. if (this.particleTexture) {
  61792. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  61793. }
  61794. // Clone gradients
  61795. if (this._colorGradients) {
  61796. this._colorGradients.forEach(function (v) {
  61797. result.addColorGradient(v.gradient, v.color1, v.color2);
  61798. });
  61799. }
  61800. if (this._dragGradients) {
  61801. this._dragGradients.forEach(function (v) {
  61802. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  61803. });
  61804. }
  61805. if (this._angularSpeedGradients) {
  61806. this._angularSpeedGradients.forEach(function (v) {
  61807. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  61808. });
  61809. }
  61810. if (this._emitRateGradients) {
  61811. this._emitRateGradients.forEach(function (v) {
  61812. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  61813. });
  61814. }
  61815. if (this._lifeTimeGradients) {
  61816. this._lifeTimeGradients.forEach(function (v) {
  61817. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  61818. });
  61819. }
  61820. if (this._limitVelocityGradients) {
  61821. this._limitVelocityGradients.forEach(function (v) {
  61822. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  61823. });
  61824. }
  61825. if (this._sizeGradients) {
  61826. this._sizeGradients.forEach(function (v) {
  61827. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  61828. });
  61829. }
  61830. if (this._startSizeGradients) {
  61831. this._startSizeGradients.forEach(function (v) {
  61832. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  61833. });
  61834. }
  61835. if (this._velocityGradients) {
  61836. this._velocityGradients.forEach(function (v) {
  61837. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  61838. });
  61839. }
  61840. if (this._rampGradients) {
  61841. this._rampGradients.forEach(function (v) {
  61842. result.addRampGradient(v.gradient, v.color);
  61843. });
  61844. }
  61845. if (this._colorRemapGradients) {
  61846. this._colorRemapGradients.forEach(function (v) {
  61847. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  61848. });
  61849. }
  61850. if (this._alphaRemapGradients) {
  61851. this._alphaRemapGradients.forEach(function (v) {
  61852. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  61853. });
  61854. }
  61855. if (!this.preventAutoStart) {
  61856. result.start();
  61857. }
  61858. return result;
  61859. };
  61860. /**
  61861. * Serializes the particle system to a JSON object.
  61862. * @returns the JSON object
  61863. */
  61864. ParticleSystem.prototype.serialize = function () {
  61865. var serializationObject = {};
  61866. ParticleSystem._Serialize(serializationObject, this);
  61867. serializationObject.textureMask = this.textureMask.asArray();
  61868. serializationObject.customShader = this.customShader;
  61869. serializationObject.preventAutoStart = this.preventAutoStart;
  61870. // SubEmitters
  61871. if (this.subEmitters) {
  61872. serializationObject.subEmitters = [];
  61873. if (!this._subEmitters) {
  61874. this._prepareSubEmitterInternalArray();
  61875. }
  61876. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  61877. var subs = _a[_i];
  61878. var cell = [];
  61879. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  61880. var sub = subs_1[_b];
  61881. cell.push(sub.serialize());
  61882. }
  61883. serializationObject.subEmitters.push(cell);
  61884. }
  61885. }
  61886. return serializationObject;
  61887. };
  61888. /** @hidden */
  61889. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  61890. serializationObject.name = particleSystem.name;
  61891. serializationObject.id = particleSystem.id;
  61892. serializationObject.capacity = particleSystem.getCapacity();
  61893. // Emitter
  61894. if (particleSystem.emitter.position) {
  61895. var emitterMesh = particleSystem.emitter;
  61896. serializationObject.emitterId = emitterMesh.id;
  61897. }
  61898. else {
  61899. var emitterPosition = particleSystem.emitter;
  61900. serializationObject.emitter = emitterPosition.asArray();
  61901. }
  61902. // Emitter
  61903. if (particleSystem.particleEmitterType) {
  61904. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  61905. }
  61906. if (particleSystem.particleTexture) {
  61907. serializationObject.textureName = particleSystem.particleTexture.name;
  61908. serializationObject.invertY = particleSystem.particleTexture._invertY;
  61909. }
  61910. // Animations
  61911. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  61912. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  61913. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  61914. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  61915. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  61916. // Particle system
  61917. serializationObject.startDelay = particleSystem.startDelay;
  61918. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  61919. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  61920. serializationObject.billboardMode = particleSystem.billboardMode;
  61921. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  61922. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  61923. serializationObject.minSize = particleSystem.minSize;
  61924. serializationObject.maxSize = particleSystem.maxSize;
  61925. serializationObject.minScaleX = particleSystem.minScaleX;
  61926. serializationObject.maxScaleX = particleSystem.maxScaleX;
  61927. serializationObject.minScaleY = particleSystem.minScaleY;
  61928. serializationObject.maxScaleY = particleSystem.maxScaleY;
  61929. serializationObject.minEmitPower = particleSystem.minEmitPower;
  61930. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  61931. serializationObject.minLifeTime = particleSystem.minLifeTime;
  61932. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  61933. serializationObject.emitRate = particleSystem.emitRate;
  61934. serializationObject.gravity = particleSystem.gravity.asArray();
  61935. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  61936. serializationObject.color1 = particleSystem.color1.asArray();
  61937. serializationObject.color2 = particleSystem.color2.asArray();
  61938. serializationObject.colorDead = particleSystem.colorDead.asArray();
  61939. serializationObject.updateSpeed = particleSystem.updateSpeed;
  61940. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  61941. serializationObject.blendMode = particleSystem.blendMode;
  61942. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  61943. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  61944. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  61945. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  61946. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  61947. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  61948. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  61949. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  61950. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  61951. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  61952. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  61953. var colorGradients = particleSystem.getColorGradients();
  61954. if (colorGradients) {
  61955. serializationObject.colorGradients = [];
  61956. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  61957. var colorGradient = colorGradients_1[_i];
  61958. var serializedGradient = {
  61959. gradient: colorGradient.gradient,
  61960. color1: colorGradient.color1.asArray()
  61961. };
  61962. if (colorGradient.color2) {
  61963. serializedGradient.color2 = colorGradient.color2.asArray();
  61964. }
  61965. serializationObject.colorGradients.push(serializedGradient);
  61966. }
  61967. }
  61968. var rampGradients = particleSystem.getRampGradients();
  61969. if (rampGradients) {
  61970. serializationObject.rampGradients = [];
  61971. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  61972. var rampGradient = rampGradients_1[_a];
  61973. var serializedGradient = {
  61974. gradient: rampGradient.gradient,
  61975. color: rampGradient.color.asArray()
  61976. };
  61977. serializationObject.rampGradients.push(serializedGradient);
  61978. }
  61979. serializationObject.useRampGradients = particleSystem.useRampGradients;
  61980. }
  61981. var colorRemapGradients = particleSystem.getColorRemapGradients();
  61982. if (colorRemapGradients) {
  61983. serializationObject.colorRemapGradients = [];
  61984. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  61985. var colorRemapGradient = colorRemapGradients_1[_b];
  61986. var serializedGradient = {
  61987. gradient: colorRemapGradient.gradient,
  61988. factor1: colorRemapGradient.factor1
  61989. };
  61990. if (colorRemapGradient.factor2 !== undefined) {
  61991. serializedGradient.factor2 = colorRemapGradient.factor2;
  61992. }
  61993. serializationObject.colorRemapGradients.push(serializedGradient);
  61994. }
  61995. }
  61996. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  61997. if (alphaRemapGradients) {
  61998. serializationObject.alphaRemapGradients = [];
  61999. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62000. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62001. var serializedGradient = {
  62002. gradient: alphaRemapGradient.gradient,
  62003. factor1: alphaRemapGradient.factor1
  62004. };
  62005. if (alphaRemapGradient.factor2 !== undefined) {
  62006. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62007. }
  62008. serializationObject.alphaRemapGradients.push(serializedGradient);
  62009. }
  62010. }
  62011. var sizeGradients = particleSystem.getSizeGradients();
  62012. if (sizeGradients) {
  62013. serializationObject.sizeGradients = [];
  62014. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62015. var sizeGradient = sizeGradients_1[_d];
  62016. var serializedGradient = {
  62017. gradient: sizeGradient.gradient,
  62018. factor1: sizeGradient.factor1
  62019. };
  62020. if (sizeGradient.factor2 !== undefined) {
  62021. serializedGradient.factor2 = sizeGradient.factor2;
  62022. }
  62023. serializationObject.sizeGradients.push(serializedGradient);
  62024. }
  62025. }
  62026. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62027. if (angularSpeedGradients) {
  62028. serializationObject.angularSpeedGradients = [];
  62029. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62030. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62031. var serializedGradient = {
  62032. gradient: angularSpeedGradient.gradient,
  62033. factor1: angularSpeedGradient.factor1
  62034. };
  62035. if (angularSpeedGradient.factor2 !== undefined) {
  62036. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62037. }
  62038. serializationObject.angularSpeedGradients.push(serializedGradient);
  62039. }
  62040. }
  62041. var velocityGradients = particleSystem.getVelocityGradients();
  62042. if (velocityGradients) {
  62043. serializationObject.velocityGradients = [];
  62044. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62045. var velocityGradient = velocityGradients_1[_f];
  62046. var serializedGradient = {
  62047. gradient: velocityGradient.gradient,
  62048. factor1: velocityGradient.factor1
  62049. };
  62050. if (velocityGradient.factor2 !== undefined) {
  62051. serializedGradient.factor2 = velocityGradient.factor2;
  62052. }
  62053. serializationObject.velocityGradients.push(serializedGradient);
  62054. }
  62055. }
  62056. var dragGradients = particleSystem.getDragGradients();
  62057. if (dragGradients) {
  62058. serializationObject.dragyGradients = [];
  62059. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62060. var dragGradient = dragGradients_1[_g];
  62061. var serializedGradient = {
  62062. gradient: dragGradient.gradient,
  62063. factor1: dragGradient.factor1
  62064. };
  62065. if (dragGradient.factor2 !== undefined) {
  62066. serializedGradient.factor2 = dragGradient.factor2;
  62067. }
  62068. serializationObject.dragGradients.push(serializedGradient);
  62069. }
  62070. }
  62071. var emitRateGradients = particleSystem.getEmitRateGradients();
  62072. if (emitRateGradients) {
  62073. serializationObject.emitRateGradients = [];
  62074. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62075. var emitRateGradient = emitRateGradients_1[_h];
  62076. var serializedGradient = {
  62077. gradient: emitRateGradient.gradient,
  62078. factor1: emitRateGradient.factor1
  62079. };
  62080. if (emitRateGradient.factor2 !== undefined) {
  62081. serializedGradient.factor2 = emitRateGradient.factor2;
  62082. }
  62083. serializationObject.emitRateGradients.push(serializedGradient);
  62084. }
  62085. }
  62086. var startSizeGradients = particleSystem.getStartSizeGradients();
  62087. if (startSizeGradients) {
  62088. serializationObject.startSizeGradients = [];
  62089. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62090. var startSizeGradient = startSizeGradients_1[_j];
  62091. var serializedGradient = {
  62092. gradient: startSizeGradient.gradient,
  62093. factor1: startSizeGradient.factor1
  62094. };
  62095. if (startSizeGradient.factor2 !== undefined) {
  62096. serializedGradient.factor2 = startSizeGradient.factor2;
  62097. }
  62098. serializationObject.startSizeGradients.push(serializedGradient);
  62099. }
  62100. }
  62101. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62102. if (lifeTimeGradients) {
  62103. serializationObject.lifeTimeGradients = [];
  62104. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62105. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62106. var serializedGradient = {
  62107. gradient: lifeTimeGradient.gradient,
  62108. factor1: lifeTimeGradient.factor1
  62109. };
  62110. if (lifeTimeGradient.factor2 !== undefined) {
  62111. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62112. }
  62113. serializationObject.lifeTimeGradients.push(serializedGradient);
  62114. }
  62115. }
  62116. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62117. if (limitVelocityGradients) {
  62118. serializationObject.limitVelocityGradients = [];
  62119. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62120. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62121. var serializedGradient = {
  62122. gradient: limitVelocityGradient.gradient,
  62123. factor1: limitVelocityGradient.factor1
  62124. };
  62125. if (limitVelocityGradient.factor2 !== undefined) {
  62126. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62127. }
  62128. serializationObject.limitVelocityGradients.push(serializedGradient);
  62129. }
  62130. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62131. }
  62132. if (particleSystem.noiseTexture) {
  62133. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62134. }
  62135. };
  62136. /** @hidden */
  62137. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62138. // Texture
  62139. if (parsedParticleSystem.textureName) {
  62140. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62141. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62142. }
  62143. // Emitter
  62144. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62145. particleSystem.emitter = BABYLON.Vector3.Zero();
  62146. }
  62147. else if (parsedParticleSystem.emitterId) {
  62148. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62149. }
  62150. else {
  62151. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62152. }
  62153. // Misc.
  62154. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62155. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62156. }
  62157. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62158. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62159. }
  62160. if (parsedParticleSystem.billboardMode !== undefined) {
  62161. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62162. }
  62163. // Animations
  62164. if (parsedParticleSystem.animations) {
  62165. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62166. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62167. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62168. }
  62169. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62170. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62171. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62172. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62173. }
  62174. if (parsedParticleSystem.autoAnimate) {
  62175. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62176. }
  62177. // Particle system
  62178. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62179. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62180. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62181. particleSystem.minSize = parsedParticleSystem.minSize;
  62182. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62183. if (parsedParticleSystem.minScaleX) {
  62184. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62185. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62186. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62187. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62188. }
  62189. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62190. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62191. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62192. }
  62193. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62194. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62195. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62196. }
  62197. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62198. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62199. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62200. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62201. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62202. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62203. if (parsedParticleSystem.noiseStrength) {
  62204. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62205. }
  62206. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62207. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62208. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62209. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62210. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62211. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62212. if (parsedParticleSystem.colorGradients) {
  62213. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62214. var colorGradient = _a[_i];
  62215. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62216. }
  62217. }
  62218. if (parsedParticleSystem.rampGradients) {
  62219. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62220. var rampGradient = _c[_b];
  62221. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62222. }
  62223. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62224. }
  62225. if (parsedParticleSystem.colorRemapGradients) {
  62226. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62227. var colorRemapGradient = _e[_d];
  62228. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62229. }
  62230. }
  62231. if (parsedParticleSystem.alphaRemapGradients) {
  62232. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62233. var alphaRemapGradient = _g[_f];
  62234. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62235. }
  62236. }
  62237. if (parsedParticleSystem.sizeGradients) {
  62238. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62239. var sizeGradient = _j[_h];
  62240. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62241. }
  62242. }
  62243. if (parsedParticleSystem.sizeGradients) {
  62244. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62245. var sizeGradient = _l[_k];
  62246. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62247. }
  62248. }
  62249. if (parsedParticleSystem.angularSpeedGradients) {
  62250. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62251. var angularSpeedGradient = _o[_m];
  62252. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62253. }
  62254. }
  62255. if (parsedParticleSystem.velocityGradients) {
  62256. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62257. var velocityGradient = _q[_p];
  62258. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62259. }
  62260. }
  62261. if (parsedParticleSystem.dragGradients) {
  62262. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62263. var dragGradient = _s[_r];
  62264. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62265. }
  62266. }
  62267. if (parsedParticleSystem.emitRateGradients) {
  62268. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62269. var emitRateGradient = _u[_t];
  62270. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62271. }
  62272. }
  62273. if (parsedParticleSystem.startSizeGradients) {
  62274. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62275. var startSizeGradient = _w[_v];
  62276. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62277. }
  62278. }
  62279. if (parsedParticleSystem.lifeTimeGradients) {
  62280. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62281. var lifeTimeGradient = _y[_x];
  62282. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62283. }
  62284. }
  62285. if (parsedParticleSystem.limitVelocityGradients) {
  62286. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62287. var limitVelocityGradient = _0[_z];
  62288. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62289. }
  62290. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62291. }
  62292. if (parsedParticleSystem.noiseTexture) {
  62293. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62294. }
  62295. // Emitter
  62296. var emitterType;
  62297. if (parsedParticleSystem.particleEmitterType) {
  62298. switch (parsedParticleSystem.particleEmitterType.type) {
  62299. case "SphereParticleEmitter":
  62300. emitterType = new BABYLON.SphereParticleEmitter();
  62301. break;
  62302. case "SphereDirectedParticleEmitter":
  62303. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62304. break;
  62305. case "ConeEmitter":
  62306. case "ConeParticleEmitter":
  62307. emitterType = new BABYLON.ConeParticleEmitter();
  62308. break;
  62309. case "CylinderParticleEmitter":
  62310. emitterType = new BABYLON.CylinderParticleEmitter();
  62311. break;
  62312. case "HemisphericParticleEmitter":
  62313. emitterType = new BABYLON.HemisphericParticleEmitter();
  62314. break;
  62315. case "BoxEmitter":
  62316. case "BoxParticleEmitter":
  62317. default:
  62318. emitterType = new BABYLON.BoxParticleEmitter();
  62319. break;
  62320. }
  62321. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62322. }
  62323. else {
  62324. emitterType = new BABYLON.BoxParticleEmitter();
  62325. emitterType.parse(parsedParticleSystem);
  62326. }
  62327. particleSystem.particleEmitterType = emitterType;
  62328. // Animation sheet
  62329. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62330. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62331. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62332. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62333. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62334. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62335. };
  62336. /**
  62337. * Parses a JSON object to create a particle system.
  62338. * @param parsedParticleSystem The JSON object to parse
  62339. * @param scene The scene to create the particle system in
  62340. * @param rootUrl The root url to use to load external dependencies like texture
  62341. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62342. * @returns the Parsed particle system
  62343. */
  62344. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62345. if (doNotStart === void 0) { doNotStart = false; }
  62346. var name = parsedParticleSystem.name;
  62347. var custom = null;
  62348. var program = null;
  62349. if (parsedParticleSystem.customShader) {
  62350. program = parsedParticleSystem.customShader;
  62351. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62352. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62353. }
  62354. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62355. particleSystem.customShader = program;
  62356. if (parsedParticleSystem.id) {
  62357. particleSystem.id = parsedParticleSystem.id;
  62358. }
  62359. // SubEmitters
  62360. if (parsedParticleSystem.subEmitters) {
  62361. particleSystem.subEmitters = [];
  62362. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62363. var cell = _a[_i];
  62364. var cellArray = [];
  62365. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62366. var sub = cell_1[_b];
  62367. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62368. }
  62369. particleSystem.subEmitters.push(cellArray);
  62370. }
  62371. }
  62372. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62373. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62374. // Auto start
  62375. if (parsedParticleSystem.preventAutoStart) {
  62376. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62377. }
  62378. if (!doNotStart && !particleSystem.preventAutoStart) {
  62379. particleSystem.start();
  62380. }
  62381. return particleSystem;
  62382. };
  62383. /**
  62384. * Billboard mode will only apply to Y axis
  62385. */
  62386. ParticleSystem.BILLBOARDMODE_Y = 2;
  62387. /**
  62388. * Billboard mode will apply to all axes
  62389. */
  62390. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62391. /**
  62392. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62393. */
  62394. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62395. return ParticleSystem;
  62396. }(BABYLON.BaseParticleSystem));
  62397. BABYLON.ParticleSystem = ParticleSystem;
  62398. })(BABYLON || (BABYLON = {}));
  62399. //# sourceMappingURL=babylon.particleSystem.js.map
  62400. var BABYLON;
  62401. (function (BABYLON) {
  62402. /**
  62403. * Particle emitter emitting particles from the inside of a box.
  62404. * It emits the particles randomly between 2 given directions.
  62405. */
  62406. var BoxParticleEmitter = /** @class */ (function () {
  62407. /**
  62408. * Creates a new instance BoxParticleEmitter
  62409. */
  62410. function BoxParticleEmitter() {
  62411. /**
  62412. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62413. */
  62414. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62415. /**
  62416. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62417. */
  62418. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62419. /**
  62420. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  62421. */
  62422. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62423. /**
  62424. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  62425. */
  62426. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62427. }
  62428. /**
  62429. * Called by the particle System when the direction is computed for the created particle.
  62430. * @param worldMatrix is the world matrix of the particle system
  62431. * @param directionToUpdate is the direction vector to update with the result
  62432. * @param particle is the particle we are computed the direction for
  62433. */
  62434. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62435. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62436. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62437. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62438. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62439. };
  62440. /**
  62441. * Called by the particle System when the position is computed for the created particle.
  62442. * @param worldMatrix is the world matrix of the particle system
  62443. * @param positionToUpdate is the position vector to update with the result
  62444. * @param particle is the particle we are computed the position for
  62445. */
  62446. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62447. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62448. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62449. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62450. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62451. };
  62452. /**
  62453. * Clones the current emitter and returns a copy of it
  62454. * @returns the new emitter
  62455. */
  62456. BoxParticleEmitter.prototype.clone = function () {
  62457. var newOne = new BoxParticleEmitter();
  62458. BABYLON.Tools.DeepCopy(this, newOne);
  62459. return newOne;
  62460. };
  62461. /**
  62462. * Called by the GPUParticleSystem to setup the update shader
  62463. * @param effect defines the update shader
  62464. */
  62465. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62466. effect.setVector3("direction1", this.direction1);
  62467. effect.setVector3("direction2", this.direction2);
  62468. effect.setVector3("minEmitBox", this.minEmitBox);
  62469. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62470. };
  62471. /**
  62472. * Returns a string to use to update the GPU particles update shader
  62473. * @returns a string containng the defines string
  62474. */
  62475. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62476. return "#define BOXEMITTER";
  62477. };
  62478. /**
  62479. * Returns the string "BoxParticleEmitter"
  62480. * @returns a string containing the class name
  62481. */
  62482. BoxParticleEmitter.prototype.getClassName = function () {
  62483. return "BoxParticleEmitter";
  62484. };
  62485. /**
  62486. * Serializes the particle system to a JSON object.
  62487. * @returns the JSON object
  62488. */
  62489. BoxParticleEmitter.prototype.serialize = function () {
  62490. var serializationObject = {};
  62491. serializationObject.type = this.getClassName();
  62492. serializationObject.direction1 = this.direction1.asArray();
  62493. serializationObject.direction2 = this.direction2.asArray();
  62494. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62495. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62496. return serializationObject;
  62497. };
  62498. /**
  62499. * Parse properties from a JSON object
  62500. * @param serializationObject defines the JSON object
  62501. */
  62502. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62503. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62504. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62505. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62506. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62507. };
  62508. return BoxParticleEmitter;
  62509. }());
  62510. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62511. })(BABYLON || (BABYLON = {}));
  62512. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62513. var BABYLON;
  62514. (function (BABYLON) {
  62515. /**
  62516. * Particle emitter emitting particles from the inside of a cylinder.
  62517. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62518. */
  62519. var CylinderParticleEmitter = /** @class */ (function () {
  62520. /**
  62521. * Creates a new instance CylinderParticleEmitter
  62522. * @param radius the radius of the emission cylinder (1 by default)
  62523. * @param height the height of the emission cylinder (1 by default)
  62524. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62525. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62526. */
  62527. function CylinderParticleEmitter(
  62528. /**
  62529. * The radius of the emission cylinder.
  62530. */
  62531. radius,
  62532. /**
  62533. * The height of the emission cylinder.
  62534. */
  62535. height,
  62536. /**
  62537. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62538. */
  62539. radiusRange,
  62540. /**
  62541. * How much to randomize the particle direction [0-1].
  62542. */
  62543. directionRandomizer) {
  62544. if (radius === void 0) { radius = 1; }
  62545. if (height === void 0) { height = 1; }
  62546. if (radiusRange === void 0) { radiusRange = 1; }
  62547. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62548. this.radius = radius;
  62549. this.height = height;
  62550. this.radiusRange = radiusRange;
  62551. this.directionRandomizer = directionRandomizer;
  62552. }
  62553. /**
  62554. * Called by the particle System when the direction is computed for the created particle.
  62555. * @param worldMatrix is the world matrix of the particle system
  62556. * @param directionToUpdate is the direction vector to update with the result
  62557. * @param particle is the particle we are computed the direction for
  62558. */
  62559. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62560. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62561. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62562. var angle = Math.atan2(direction.x, direction.z);
  62563. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62564. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62565. direction.x = Math.sin(angle);
  62566. direction.z = Math.cos(angle);
  62567. direction.normalize();
  62568. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62569. };
  62570. /**
  62571. * Called by the particle System when the position is computed for the created particle.
  62572. * @param worldMatrix is the world matrix of the particle system
  62573. * @param positionToUpdate is the position vector to update with the result
  62574. * @param particle is the particle we are computed the position for
  62575. */
  62576. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62577. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62578. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62579. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62580. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62581. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62582. var xPos = positionRadius * Math.cos(angle);
  62583. var zPos = positionRadius * Math.sin(angle);
  62584. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62585. };
  62586. /**
  62587. * Clones the current emitter and returns a copy of it
  62588. * @returns the new emitter
  62589. */
  62590. CylinderParticleEmitter.prototype.clone = function () {
  62591. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62592. BABYLON.Tools.DeepCopy(this, newOne);
  62593. return newOne;
  62594. };
  62595. /**
  62596. * Called by the GPUParticleSystem to setup the update shader
  62597. * @param effect defines the update shader
  62598. */
  62599. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62600. effect.setFloat("radius", this.radius);
  62601. effect.setFloat("height", this.height);
  62602. effect.setFloat("radiusRange", this.radiusRange);
  62603. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62604. };
  62605. /**
  62606. * Returns a string to use to update the GPU particles update shader
  62607. * @returns a string containng the defines string
  62608. */
  62609. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62610. return "#define CYLINDEREMITTER";
  62611. };
  62612. /**
  62613. * Returns the string "CylinderParticleEmitter"
  62614. * @returns a string containing the class name
  62615. */
  62616. CylinderParticleEmitter.prototype.getClassName = function () {
  62617. return "CylinderParticleEmitter";
  62618. };
  62619. /**
  62620. * Serializes the particle system to a JSON object.
  62621. * @returns the JSON object
  62622. */
  62623. CylinderParticleEmitter.prototype.serialize = function () {
  62624. var serializationObject = {};
  62625. serializationObject.type = this.getClassName();
  62626. serializationObject.radius = this.radius;
  62627. serializationObject.height = this.height;
  62628. serializationObject.radiusRange = this.radiusRange;
  62629. serializationObject.directionRandomizer = this.directionRandomizer;
  62630. return serializationObject;
  62631. };
  62632. /**
  62633. * Parse properties from a JSON object
  62634. * @param serializationObject defines the JSON object
  62635. */
  62636. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  62637. this.radius = serializationObject.radius;
  62638. this.height = serializationObject.height;
  62639. this.radiusRange = serializationObject.radiusRange;
  62640. this.directionRandomizer = serializationObject.directionRandomizer;
  62641. };
  62642. return CylinderParticleEmitter;
  62643. }());
  62644. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  62645. /**
  62646. * Particle emitter emitting particles from the inside of a cylinder.
  62647. * It emits the particles randomly between two vectors.
  62648. */
  62649. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  62650. __extends(CylinderDirectedParticleEmitter, _super);
  62651. /**
  62652. * Creates a new instance CylinderDirectedParticleEmitter
  62653. * @param radius the radius of the emission cylinder (1 by default)
  62654. * @param height the height of the emission cylinder (1 by default)
  62655. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62656. * @param direction1 the min limit of the emission direction (up vector by default)
  62657. * @param direction2 the max limit of the emission direction (up vector by default)
  62658. */
  62659. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  62660. /**
  62661. * The min limit of the emission direction.
  62662. */
  62663. direction1,
  62664. /**
  62665. * The max limit of the emission direction.
  62666. */
  62667. direction2) {
  62668. if (radius === void 0) { radius = 1; }
  62669. if (height === void 0) { height = 1; }
  62670. if (radiusRange === void 0) { radiusRange = 1; }
  62671. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  62672. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  62673. var _this = _super.call(this, radius, height, radiusRange) || this;
  62674. _this.direction1 = direction1;
  62675. _this.direction2 = direction2;
  62676. return _this;
  62677. }
  62678. /**
  62679. * Called by the particle System when the direction is computed for the created particle.
  62680. * @param worldMatrix is the world matrix of the particle system
  62681. * @param directionToUpdate is the direction vector to update with the result
  62682. * @param particle is the particle we are computed the direction for
  62683. */
  62684. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62685. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62686. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62687. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62688. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62689. };
  62690. /**
  62691. * Clones the current emitter and returns a copy of it
  62692. * @returns the new emitter
  62693. */
  62694. CylinderDirectedParticleEmitter.prototype.clone = function () {
  62695. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  62696. BABYLON.Tools.DeepCopy(this, newOne);
  62697. return newOne;
  62698. };
  62699. /**
  62700. * Called by the GPUParticleSystem to setup the update shader
  62701. * @param effect defines the update shader
  62702. */
  62703. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  62704. effect.setFloat("radius", this.radius);
  62705. effect.setFloat("height", this.height);
  62706. effect.setFloat("radiusRange", this.radiusRange);
  62707. effect.setVector3("direction1", this.direction1);
  62708. effect.setVector3("direction2", this.direction2);
  62709. };
  62710. /**
  62711. * Returns a string to use to update the GPU particles update shader
  62712. * @returns a string containng the defines string
  62713. */
  62714. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  62715. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  62716. };
  62717. /**
  62718. * Returns the string "CylinderDirectedParticleEmitter"
  62719. * @returns a string containing the class name
  62720. */
  62721. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  62722. return "CylinderDirectedParticleEmitter";
  62723. };
  62724. /**
  62725. * Serializes the particle system to a JSON object.
  62726. * @returns the JSON object
  62727. */
  62728. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  62729. var serializationObject = _super.prototype.serialize.call(this);
  62730. serializationObject.direction1 = this.direction1.asArray();
  62731. serializationObject.direction2 = this.direction2.asArray();
  62732. return serializationObject;
  62733. };
  62734. /**
  62735. * Parse properties from a JSON object
  62736. * @param serializationObject defines the JSON object
  62737. */
  62738. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  62739. _super.prototype.parse.call(this, serializationObject);
  62740. this.direction1.copyFrom(serializationObject.direction1);
  62741. this.direction2.copyFrom(serializationObject.direction2);
  62742. };
  62743. return CylinderDirectedParticleEmitter;
  62744. }(CylinderParticleEmitter));
  62745. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  62746. })(BABYLON || (BABYLON = {}));
  62747. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  62748. var BABYLON;
  62749. (function (BABYLON) {
  62750. /**
  62751. * Particle emitter emitting particles from the inside of a cone.
  62752. * It emits the particles alongside the cone volume from the base to the particle.
  62753. * The emission direction might be randomized.
  62754. */
  62755. var ConeParticleEmitter = /** @class */ (function () {
  62756. /**
  62757. * Creates a new instance ConeParticleEmitter
  62758. * @param radius the radius of the emission cone (1 by default)
  62759. * @param angles the cone base angle (PI by default)
  62760. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  62761. */
  62762. function ConeParticleEmitter(radius, angle,
  62763. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  62764. directionRandomizer) {
  62765. if (radius === void 0) { radius = 1; }
  62766. if (angle === void 0) { angle = Math.PI; }
  62767. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62768. this.directionRandomizer = directionRandomizer;
  62769. /**
  62770. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  62771. */
  62772. this.radiusRange = 1;
  62773. /**
  62774. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  62775. */
  62776. this.heightRange = 1;
  62777. /**
  62778. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  62779. */
  62780. this.emitFromSpawnPointOnly = false;
  62781. this.angle = angle;
  62782. this.radius = radius;
  62783. }
  62784. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  62785. /**
  62786. * Gets or sets the radius of the emission cone
  62787. */
  62788. get: function () {
  62789. return this._radius;
  62790. },
  62791. set: function (value) {
  62792. this._radius = value;
  62793. this._buildHeight();
  62794. },
  62795. enumerable: true,
  62796. configurable: true
  62797. });
  62798. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  62799. /**
  62800. * Gets or sets the angle of the emission cone
  62801. */
  62802. get: function () {
  62803. return this._angle;
  62804. },
  62805. set: function (value) {
  62806. this._angle = value;
  62807. this._buildHeight();
  62808. },
  62809. enumerable: true,
  62810. configurable: true
  62811. });
  62812. ConeParticleEmitter.prototype._buildHeight = function () {
  62813. if (this._angle !== 0) {
  62814. this._height = this._radius / Math.tan(this._angle / 2);
  62815. }
  62816. else {
  62817. this._height = 1;
  62818. }
  62819. };
  62820. /**
  62821. * Called by the particle System when the direction is computed for the created particle.
  62822. * @param worldMatrix is the world matrix of the particle system
  62823. * @param directionToUpdate is the direction vector to update with the result
  62824. * @param particle is the particle we are computed the direction for
  62825. */
  62826. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62827. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  62828. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  62829. }
  62830. else {
  62831. // measure the direction Vector from the emitter to the particle.
  62832. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62833. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62834. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62835. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62836. direction.x += randX;
  62837. direction.y += randY;
  62838. direction.z += randZ;
  62839. direction.normalize();
  62840. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62841. }
  62842. };
  62843. /**
  62844. * Called by the particle System when the position is computed for the created particle.
  62845. * @param worldMatrix is the world matrix of the particle system
  62846. * @param positionToUpdate is the position vector to update with the result
  62847. * @param particle is the particle we are computed the position for
  62848. */
  62849. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62850. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  62851. var h;
  62852. if (!this.emitFromSpawnPointOnly) {
  62853. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  62854. // Better distribution in a cone at normal angles.
  62855. h = 1 - h * h;
  62856. }
  62857. else {
  62858. h = 0.0001;
  62859. }
  62860. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  62861. radius = radius * h;
  62862. var randX = radius * Math.sin(s);
  62863. var randZ = radius * Math.cos(s);
  62864. var randY = h * this._height;
  62865. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62866. };
  62867. /**
  62868. * Clones the current emitter and returns a copy of it
  62869. * @returns the new emitter
  62870. */
  62871. ConeParticleEmitter.prototype.clone = function () {
  62872. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  62873. BABYLON.Tools.DeepCopy(this, newOne);
  62874. return newOne;
  62875. };
  62876. /**
  62877. * Called by the GPUParticleSystem to setup the update shader
  62878. * @param effect defines the update shader
  62879. */
  62880. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  62881. effect.setFloat2("radius", this._radius, this.radiusRange);
  62882. effect.setFloat("coneAngle", this._angle);
  62883. effect.setFloat2("height", this._height, this.heightRange);
  62884. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62885. };
  62886. /**
  62887. * Returns a string to use to update the GPU particles update shader
  62888. * @returns a string containng the defines string
  62889. */
  62890. ConeParticleEmitter.prototype.getEffectDefines = function () {
  62891. var defines = "#define CONEEMITTER";
  62892. if (this.emitFromSpawnPointOnly) {
  62893. defines += "\n#define CONEEMITTERSPAWNPOINT";
  62894. }
  62895. return defines;
  62896. };
  62897. /**
  62898. * Returns the string "ConeParticleEmitter"
  62899. * @returns a string containing the class name
  62900. */
  62901. ConeParticleEmitter.prototype.getClassName = function () {
  62902. return "ConeParticleEmitter";
  62903. };
  62904. /**
  62905. * Serializes the particle system to a JSON object.
  62906. * @returns the JSON object
  62907. */
  62908. ConeParticleEmitter.prototype.serialize = function () {
  62909. var serializationObject = {};
  62910. serializationObject.type = this.getClassName();
  62911. serializationObject.radius = this._radius;
  62912. serializationObject.angle = this._angle;
  62913. serializationObject.directionRandomizer = this.directionRandomizer;
  62914. return serializationObject;
  62915. };
  62916. /**
  62917. * Parse properties from a JSON object
  62918. * @param serializationObject defines the JSON object
  62919. */
  62920. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  62921. this.radius = serializationObject.radius;
  62922. this.angle = serializationObject.angle;
  62923. this.directionRandomizer = serializationObject.directionRandomizer;
  62924. };
  62925. return ConeParticleEmitter;
  62926. }());
  62927. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  62928. })(BABYLON || (BABYLON = {}));
  62929. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  62930. var BABYLON;
  62931. (function (BABYLON) {
  62932. /**
  62933. * Particle emitter emitting particles from the inside of a sphere.
  62934. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  62935. */
  62936. var SphereParticleEmitter = /** @class */ (function () {
  62937. /**
  62938. * Creates a new instance SphereParticleEmitter
  62939. * @param radius the radius of the emission sphere (1 by default)
  62940. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62941. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62942. */
  62943. function SphereParticleEmitter(
  62944. /**
  62945. * The radius of the emission sphere.
  62946. */
  62947. radius,
  62948. /**
  62949. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62950. */
  62951. radiusRange,
  62952. /**
  62953. * How much to randomize the particle direction [0-1].
  62954. */
  62955. directionRandomizer) {
  62956. if (radius === void 0) { radius = 1; }
  62957. if (radiusRange === void 0) { radiusRange = 1; }
  62958. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62959. this.radius = radius;
  62960. this.radiusRange = radiusRange;
  62961. this.directionRandomizer = directionRandomizer;
  62962. }
  62963. /**
  62964. * Called by the particle System when the direction is computed for the created particle.
  62965. * @param worldMatrix is the world matrix of the particle system
  62966. * @param directionToUpdate is the direction vector to update with the result
  62967. * @param particle is the particle we are computed the direction for
  62968. */
  62969. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62970. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62971. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62972. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62973. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62974. direction.x += randX;
  62975. direction.y += randY;
  62976. direction.z += randZ;
  62977. direction.normalize();
  62978. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62979. };
  62980. /**
  62981. * Called by the particle System when the position is computed for the created particle.
  62982. * @param worldMatrix is the world matrix of the particle system
  62983. * @param positionToUpdate is the position vector to update with the result
  62984. * @param particle is the particle we are computed the position for
  62985. */
  62986. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62987. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  62988. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  62989. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62990. var theta = Math.acos(2 * v - 1);
  62991. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  62992. var randY = randRadius * Math.cos(theta);
  62993. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  62994. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62995. };
  62996. /**
  62997. * Clones the current emitter and returns a copy of it
  62998. * @returns the new emitter
  62999. */
  63000. SphereParticleEmitter.prototype.clone = function () {
  63001. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63002. BABYLON.Tools.DeepCopy(this, newOne);
  63003. return newOne;
  63004. };
  63005. /**
  63006. * Called by the GPUParticleSystem to setup the update shader
  63007. * @param effect defines the update shader
  63008. */
  63009. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63010. effect.setFloat("radius", this.radius);
  63011. effect.setFloat("radiusRange", this.radiusRange);
  63012. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63013. };
  63014. /**
  63015. * Returns a string to use to update the GPU particles update shader
  63016. * @returns a string containng the defines string
  63017. */
  63018. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63019. return "#define SPHEREEMITTER";
  63020. };
  63021. /**
  63022. * Returns the string "SphereParticleEmitter"
  63023. * @returns a string containing the class name
  63024. */
  63025. SphereParticleEmitter.prototype.getClassName = function () {
  63026. return "SphereParticleEmitter";
  63027. };
  63028. /**
  63029. * Serializes the particle system to a JSON object.
  63030. * @returns the JSON object
  63031. */
  63032. SphereParticleEmitter.prototype.serialize = function () {
  63033. var serializationObject = {};
  63034. serializationObject.type = this.getClassName();
  63035. serializationObject.radius = this.radius;
  63036. serializationObject.radiusRange = this.radiusRange;
  63037. serializationObject.directionRandomizer = this.directionRandomizer;
  63038. return serializationObject;
  63039. };
  63040. /**
  63041. * Parse properties from a JSON object
  63042. * @param serializationObject defines the JSON object
  63043. */
  63044. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63045. this.radius = serializationObject.radius;
  63046. this.radiusRange = serializationObject.radiusRange;
  63047. this.directionRandomizer = serializationObject.directionRandomizer;
  63048. };
  63049. return SphereParticleEmitter;
  63050. }());
  63051. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63052. /**
  63053. * Particle emitter emitting particles from the inside of a sphere.
  63054. * It emits the particles randomly between two vectors.
  63055. */
  63056. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63057. __extends(SphereDirectedParticleEmitter, _super);
  63058. /**
  63059. * Creates a new instance SphereDirectedParticleEmitter
  63060. * @param radius the radius of the emission sphere (1 by default)
  63061. * @param direction1 the min limit of the emission direction (up vector by default)
  63062. * @param direction2 the max limit of the emission direction (up vector by default)
  63063. */
  63064. function SphereDirectedParticleEmitter(radius,
  63065. /**
  63066. * The min limit of the emission direction.
  63067. */
  63068. direction1,
  63069. /**
  63070. * The max limit of the emission direction.
  63071. */
  63072. direction2) {
  63073. if (radius === void 0) { radius = 1; }
  63074. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63075. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63076. var _this = _super.call(this, radius) || this;
  63077. _this.direction1 = direction1;
  63078. _this.direction2 = direction2;
  63079. return _this;
  63080. }
  63081. /**
  63082. * Called by the particle System when the direction is computed for the created particle.
  63083. * @param worldMatrix is the world matrix of the particle system
  63084. * @param directionToUpdate is the direction vector to update with the result
  63085. * @param particle is the particle we are computed the direction for
  63086. */
  63087. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63088. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63089. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63090. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63091. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63092. };
  63093. /**
  63094. * Clones the current emitter and returns a copy of it
  63095. * @returns the new emitter
  63096. */
  63097. SphereDirectedParticleEmitter.prototype.clone = function () {
  63098. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63099. BABYLON.Tools.DeepCopy(this, newOne);
  63100. return newOne;
  63101. };
  63102. /**
  63103. * Called by the GPUParticleSystem to setup the update shader
  63104. * @param effect defines the update shader
  63105. */
  63106. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63107. effect.setFloat("radius", this.radius);
  63108. effect.setFloat("radiusRange", this.radiusRange);
  63109. effect.setVector3("direction1", this.direction1);
  63110. effect.setVector3("direction2", this.direction2);
  63111. };
  63112. /**
  63113. * Returns a string to use to update the GPU particles update shader
  63114. * @returns a string containng the defines string
  63115. */
  63116. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63117. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63118. };
  63119. /**
  63120. * Returns the string "SphereDirectedParticleEmitter"
  63121. * @returns a string containing the class name
  63122. */
  63123. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63124. return "SphereDirectedParticleEmitter";
  63125. };
  63126. /**
  63127. * Serializes the particle system to a JSON object.
  63128. * @returns the JSON object
  63129. */
  63130. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63131. var serializationObject = _super.prototype.serialize.call(this);
  63132. serializationObject.direction1 = this.direction1.asArray();
  63133. serializationObject.direction2 = this.direction2.asArray();
  63134. return serializationObject;
  63135. };
  63136. /**
  63137. * Parse properties from a JSON object
  63138. * @param serializationObject defines the JSON object
  63139. */
  63140. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63141. _super.prototype.parse.call(this, serializationObject);
  63142. this.direction1.copyFrom(serializationObject.direction1);
  63143. this.direction2.copyFrom(serializationObject.direction2);
  63144. };
  63145. return SphereDirectedParticleEmitter;
  63146. }(SphereParticleEmitter));
  63147. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63148. })(BABYLON || (BABYLON = {}));
  63149. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63150. var BABYLON;
  63151. (function (BABYLON) {
  63152. /**
  63153. * Particle emitter emitting particles from the inside of a hemisphere.
  63154. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63155. */
  63156. var HemisphericParticleEmitter = /** @class */ (function () {
  63157. /**
  63158. * Creates a new instance HemisphericParticleEmitter
  63159. * @param radius the radius of the emission hemisphere (1 by default)
  63160. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63161. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63162. */
  63163. function HemisphericParticleEmitter(
  63164. /**
  63165. * The radius of the emission hemisphere.
  63166. */
  63167. radius,
  63168. /**
  63169. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63170. */
  63171. radiusRange,
  63172. /**
  63173. * How much to randomize the particle direction [0-1].
  63174. */
  63175. directionRandomizer) {
  63176. if (radius === void 0) { radius = 1; }
  63177. if (radiusRange === void 0) { radiusRange = 1; }
  63178. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63179. this.radius = radius;
  63180. this.radiusRange = radiusRange;
  63181. this.directionRandomizer = directionRandomizer;
  63182. }
  63183. /**
  63184. * Called by the particle System when the direction is computed for the created particle.
  63185. * @param worldMatrix is the world matrix of the particle system
  63186. * @param directionToUpdate is the direction vector to update with the result
  63187. * @param particle is the particle we are computed the direction for
  63188. */
  63189. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63190. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63191. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63192. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63193. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63194. direction.x += randX;
  63195. direction.y += randY;
  63196. direction.z += randZ;
  63197. direction.normalize();
  63198. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63199. };
  63200. /**
  63201. * Called by the particle System when the position is computed for the created particle.
  63202. * @param worldMatrix is the world matrix of the particle system
  63203. * @param positionToUpdate is the position vector to update with the result
  63204. * @param particle is the particle we are computed the position for
  63205. */
  63206. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63207. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63208. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63209. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63210. var theta = Math.acos(2 * v - 1);
  63211. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63212. var randY = randRadius * Math.cos(theta);
  63213. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63214. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63215. };
  63216. /**
  63217. * Clones the current emitter and returns a copy of it
  63218. * @returns the new emitter
  63219. */
  63220. HemisphericParticleEmitter.prototype.clone = function () {
  63221. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63222. BABYLON.Tools.DeepCopy(this, newOne);
  63223. return newOne;
  63224. };
  63225. /**
  63226. * Called by the GPUParticleSystem to setup the update shader
  63227. * @param effect defines the update shader
  63228. */
  63229. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63230. effect.setFloat("radius", this.radius);
  63231. effect.setFloat("radiusRange", this.radiusRange);
  63232. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63233. };
  63234. /**
  63235. * Returns a string to use to update the GPU particles update shader
  63236. * @returns a string containng the defines string
  63237. */
  63238. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63239. return "#define HEMISPHERICEMITTER";
  63240. };
  63241. /**
  63242. * Returns the string "HemisphericParticleEmitter"
  63243. * @returns a string containing the class name
  63244. */
  63245. HemisphericParticleEmitter.prototype.getClassName = function () {
  63246. return "HemisphericParticleEmitter";
  63247. };
  63248. /**
  63249. * Serializes the particle system to a JSON object.
  63250. * @returns the JSON object
  63251. */
  63252. HemisphericParticleEmitter.prototype.serialize = function () {
  63253. var serializationObject = {};
  63254. serializationObject.type = this.getClassName();
  63255. serializationObject.radius = this.radius;
  63256. serializationObject.radiusRange = this.radiusRange;
  63257. serializationObject.directionRandomizer = this.directionRandomizer;
  63258. return serializationObject;
  63259. };
  63260. /**
  63261. * Parse properties from a JSON object
  63262. * @param serializationObject defines the JSON object
  63263. */
  63264. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63265. this.radius = serializationObject.radius;
  63266. this.radiusRange = serializationObject.radiusRange;
  63267. this.directionRandomizer = serializationObject.directionRandomizer;
  63268. };
  63269. return HemisphericParticleEmitter;
  63270. }());
  63271. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63272. })(BABYLON || (BABYLON = {}));
  63273. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63274. var BABYLON;
  63275. (function (BABYLON) {
  63276. /**
  63277. * Particle emitter emitting particles from a point.
  63278. * It emits the particles randomly between 2 given directions.
  63279. */
  63280. var PointParticleEmitter = /** @class */ (function () {
  63281. /**
  63282. * Creates a new instance PointParticleEmitter
  63283. */
  63284. function PointParticleEmitter() {
  63285. /**
  63286. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63287. */
  63288. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63289. /**
  63290. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63291. */
  63292. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63293. }
  63294. /**
  63295. * Called by the particle System when the direction is computed for the created particle.
  63296. * @param worldMatrix is the world matrix of the particle system
  63297. * @param directionToUpdate is the direction vector to update with the result
  63298. * @param particle is the particle we are computed the direction for
  63299. */
  63300. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63301. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63302. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63303. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63304. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63305. };
  63306. /**
  63307. * Called by the particle System when the position is computed for the created particle.
  63308. * @param worldMatrix is the world matrix of the particle system
  63309. * @param positionToUpdate is the position vector to update with the result
  63310. * @param particle is the particle we are computed the position for
  63311. */
  63312. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63313. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63314. };
  63315. /**
  63316. * Clones the current emitter and returns a copy of it
  63317. * @returns the new emitter
  63318. */
  63319. PointParticleEmitter.prototype.clone = function () {
  63320. var newOne = new PointParticleEmitter();
  63321. BABYLON.Tools.DeepCopy(this, newOne);
  63322. return newOne;
  63323. };
  63324. /**
  63325. * Called by the GPUParticleSystem to setup the update shader
  63326. * @param effect defines the update shader
  63327. */
  63328. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63329. effect.setVector3("direction1", this.direction1);
  63330. effect.setVector3("direction2", this.direction2);
  63331. };
  63332. /**
  63333. * Returns a string to use to update the GPU particles update shader
  63334. * @returns a string containng the defines string
  63335. */
  63336. PointParticleEmitter.prototype.getEffectDefines = function () {
  63337. return "#define POINTEMITTER";
  63338. };
  63339. /**
  63340. * Returns the string "PointParticleEmitter"
  63341. * @returns a string containing the class name
  63342. */
  63343. PointParticleEmitter.prototype.getClassName = function () {
  63344. return "PointParticleEmitter";
  63345. };
  63346. /**
  63347. * Serializes the particle system to a JSON object.
  63348. * @returns the JSON object
  63349. */
  63350. PointParticleEmitter.prototype.serialize = function () {
  63351. var serializationObject = {};
  63352. serializationObject.type = this.getClassName();
  63353. serializationObject.direction1 = this.direction1.asArray();
  63354. serializationObject.direction2 = this.direction2.asArray();
  63355. return serializationObject;
  63356. };
  63357. /**
  63358. * Parse properties from a JSON object
  63359. * @param serializationObject defines the JSON object
  63360. */
  63361. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63362. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63363. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63364. };
  63365. return PointParticleEmitter;
  63366. }());
  63367. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63368. })(BABYLON || (BABYLON = {}));
  63369. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63370. var BABYLON;
  63371. (function (BABYLON) {
  63372. // Adds the parsers to the scene parsers.
  63373. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63374. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63375. if (!individualParser) {
  63376. return;
  63377. }
  63378. // Particles Systems
  63379. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63380. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63381. var parsedParticleSystem = parsedData.particleSystems[index];
  63382. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63383. }
  63384. }
  63385. });
  63386. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63387. if (parsedParticleSystem.activeParticleCount) {
  63388. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63389. return ps;
  63390. }
  63391. else {
  63392. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63393. return ps;
  63394. }
  63395. });
  63396. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63397. if (uniformsNames === void 0) { uniformsNames = []; }
  63398. if (samplers === void 0) { samplers = []; }
  63399. if (defines === void 0) { defines = ""; }
  63400. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63401. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63402. if (defines.indexOf(" BILLBOARD") === -1) {
  63403. defines += "\n#define BILLBOARD\n";
  63404. }
  63405. if (samplers.indexOf("diffuseSampler") === -1) {
  63406. samplers.push("diffuseSampler");
  63407. }
  63408. return this.createEffect({
  63409. vertex: "particles",
  63410. fragmentElement: fragmentName
  63411. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63412. };
  63413. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63414. var results = new Array();
  63415. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63416. var particleSystem = this.getScene().particleSystems[index];
  63417. if (particleSystem.emitter === this) {
  63418. results.push(particleSystem);
  63419. }
  63420. }
  63421. return results;
  63422. };
  63423. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63424. var results = new Array();
  63425. var descendants = this.getDescendants();
  63426. descendants.push(this);
  63427. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63428. var particleSystem = this.getScene().particleSystems[index];
  63429. var emitter = particleSystem.emitter;
  63430. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63431. results.push(particleSystem);
  63432. }
  63433. }
  63434. return results;
  63435. };
  63436. })(BABYLON || (BABYLON = {}));
  63437. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63438. var BABYLON;
  63439. (function (BABYLON) {
  63440. /**
  63441. * Type of sub emitter
  63442. */
  63443. var SubEmitterType;
  63444. (function (SubEmitterType) {
  63445. /**
  63446. * Attached to the particle over it's lifetime
  63447. */
  63448. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63449. /**
  63450. * Created when the particle dies
  63451. */
  63452. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63453. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63454. /**
  63455. * Sub emitter class used to emit particles from an existing particle
  63456. */
  63457. var SubEmitter = /** @class */ (function () {
  63458. /**
  63459. * Creates a sub emitter
  63460. * @param particleSystem the particle system to be used by the sub emitter
  63461. */
  63462. function SubEmitter(
  63463. /**
  63464. * the particle system to be used by the sub emitter
  63465. */
  63466. particleSystem) {
  63467. this.particleSystem = particleSystem;
  63468. /**
  63469. * Type of the submitter (Default: END)
  63470. */
  63471. this.type = SubEmitterType.END;
  63472. /**
  63473. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  63474. * Note: This only is supported when using an emitter of type Mesh
  63475. */
  63476. this.inheritDirection = false;
  63477. /**
  63478. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63479. */
  63480. this.inheritedVelocityAmount = 0;
  63481. // Create mesh as emitter to support rotation
  63482. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63483. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63484. }
  63485. // Automatically dispose of subemitter when system is disposed
  63486. particleSystem.onDisposeObservable.add(function () {
  63487. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63488. particleSystem.emitter.dispose();
  63489. }
  63490. });
  63491. }
  63492. /**
  63493. * Clones the sub emitter
  63494. * @returns the cloned sub emitter
  63495. */
  63496. SubEmitter.prototype.clone = function () {
  63497. // Clone particle system
  63498. var emitter = this.particleSystem.emitter;
  63499. if (!emitter) {
  63500. emitter = new BABYLON.Vector3();
  63501. }
  63502. else if (emitter instanceof BABYLON.Vector3) {
  63503. emitter = emitter.clone();
  63504. }
  63505. else if (emitter instanceof BABYLON.AbstractMesh) {
  63506. emitter = new BABYLON.Mesh("", emitter.getScene());
  63507. emitter.isVisible = false;
  63508. }
  63509. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63510. // Clone properties
  63511. clone.type = this.type;
  63512. clone.inheritDirection = this.inheritDirection;
  63513. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63514. clone.particleSystem._disposeEmitterOnDispose = true;
  63515. clone.particleSystem.disposeOnStop = true;
  63516. return clone;
  63517. };
  63518. /**
  63519. * Serialize current object to a JSON object
  63520. * @returns the serialized object
  63521. */
  63522. SubEmitter.prototype.serialize = function () {
  63523. var serializationObject = {};
  63524. serializationObject.type = this.type;
  63525. serializationObject.inheritDirection = this.inheritDirection;
  63526. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63527. serializationObject.particleSystem = this.particleSystem.serialize();
  63528. return serializationObject;
  63529. };
  63530. /**
  63531. * Creates a new SubEmitter from a serialized JSON version
  63532. * @param serializationObject defines the JSON object to read from
  63533. * @param scene defines the hosting scene
  63534. * @param rootUrl defines the rootUrl for data loading
  63535. * @returns a new SubEmitter
  63536. */
  63537. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63538. var system = serializationObject.particleSystem;
  63539. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63540. subEmitter.type = serializationObject.type;
  63541. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63542. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63543. subEmitter.particleSystem._isSubEmitter = true;
  63544. return subEmitter;
  63545. };
  63546. /** Release associated resources */
  63547. SubEmitter.prototype.dispose = function () {
  63548. this.particleSystem.dispose();
  63549. };
  63550. return SubEmitter;
  63551. }());
  63552. BABYLON.SubEmitter = SubEmitter;
  63553. })(BABYLON || (BABYLON = {}));
  63554. //# sourceMappingURL=babylon.subEmitter.js.map
  63555. var BABYLON;
  63556. (function (BABYLON) {
  63557. /**
  63558. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  63559. *
  63560. * This returned material effects how the mesh will look based on the code in the shaders.
  63561. *
  63562. * @see http://doc.babylonjs.com/how_to/shader_material
  63563. */
  63564. var ShaderMaterial = /** @class */ (function (_super) {
  63565. __extends(ShaderMaterial, _super);
  63566. /**
  63567. * Instantiate a new shader material.
  63568. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  63569. * This returned material effects how the mesh will look based on the code in the shaders.
  63570. * @see http://doc.babylonjs.com/how_to/shader_material
  63571. * @param name Define the name of the material in the scene
  63572. * @param scene Define the scene the material belongs to
  63573. * @param shaderPath Defines the route to the shader code in one of three ways:
  63574. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63575. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63576. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63577. * @param options Define the options used to create the shader
  63578. */
  63579. function ShaderMaterial(name, scene, shaderPath, options) {
  63580. if (options === void 0) { options = {}; }
  63581. var _this = _super.call(this, name, scene) || this;
  63582. _this._textures = {};
  63583. _this._textureArrays = {};
  63584. _this._floats = {};
  63585. _this._ints = {};
  63586. _this._floatsArrays = {};
  63587. _this._colors3 = {};
  63588. _this._colors3Arrays = {};
  63589. _this._colors4 = {};
  63590. _this._vectors2 = {};
  63591. _this._vectors3 = {};
  63592. _this._vectors4 = {};
  63593. _this._matrices = {};
  63594. _this._matrices3x3 = {};
  63595. _this._matrices2x2 = {};
  63596. _this._vectors2Arrays = {};
  63597. _this._vectors3Arrays = {};
  63598. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63599. _this._shaderPath = shaderPath;
  63600. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63601. return _this;
  63602. }
  63603. /**
  63604. * Gets the current class name of the material e.g. "ShaderMaterial"
  63605. * Mainly use in serialization.
  63606. * @returns the class name
  63607. */
  63608. ShaderMaterial.prototype.getClassName = function () {
  63609. return "ShaderMaterial";
  63610. };
  63611. /**
  63612. * Specifies if the material will require alpha blending
  63613. * @returns a boolean specifying if alpha blending is needed
  63614. */
  63615. ShaderMaterial.prototype.needAlphaBlending = function () {
  63616. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63617. };
  63618. /**
  63619. * Specifies if this material should be rendered in alpha test mode
  63620. * @returns a boolean specifying if an alpha test is needed.
  63621. */
  63622. ShaderMaterial.prototype.needAlphaTesting = function () {
  63623. return this._options.needAlphaTesting;
  63624. };
  63625. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  63626. if (this._options.uniforms.indexOf(uniformName) === -1) {
  63627. this._options.uniforms.push(uniformName);
  63628. }
  63629. };
  63630. /**
  63631. * Set a texture in the shader.
  63632. * @param name Define the name of the uniform samplers as defined in the shader
  63633. * @param texture Define the texture to bind to this sampler
  63634. * @return the material itself allowing "fluent" like uniform updates
  63635. */
  63636. ShaderMaterial.prototype.setTexture = function (name, texture) {
  63637. if (this._options.samplers.indexOf(name) === -1) {
  63638. this._options.samplers.push(name);
  63639. }
  63640. this._textures[name] = texture;
  63641. return this;
  63642. };
  63643. /**
  63644. * Set a texture array in the shader.
  63645. * @param name Define the name of the uniform sampler array as defined in the shader
  63646. * @param textures Define the list of textures to bind to this sampler
  63647. * @return the material itself allowing "fluent" like uniform updates
  63648. */
  63649. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  63650. if (this._options.samplers.indexOf(name) === -1) {
  63651. this._options.samplers.push(name);
  63652. }
  63653. this._checkUniform(name);
  63654. this._textureArrays[name] = textures;
  63655. return this;
  63656. };
  63657. /**
  63658. * Set a float in the shader.
  63659. * @param name Define the name of the uniform as defined in the shader
  63660. * @param value Define the value to give to the uniform
  63661. * @return the material itself allowing "fluent" like uniform updates
  63662. */
  63663. ShaderMaterial.prototype.setFloat = function (name, value) {
  63664. this._checkUniform(name);
  63665. this._floats[name] = value;
  63666. return this;
  63667. };
  63668. /**
  63669. * Set a int in the shader.
  63670. * @param name Define the name of the uniform as defined in the shader
  63671. * @param value Define the value to give to the uniform
  63672. * @return the material itself allowing "fluent" like uniform updates
  63673. */
  63674. ShaderMaterial.prototype.setInt = function (name, value) {
  63675. this._checkUniform(name);
  63676. this._ints[name] = value;
  63677. return this;
  63678. };
  63679. /**
  63680. * Set an array of floats in the shader.
  63681. * @param name Define the name of the uniform as defined in the shader
  63682. * @param value Define the value to give to the uniform
  63683. * @return the material itself allowing "fluent" like uniform updates
  63684. */
  63685. ShaderMaterial.prototype.setFloats = function (name, value) {
  63686. this._checkUniform(name);
  63687. this._floatsArrays[name] = value;
  63688. return this;
  63689. };
  63690. /**
  63691. * Set a vec3 in the shader from a Color3.
  63692. * @param name Define the name of the uniform as defined in the shader
  63693. * @param value Define the value to give to the uniform
  63694. * @return the material itself allowing "fluent" like uniform updates
  63695. */
  63696. ShaderMaterial.prototype.setColor3 = function (name, value) {
  63697. this._checkUniform(name);
  63698. this._colors3[name] = value;
  63699. return this;
  63700. };
  63701. /**
  63702. * Set a vec3 array in the shader from a Color3 array.
  63703. * @param name Define the name of the uniform as defined in the shader
  63704. * @param value Define the value to give to the uniform
  63705. * @return the material itself allowing "fluent" like uniform updates
  63706. */
  63707. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  63708. this._checkUniform(name);
  63709. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  63710. color.toArray(arr, arr.length);
  63711. return arr;
  63712. }, []);
  63713. return this;
  63714. };
  63715. /**
  63716. * Set a vec4 in the shader from a Color4.
  63717. * @param name Define the name of the uniform as defined in the shader
  63718. * @param value Define the value to give to the uniform
  63719. * @return the material itself allowing "fluent" like uniform updates
  63720. */
  63721. ShaderMaterial.prototype.setColor4 = function (name, value) {
  63722. this._checkUniform(name);
  63723. this._colors4[name] = value;
  63724. return this;
  63725. };
  63726. /**
  63727. * Set a vec2 in the shader from a Vector2.
  63728. * @param name Define the name of the uniform as defined in the shader
  63729. * @param value Define the value to give to the uniform
  63730. * @return the material itself allowing "fluent" like uniform updates
  63731. */
  63732. ShaderMaterial.prototype.setVector2 = function (name, value) {
  63733. this._checkUniform(name);
  63734. this._vectors2[name] = value;
  63735. return this;
  63736. };
  63737. /**
  63738. * Set a vec3 in the shader from a Vector3.
  63739. * @param name Define the name of the uniform as defined in the shader
  63740. * @param value Define the value to give to the uniform
  63741. * @return the material itself allowing "fluent" like uniform updates
  63742. */
  63743. ShaderMaterial.prototype.setVector3 = function (name, value) {
  63744. this._checkUniform(name);
  63745. this._vectors3[name] = value;
  63746. return this;
  63747. };
  63748. /**
  63749. * Set a vec4 in the shader from a Vector4.
  63750. * @param name Define the name of the uniform as defined in the shader
  63751. * @param value Define the value to give to the uniform
  63752. * @return the material itself allowing "fluent" like uniform updates
  63753. */
  63754. ShaderMaterial.prototype.setVector4 = function (name, value) {
  63755. this._checkUniform(name);
  63756. this._vectors4[name] = value;
  63757. return this;
  63758. };
  63759. /**
  63760. * Set a mat4 in the shader from a Matrix.
  63761. * @param name Define the name of the uniform as defined in the shader
  63762. * @param value Define the value to give to the uniform
  63763. * @return the material itself allowing "fluent" like uniform updates
  63764. */
  63765. ShaderMaterial.prototype.setMatrix = function (name, value) {
  63766. this._checkUniform(name);
  63767. this._matrices[name] = value;
  63768. return this;
  63769. };
  63770. /**
  63771. * Set a mat3 in the shader from a Float32Array.
  63772. * @param name Define the name of the uniform as defined in the shader
  63773. * @param value Define the value to give to the uniform
  63774. * @return the material itself allowing "fluent" like uniform updates
  63775. */
  63776. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  63777. this._checkUniform(name);
  63778. this._matrices3x3[name] = value;
  63779. return this;
  63780. };
  63781. /**
  63782. * Set a mat2 in the shader from a Float32Array.
  63783. * @param name Define the name of the uniform as defined in the shader
  63784. * @param value Define the value to give to the uniform
  63785. * @return the material itself allowing "fluent" like uniform updates
  63786. */
  63787. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  63788. this._checkUniform(name);
  63789. this._matrices2x2[name] = value;
  63790. return this;
  63791. };
  63792. /**
  63793. * Set a vec2 array in the shader from a number array.
  63794. * @param name Define the name of the uniform as defined in the shader
  63795. * @param value Define the value to give to the uniform
  63796. * @return the material itself allowing "fluent" like uniform updates
  63797. */
  63798. ShaderMaterial.prototype.setArray2 = function (name, value) {
  63799. this._checkUniform(name);
  63800. this._vectors2Arrays[name] = value;
  63801. return this;
  63802. };
  63803. /**
  63804. * Set a vec3 array in the shader from a number array.
  63805. * @param name Define the name of the uniform as defined in the shader
  63806. * @param value Define the value to give to the uniform
  63807. * @return the material itself allowing "fluent" like uniform updates
  63808. */
  63809. ShaderMaterial.prototype.setArray3 = function (name, value) {
  63810. this._checkUniform(name);
  63811. this._vectors3Arrays[name] = value;
  63812. return this;
  63813. };
  63814. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  63815. if (!mesh) {
  63816. return true;
  63817. }
  63818. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  63819. return false;
  63820. }
  63821. return false;
  63822. };
  63823. /**
  63824. * Checks if the material is ready to render the requested mesh
  63825. * @param mesh Define the mesh to render
  63826. * @param useInstances Define whether or not the material is used with instances
  63827. * @returns true if ready, otherwise false
  63828. */
  63829. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  63830. var scene = this.getScene();
  63831. var engine = scene.getEngine();
  63832. if (!this.checkReadyOnEveryCall) {
  63833. if (this._renderId === scene.getRenderId()) {
  63834. if (this._checkCache(scene, mesh, useInstances)) {
  63835. return true;
  63836. }
  63837. }
  63838. }
  63839. // Instances
  63840. var defines = [];
  63841. var attribs = [];
  63842. var fallbacks = new BABYLON.EffectFallbacks();
  63843. for (var index = 0; index < this._options.defines.length; index++) {
  63844. defines.push(this._options.defines[index]);
  63845. }
  63846. for (var index = 0; index < this._options.attributes.length; index++) {
  63847. attribs.push(this._options.attributes[index]);
  63848. }
  63849. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  63850. attribs.push(BABYLON.VertexBuffer.ColorKind);
  63851. defines.push("#define VERTEXCOLOR");
  63852. }
  63853. if (useInstances) {
  63854. defines.push("#define INSTANCES");
  63855. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  63856. }
  63857. // Bones
  63858. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  63859. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  63860. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  63861. if (mesh.numBoneInfluencers > 4) {
  63862. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  63863. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  63864. }
  63865. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  63866. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  63867. fallbacks.addCPUSkinningFallback(0, mesh);
  63868. if (this._options.uniforms.indexOf("mBones") === -1) {
  63869. this._options.uniforms.push("mBones");
  63870. }
  63871. }
  63872. else {
  63873. defines.push("#define NUM_BONE_INFLUENCERS 0");
  63874. }
  63875. // Textures
  63876. for (var name in this._textures) {
  63877. if (!this._textures[name].isReady()) {
  63878. return false;
  63879. }
  63880. }
  63881. // Alpha test
  63882. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  63883. defines.push("#define ALPHATEST");
  63884. }
  63885. var previousEffect = this._effect;
  63886. var join = defines.join("\n");
  63887. this._effect = engine.createEffect(this._shaderPath, {
  63888. attributes: attribs,
  63889. uniformsNames: this._options.uniforms,
  63890. uniformBuffersNames: this._options.uniformBuffers,
  63891. samplers: this._options.samplers,
  63892. defines: join,
  63893. fallbacks: fallbacks,
  63894. onCompiled: this.onCompiled,
  63895. onError: this.onError
  63896. }, engine);
  63897. if (!this._effect.isReady()) {
  63898. return false;
  63899. }
  63900. if (previousEffect !== this._effect) {
  63901. scene.resetCachedMaterial();
  63902. }
  63903. this._renderId = scene.getRenderId();
  63904. return true;
  63905. };
  63906. /**
  63907. * Binds the world matrix to the material
  63908. * @param world defines the world transformation matrix
  63909. */
  63910. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  63911. var scene = this.getScene();
  63912. if (!this._effect) {
  63913. return;
  63914. }
  63915. if (this._options.uniforms.indexOf("world") !== -1) {
  63916. this._effect.setMatrix("world", world);
  63917. }
  63918. if (this._options.uniforms.indexOf("worldView") !== -1) {
  63919. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  63920. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  63921. }
  63922. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  63923. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  63924. }
  63925. };
  63926. /**
  63927. * Binds the material to the mesh
  63928. * @param world defines the world transformation matrix
  63929. * @param mesh defines the mesh to bind the material to
  63930. */
  63931. ShaderMaterial.prototype.bind = function (world, mesh) {
  63932. // Std values
  63933. this.bindOnlyWorldMatrix(world);
  63934. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  63935. if (this._options.uniforms.indexOf("view") !== -1) {
  63936. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  63937. }
  63938. if (this._options.uniforms.indexOf("projection") !== -1) {
  63939. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  63940. }
  63941. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  63942. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  63943. }
  63944. // Bones
  63945. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  63946. var name;
  63947. // Texture
  63948. for (name in this._textures) {
  63949. this._effect.setTexture(name, this._textures[name]);
  63950. }
  63951. // Texture arrays
  63952. for (name in this._textureArrays) {
  63953. this._effect.setTextureArray(name, this._textureArrays[name]);
  63954. }
  63955. // Int
  63956. for (name in this._ints) {
  63957. this._effect.setInt(name, this._ints[name]);
  63958. }
  63959. // Float
  63960. for (name in this._floats) {
  63961. this._effect.setFloat(name, this._floats[name]);
  63962. }
  63963. // Floats
  63964. for (name in this._floatsArrays) {
  63965. this._effect.setArray(name, this._floatsArrays[name]);
  63966. }
  63967. // Color3
  63968. for (name in this._colors3) {
  63969. this._effect.setColor3(name, this._colors3[name]);
  63970. }
  63971. for (name in this._colors3Arrays) {
  63972. this._effect.setArray3(name, this._colors3Arrays[name]);
  63973. }
  63974. // Color4
  63975. for (name in this._colors4) {
  63976. var color = this._colors4[name];
  63977. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  63978. }
  63979. // Vector2
  63980. for (name in this._vectors2) {
  63981. this._effect.setVector2(name, this._vectors2[name]);
  63982. }
  63983. // Vector3
  63984. for (name in this._vectors3) {
  63985. this._effect.setVector3(name, this._vectors3[name]);
  63986. }
  63987. // Vector4
  63988. for (name in this._vectors4) {
  63989. this._effect.setVector4(name, this._vectors4[name]);
  63990. }
  63991. // Matrix
  63992. for (name in this._matrices) {
  63993. this._effect.setMatrix(name, this._matrices[name]);
  63994. }
  63995. // Matrix 3x3
  63996. for (name in this._matrices3x3) {
  63997. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  63998. }
  63999. // Matrix 2x2
  64000. for (name in this._matrices2x2) {
  64001. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64002. }
  64003. // Vector2Array
  64004. for (name in this._vectors2Arrays) {
  64005. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64006. }
  64007. // Vector3Array
  64008. for (name in this._vectors3Arrays) {
  64009. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64010. }
  64011. }
  64012. this._afterBind(mesh);
  64013. };
  64014. /**
  64015. * Gets the active textures from the material
  64016. * @returns an array of textures
  64017. */
  64018. ShaderMaterial.prototype.getActiveTextures = function () {
  64019. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64020. for (var name in this._textures) {
  64021. activeTextures.push(this._textures[name]);
  64022. }
  64023. for (var name in this._textureArrays) {
  64024. var array = this._textureArrays[name];
  64025. for (var index = 0; index < array.length; index++) {
  64026. activeTextures.push(array[index]);
  64027. }
  64028. }
  64029. return activeTextures;
  64030. };
  64031. /**
  64032. * Specifies if the material uses a texture
  64033. * @param texture defines the texture to check against the material
  64034. * @returns a boolean specifying if the material uses the texture
  64035. */
  64036. ShaderMaterial.prototype.hasTexture = function (texture) {
  64037. if (_super.prototype.hasTexture.call(this, texture)) {
  64038. return true;
  64039. }
  64040. for (var name in this._textures) {
  64041. if (this._textures[name] === texture) {
  64042. return true;
  64043. }
  64044. }
  64045. for (var name in this._textureArrays) {
  64046. var array = this._textureArrays[name];
  64047. for (var index = 0; index < array.length; index++) {
  64048. if (array[index] === texture) {
  64049. return true;
  64050. }
  64051. }
  64052. }
  64053. return false;
  64054. };
  64055. /**
  64056. * Makes a duplicate of the material, and gives it a new name
  64057. * @param name defines the new name for the duplicated material
  64058. * @returns the cloned material
  64059. */
  64060. ShaderMaterial.prototype.clone = function (name) {
  64061. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64062. return newShaderMaterial;
  64063. };
  64064. /**
  64065. * Disposes the material
  64066. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64067. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64068. */
  64069. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  64070. if (forceDisposeTextures) {
  64071. var name;
  64072. for (name in this._textures) {
  64073. this._textures[name].dispose();
  64074. }
  64075. for (name in this._textureArrays) {
  64076. var array = this._textureArrays[name];
  64077. for (var index = 0; index < array.length; index++) {
  64078. array[index].dispose();
  64079. }
  64080. }
  64081. }
  64082. this._textures = {};
  64083. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  64084. };
  64085. /**
  64086. * Serializes this material in a JSON representation
  64087. * @returns the serialized material object
  64088. */
  64089. ShaderMaterial.prototype.serialize = function () {
  64090. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64091. serializationObject.customType = "BABYLON.ShaderMaterial";
  64092. serializationObject.options = this._options;
  64093. serializationObject.shaderPath = this._shaderPath;
  64094. var name;
  64095. // Texture
  64096. serializationObject.textures = {};
  64097. for (name in this._textures) {
  64098. serializationObject.textures[name] = this._textures[name].serialize();
  64099. }
  64100. // Texture arrays
  64101. serializationObject.textureArrays = {};
  64102. for (name in this._textureArrays) {
  64103. serializationObject.textureArrays[name] = [];
  64104. var array = this._textureArrays[name];
  64105. for (var index = 0; index < array.length; index++) {
  64106. serializationObject.textureArrays[name].push(array[index].serialize());
  64107. }
  64108. }
  64109. // Float
  64110. serializationObject.floats = {};
  64111. for (name in this._floats) {
  64112. serializationObject.floats[name] = this._floats[name];
  64113. }
  64114. // Float s
  64115. serializationObject.FloatArrays = {};
  64116. for (name in this._floatsArrays) {
  64117. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64118. }
  64119. // Color3
  64120. serializationObject.colors3 = {};
  64121. for (name in this._colors3) {
  64122. serializationObject.colors3[name] = this._colors3[name].asArray();
  64123. }
  64124. // Color3 array
  64125. serializationObject.colors3Arrays = {};
  64126. for (name in this._colors3Arrays) {
  64127. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64128. }
  64129. // Color4
  64130. serializationObject.colors4 = {};
  64131. for (name in this._colors4) {
  64132. serializationObject.colors4[name] = this._colors4[name].asArray();
  64133. }
  64134. // Vector2
  64135. serializationObject.vectors2 = {};
  64136. for (name in this._vectors2) {
  64137. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64138. }
  64139. // Vector3
  64140. serializationObject.vectors3 = {};
  64141. for (name in this._vectors3) {
  64142. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64143. }
  64144. // Vector4
  64145. serializationObject.vectors4 = {};
  64146. for (name in this._vectors4) {
  64147. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64148. }
  64149. // Matrix
  64150. serializationObject.matrices = {};
  64151. for (name in this._matrices) {
  64152. serializationObject.matrices[name] = this._matrices[name].asArray();
  64153. }
  64154. // Matrix 3x3
  64155. serializationObject.matrices3x3 = {};
  64156. for (name in this._matrices3x3) {
  64157. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64158. }
  64159. // Matrix 2x2
  64160. serializationObject.matrices2x2 = {};
  64161. for (name in this._matrices2x2) {
  64162. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64163. }
  64164. // Vector2Array
  64165. serializationObject.vectors2Arrays = {};
  64166. for (name in this._vectors2Arrays) {
  64167. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64168. }
  64169. // Vector3Array
  64170. serializationObject.vectors3Arrays = {};
  64171. for (name in this._vectors3Arrays) {
  64172. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64173. }
  64174. return serializationObject;
  64175. };
  64176. /**
  64177. * Creates a shader material from parsed shader material data
  64178. * @param source defines the JSON represnetation of the material
  64179. * @param scene defines the hosting scene
  64180. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64181. * @returns a new material
  64182. */
  64183. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64184. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64185. var name;
  64186. // Texture
  64187. for (name in source.textures) {
  64188. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64189. }
  64190. // Texture arrays
  64191. for (name in source.textureArrays) {
  64192. var array = source.textureArrays[name];
  64193. var textureArray = new Array();
  64194. for (var index = 0; index < array.length; index++) {
  64195. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64196. }
  64197. material.setTextureArray(name, textureArray);
  64198. }
  64199. // Float
  64200. for (name in source.floats) {
  64201. material.setFloat(name, source.floats[name]);
  64202. }
  64203. // Float s
  64204. for (name in source.floatsArrays) {
  64205. material.setFloats(name, source.floatsArrays[name]);
  64206. }
  64207. // Color3
  64208. for (name in source.colors3) {
  64209. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64210. }
  64211. // Color3 arrays
  64212. for (name in source.colors3Arrays) {
  64213. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64214. if (i % 3 === 0) {
  64215. arr.push([num]);
  64216. }
  64217. else {
  64218. arr[arr.length - 1].push(num);
  64219. }
  64220. return arr;
  64221. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64222. material.setColor3Array(name, colors);
  64223. }
  64224. // Color4
  64225. for (name in source.colors4) {
  64226. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64227. }
  64228. // Vector2
  64229. for (name in source.vectors2) {
  64230. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64231. }
  64232. // Vector3
  64233. for (name in source.vectors3) {
  64234. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64235. }
  64236. // Vector4
  64237. for (name in source.vectors4) {
  64238. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64239. }
  64240. // Matrix
  64241. for (name in source.matrices) {
  64242. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64243. }
  64244. // Matrix 3x3
  64245. for (name in source.matrices3x3) {
  64246. material.setMatrix3x3(name, source.matrices3x3[name]);
  64247. }
  64248. // Matrix 2x2
  64249. for (name in source.matrices2x2) {
  64250. material.setMatrix2x2(name, source.matrices2x2[name]);
  64251. }
  64252. // Vector2Array
  64253. for (name in source.vectors2Arrays) {
  64254. material.setArray2(name, source.vectors2Arrays[name]);
  64255. }
  64256. // Vector3Array
  64257. for (name in source.vectors3Arrays) {
  64258. material.setArray3(name, source.vectors3Arrays[name]);
  64259. }
  64260. return material;
  64261. };
  64262. return ShaderMaterial;
  64263. }(BABYLON.Material));
  64264. BABYLON.ShaderMaterial = ShaderMaterial;
  64265. })(BABYLON || (BABYLON = {}));
  64266. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64267. var BABYLON;
  64268. (function (BABYLON) {
  64269. /**
  64270. * Mesh representing the gorund
  64271. */
  64272. var GroundMesh = /** @class */ (function (_super) {
  64273. __extends(GroundMesh, _super);
  64274. function GroundMesh(name, scene) {
  64275. var _this = _super.call(this, name, scene) || this;
  64276. /** If octree should be generated */
  64277. _this.generateOctree = false;
  64278. return _this;
  64279. }
  64280. /**
  64281. * "GroundMesh"
  64282. * @returns "GroundMesh"
  64283. */
  64284. GroundMesh.prototype.getClassName = function () {
  64285. return "GroundMesh";
  64286. };
  64287. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64288. /**
  64289. * The minimum of x and y subdivisions
  64290. */
  64291. get: function () {
  64292. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64293. },
  64294. enumerable: true,
  64295. configurable: true
  64296. });
  64297. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64298. /**
  64299. * X subdivisions
  64300. */
  64301. get: function () {
  64302. return this._subdivisionsX;
  64303. },
  64304. enumerable: true,
  64305. configurable: true
  64306. });
  64307. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64308. /**
  64309. * Y subdivisions
  64310. */
  64311. get: function () {
  64312. return this._subdivisionsY;
  64313. },
  64314. enumerable: true,
  64315. configurable: true
  64316. });
  64317. /**
  64318. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64319. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64320. * @param chunksCount the number of subdivisions for x and y
  64321. * @param octreeBlocksSize (Default: 32)
  64322. */
  64323. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64324. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64325. this._subdivisionsX = chunksCount;
  64326. this._subdivisionsY = chunksCount;
  64327. this.subdivide(chunksCount);
  64328. // Call the octree system optimization if it is defined.
  64329. var thisAsAny = this;
  64330. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64331. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64332. }
  64333. };
  64334. /**
  64335. * Returns a height (y) value in the Worl system :
  64336. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64337. * @param x x coordinate
  64338. * @param z z coordinate
  64339. * @returns the ground y position if (x, z) are outside the ground surface.
  64340. */
  64341. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64342. var world = this.getWorldMatrix();
  64343. var invMat = BABYLON.Tmp.Matrix[5];
  64344. world.invertToRef(invMat);
  64345. var tmpVect = BABYLON.Tmp.Vector3[8];
  64346. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64347. x = tmpVect.x;
  64348. z = tmpVect.z;
  64349. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64350. return this.position.y;
  64351. }
  64352. if (!this._heightQuads || this._heightQuads.length == 0) {
  64353. this._initHeightQuads();
  64354. this._computeHeightQuads();
  64355. }
  64356. var facet = this._getFacetAt(x, z);
  64357. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64358. // return y in the World system
  64359. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64360. return tmpVect.y;
  64361. };
  64362. /**
  64363. * Returns a normalized vector (Vector3) orthogonal to the ground
  64364. * at the ground coordinates (x, z) expressed in the World system.
  64365. * @param x x coordinate
  64366. * @param z z coordinate
  64367. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64368. */
  64369. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64370. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64371. this.getNormalAtCoordinatesToRef(x, z, normal);
  64372. return normal;
  64373. };
  64374. /**
  64375. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64376. * at the ground coordinates (x, z) expressed in the World system.
  64377. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64378. * @param x x coordinate
  64379. * @param z z coordinate
  64380. * @param ref vector to store the result
  64381. * @returns the GroundMesh.
  64382. */
  64383. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64384. var world = this.getWorldMatrix();
  64385. var tmpMat = BABYLON.Tmp.Matrix[5];
  64386. world.invertToRef(tmpMat);
  64387. var tmpVect = BABYLON.Tmp.Vector3[8];
  64388. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64389. x = tmpVect.x;
  64390. z = tmpVect.z;
  64391. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64392. return this;
  64393. }
  64394. if (!this._heightQuads || this._heightQuads.length == 0) {
  64395. this._initHeightQuads();
  64396. this._computeHeightQuads();
  64397. }
  64398. var facet = this._getFacetAt(x, z);
  64399. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64400. return this;
  64401. };
  64402. /**
  64403. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64404. * if the ground has been updated.
  64405. * This can be used in the render loop.
  64406. * @returns the GroundMesh.
  64407. */
  64408. GroundMesh.prototype.updateCoordinateHeights = function () {
  64409. if (!this._heightQuads || this._heightQuads.length == 0) {
  64410. this._initHeightQuads();
  64411. }
  64412. this._computeHeightQuads();
  64413. return this;
  64414. };
  64415. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64416. GroundMesh.prototype._getFacetAt = function (x, z) {
  64417. // retrieve col and row from x, z coordinates in the ground local system
  64418. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64419. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64420. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64421. var facet;
  64422. if (z < quad.slope.x * x + quad.slope.y) {
  64423. facet = quad.facet1;
  64424. }
  64425. else {
  64426. facet = quad.facet2;
  64427. }
  64428. return facet;
  64429. };
  64430. // Creates and populates the heightMap array with "facet" elements :
  64431. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64432. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64433. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64434. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64435. // Returns the GroundMesh.
  64436. GroundMesh.prototype._initHeightQuads = function () {
  64437. var subdivisionsX = this._subdivisionsX;
  64438. var subdivisionsY = this._subdivisionsY;
  64439. this._heightQuads = new Array();
  64440. for (var row = 0; row < subdivisionsY; row++) {
  64441. for (var col = 0; col < subdivisionsX; col++) {
  64442. var quad = { slope: BABYLON.Vector2.Zero(), facet1: new BABYLON.Vector4(0.0, 0.0, 0.0, 0.0), facet2: new BABYLON.Vector4(0.0, 0.0, 0.0, 0.0) };
  64443. this._heightQuads[row * subdivisionsX + col] = quad;
  64444. }
  64445. }
  64446. return this;
  64447. };
  64448. // Compute each quad element values and update the the heightMap array :
  64449. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64450. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64451. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64452. // Returns the GroundMesh.
  64453. GroundMesh.prototype._computeHeightQuads = function () {
  64454. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64455. if (!positions) {
  64456. return this;
  64457. }
  64458. var v1 = BABYLON.Tmp.Vector3[3];
  64459. var v2 = BABYLON.Tmp.Vector3[2];
  64460. var v3 = BABYLON.Tmp.Vector3[1];
  64461. var v4 = BABYLON.Tmp.Vector3[0];
  64462. var v1v2 = BABYLON.Tmp.Vector3[4];
  64463. var v1v3 = BABYLON.Tmp.Vector3[5];
  64464. var v1v4 = BABYLON.Tmp.Vector3[6];
  64465. var norm1 = BABYLON.Tmp.Vector3[7];
  64466. var norm2 = BABYLON.Tmp.Vector3[8];
  64467. var i = 0;
  64468. var j = 0;
  64469. var k = 0;
  64470. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64471. var h = 0;
  64472. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64473. var d2 = 0;
  64474. var subdivisionsX = this._subdivisionsX;
  64475. var subdivisionsY = this._subdivisionsY;
  64476. for (var row = 0; row < subdivisionsY; row++) {
  64477. for (var col = 0; col < subdivisionsX; col++) {
  64478. i = col * 3;
  64479. j = row * (subdivisionsX + 1) * 3;
  64480. k = (row + 1) * (subdivisionsX + 1) * 3;
  64481. v1.x = positions[j + i];
  64482. v1.y = positions[j + i + 1];
  64483. v1.z = positions[j + i + 2];
  64484. v2.x = positions[j + i + 3];
  64485. v2.y = positions[j + i + 4];
  64486. v2.z = positions[j + i + 5];
  64487. v3.x = positions[k + i];
  64488. v3.y = positions[k + i + 1];
  64489. v3.z = positions[k + i + 2];
  64490. v4.x = positions[k + i + 3];
  64491. v4.y = positions[k + i + 4];
  64492. v4.z = positions[k + i + 5];
  64493. // 2D slope V1V4
  64494. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64495. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64496. // facet equations :
  64497. // we compute each facet normal vector
  64498. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64499. // we compute the value d by applying the equation to v1 which belongs to the plane
  64500. // then we store the facet equation in a Vector4
  64501. v2.subtractToRef(v1, v1v2);
  64502. v3.subtractToRef(v1, v1v3);
  64503. v4.subtractToRef(v1, v1v4);
  64504. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64505. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64506. norm1.normalize();
  64507. norm2.normalize();
  64508. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64509. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64510. var quad = this._heightQuads[row * subdivisionsX + col];
  64511. quad.slope.copyFromFloats(cd, h);
  64512. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64513. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64514. }
  64515. }
  64516. return this;
  64517. };
  64518. /**
  64519. * Serializes this ground mesh
  64520. * @param serializationObject object to write serialization to
  64521. */
  64522. GroundMesh.prototype.serialize = function (serializationObject) {
  64523. _super.prototype.serialize.call(this, serializationObject);
  64524. serializationObject.subdivisionsX = this._subdivisionsX;
  64525. serializationObject.subdivisionsY = this._subdivisionsY;
  64526. serializationObject.minX = this._minX;
  64527. serializationObject.maxX = this._maxX;
  64528. serializationObject.minZ = this._minZ;
  64529. serializationObject.maxZ = this._maxZ;
  64530. serializationObject.width = this._width;
  64531. serializationObject.height = this._height;
  64532. };
  64533. /**
  64534. * Parses a serialized ground mesh
  64535. * @param parsedMesh the serialized mesh
  64536. * @param scene the scene to create the ground mesh in
  64537. * @returns the created ground mesh
  64538. */
  64539. GroundMesh.Parse = function (parsedMesh, scene) {
  64540. var result = new GroundMesh(parsedMesh.name, scene);
  64541. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64542. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64543. result._minX = parsedMesh.minX;
  64544. result._maxX = parsedMesh.maxX;
  64545. result._minZ = parsedMesh.minZ;
  64546. result._maxZ = parsedMesh.maxZ;
  64547. result._width = parsedMesh.width;
  64548. result._height = parsedMesh.height;
  64549. return result;
  64550. };
  64551. return GroundMesh;
  64552. }(BABYLON.Mesh));
  64553. BABYLON.GroundMesh = GroundMesh;
  64554. })(BABYLON || (BABYLON = {}));
  64555. //# sourceMappingURL=babylon.groundMesh.js.map
  64556. var BABYLON;
  64557. (function (BABYLON) {
  64558. /**
  64559. * Creates an instance based on a source mesh.
  64560. */
  64561. var InstancedMesh = /** @class */ (function (_super) {
  64562. __extends(InstancedMesh, _super);
  64563. function InstancedMesh(name, source) {
  64564. var _this = _super.call(this, name, source.getScene()) || this;
  64565. source.instances.push(_this);
  64566. _this._sourceMesh = source;
  64567. _this.position.copyFrom(source.position);
  64568. _this.rotation.copyFrom(source.rotation);
  64569. _this.scaling.copyFrom(source.scaling);
  64570. if (source.rotationQuaternion) {
  64571. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64572. }
  64573. _this.infiniteDistance = source.infiniteDistance;
  64574. _this.setPivotMatrix(source.getPivotMatrix());
  64575. _this.refreshBoundingInfo();
  64576. _this._syncSubMeshes();
  64577. return _this;
  64578. }
  64579. /**
  64580. * Returns the string "InstancedMesh".
  64581. */
  64582. InstancedMesh.prototype.getClassName = function () {
  64583. return "InstancedMesh";
  64584. };
  64585. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64586. // Methods
  64587. /**
  64588. * If the source mesh receives shadows
  64589. */
  64590. get: function () {
  64591. return this._sourceMesh.receiveShadows;
  64592. },
  64593. enumerable: true,
  64594. configurable: true
  64595. });
  64596. Object.defineProperty(InstancedMesh.prototype, "material", {
  64597. /**
  64598. * The material of the source mesh
  64599. */
  64600. get: function () {
  64601. return this._sourceMesh.material;
  64602. },
  64603. enumerable: true,
  64604. configurable: true
  64605. });
  64606. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  64607. /**
  64608. * Visibility of the source mesh
  64609. */
  64610. get: function () {
  64611. return this._sourceMesh.visibility;
  64612. },
  64613. enumerable: true,
  64614. configurable: true
  64615. });
  64616. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  64617. /**
  64618. * Skeleton of the source mesh
  64619. */
  64620. get: function () {
  64621. return this._sourceMesh.skeleton;
  64622. },
  64623. enumerable: true,
  64624. configurable: true
  64625. });
  64626. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  64627. /**
  64628. * Rendering ground id of the source mesh
  64629. */
  64630. get: function () {
  64631. return this._sourceMesh.renderingGroupId;
  64632. },
  64633. set: function (value) {
  64634. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  64635. return;
  64636. }
  64637. //no-op with warning
  64638. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  64639. },
  64640. enumerable: true,
  64641. configurable: true
  64642. });
  64643. /**
  64644. * Returns the total number of vertices (integer).
  64645. */
  64646. InstancedMesh.prototype.getTotalVertices = function () {
  64647. return this._sourceMesh.getTotalVertices();
  64648. };
  64649. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  64650. /**
  64651. * The source mesh of the instance
  64652. */
  64653. get: function () {
  64654. return this._sourceMesh;
  64655. },
  64656. enumerable: true,
  64657. configurable: true
  64658. });
  64659. /**
  64660. * Is this node ready to be used/rendered
  64661. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  64662. * @return {boolean} is it ready
  64663. */
  64664. InstancedMesh.prototype.isReady = function (completeCheck) {
  64665. if (completeCheck === void 0) { completeCheck = false; }
  64666. return this._sourceMesh.isReady(completeCheck, true);
  64667. };
  64668. /**
  64669. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  64670. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  64671. * @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.
  64672. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  64673. */
  64674. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  64675. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  64676. };
  64677. /**
  64678. * Sets the vertex data of the mesh geometry for the requested `kind`.
  64679. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  64680. * The `data` are either a numeric array either a Float32Array.
  64681. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  64682. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  64683. * Note that a new underlying VertexBuffer object is created each call.
  64684. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64685. *
  64686. * Possible `kind` values :
  64687. * - BABYLON.VertexBuffer.PositionKind
  64688. * - BABYLON.VertexBuffer.UVKind
  64689. * - BABYLON.VertexBuffer.UV2Kind
  64690. * - BABYLON.VertexBuffer.UV3Kind
  64691. * - BABYLON.VertexBuffer.UV4Kind
  64692. * - BABYLON.VertexBuffer.UV5Kind
  64693. * - BABYLON.VertexBuffer.UV6Kind
  64694. * - BABYLON.VertexBuffer.ColorKind
  64695. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64696. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64697. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64698. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64699. *
  64700. * Returns the Mesh.
  64701. */
  64702. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  64703. if (this.sourceMesh) {
  64704. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  64705. }
  64706. return this.sourceMesh;
  64707. };
  64708. /**
  64709. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  64710. * If the mesh has no geometry, it is simply returned as it is.
  64711. * The `data` are either a numeric array either a Float32Array.
  64712. * No new underlying VertexBuffer object is created.
  64713. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64714. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  64715. *
  64716. * Possible `kind` values :
  64717. * - BABYLON.VertexBuffer.PositionKind
  64718. * - BABYLON.VertexBuffer.UVKind
  64719. * - BABYLON.VertexBuffer.UV2Kind
  64720. * - BABYLON.VertexBuffer.UV3Kind
  64721. * - BABYLON.VertexBuffer.UV4Kind
  64722. * - BABYLON.VertexBuffer.UV5Kind
  64723. * - BABYLON.VertexBuffer.UV6Kind
  64724. * - BABYLON.VertexBuffer.ColorKind
  64725. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64726. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64727. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64728. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64729. *
  64730. * Returns the Mesh.
  64731. */
  64732. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  64733. if (this.sourceMesh) {
  64734. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  64735. }
  64736. return this.sourceMesh;
  64737. };
  64738. /**
  64739. * Sets the mesh indices.
  64740. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  64741. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  64742. * This method creates a new index buffer each call.
  64743. * Returns the Mesh.
  64744. */
  64745. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  64746. if (totalVertices === void 0) { totalVertices = null; }
  64747. if (this.sourceMesh) {
  64748. this.sourceMesh.setIndices(indices, totalVertices);
  64749. }
  64750. return this.sourceMesh;
  64751. };
  64752. /**
  64753. * Boolean : True if the mesh owns the requested kind of data.
  64754. */
  64755. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  64756. return this._sourceMesh.isVerticesDataPresent(kind);
  64757. };
  64758. /**
  64759. * Returns an array of indices (IndicesArray).
  64760. */
  64761. InstancedMesh.prototype.getIndices = function () {
  64762. return this._sourceMesh.getIndices();
  64763. };
  64764. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  64765. get: function () {
  64766. return this._sourceMesh._positions;
  64767. },
  64768. enumerable: true,
  64769. configurable: true
  64770. });
  64771. /**
  64772. * Sets a new updated BoundingInfo to the mesh.
  64773. * @returns the mesh.
  64774. */
  64775. InstancedMesh.prototype.refreshBoundingInfo = function () {
  64776. var meshBB = this._sourceMesh.getBoundingInfo();
  64777. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  64778. this._updateBoundingInfo();
  64779. return this;
  64780. };
  64781. /** @hidden */
  64782. InstancedMesh.prototype._preActivate = function () {
  64783. if (this._currentLOD) {
  64784. this._currentLOD._preActivate();
  64785. }
  64786. return this;
  64787. };
  64788. /** @hidden */
  64789. InstancedMesh.prototype._activate = function (renderId) {
  64790. if (this._currentLOD) {
  64791. this._currentLOD._registerInstanceForRenderId(this, renderId);
  64792. }
  64793. return this;
  64794. };
  64795. /**
  64796. * Returns the current associated LOD AbstractMesh.
  64797. */
  64798. InstancedMesh.prototype.getLOD = function (camera) {
  64799. if (!camera) {
  64800. return this;
  64801. }
  64802. var boundingInfo = this.getBoundingInfo();
  64803. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  64804. if (this._currentLOD === this.sourceMesh) {
  64805. return this;
  64806. }
  64807. return this._currentLOD;
  64808. };
  64809. /** @hidden */
  64810. InstancedMesh.prototype._syncSubMeshes = function () {
  64811. this.releaseSubMeshes();
  64812. if (this._sourceMesh.subMeshes) {
  64813. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  64814. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  64815. }
  64816. }
  64817. return this;
  64818. };
  64819. /** @hidden */
  64820. InstancedMesh.prototype._generatePointsArray = function () {
  64821. return this._sourceMesh._generatePointsArray();
  64822. };
  64823. /**
  64824. * Creates a new InstancedMesh from the current mesh.
  64825. * - name (string) : the cloned mesh name
  64826. * - newParent (optional Node) : the optional Node to parent the clone to.
  64827. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  64828. *
  64829. * Returns the clone.
  64830. */
  64831. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64832. var result = this._sourceMesh.createInstance(name);
  64833. // Deep copy
  64834. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  64835. // Bounding info
  64836. this.refreshBoundingInfo();
  64837. // Parent
  64838. if (newParent) {
  64839. result.parent = newParent;
  64840. }
  64841. if (!doNotCloneChildren) {
  64842. // Children
  64843. for (var index = 0; index < this.getScene().meshes.length; index++) {
  64844. var mesh = this.getScene().meshes[index];
  64845. if (mesh.parent === this) {
  64846. mesh.clone(mesh.name, result);
  64847. }
  64848. }
  64849. }
  64850. result.computeWorldMatrix(true);
  64851. return result;
  64852. };
  64853. /**
  64854. * Disposes the InstancedMesh.
  64855. * Returns nothing.
  64856. */
  64857. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  64858. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  64859. // Remove from mesh
  64860. var index = this._sourceMesh.instances.indexOf(this);
  64861. this._sourceMesh.instances.splice(index, 1);
  64862. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  64863. };
  64864. return InstancedMesh;
  64865. }(BABYLON.AbstractMesh));
  64866. BABYLON.InstancedMesh = InstancedMesh;
  64867. })(BABYLON || (BABYLON = {}));
  64868. //# sourceMappingURL=babylon.instancedMesh.js.map
  64869. var BABYLON;
  64870. (function (BABYLON) {
  64871. /**
  64872. * Line mesh
  64873. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  64874. */
  64875. var LinesMesh = /** @class */ (function (_super) {
  64876. __extends(LinesMesh, _super);
  64877. /**
  64878. * Creates a new LinesMesh
  64879. * @param name defines the name
  64880. * @param scene defines the hosting scene
  64881. * @param parent defines the parent mesh if any
  64882. * @param source defines the optional source LinesMesh used to clone data from
  64883. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  64884. * When false, achieved by calling a clone(), also passing False.
  64885. * This will make creation of children, recursive.
  64886. * @param useVertexColor defines if this LinesMesh supports vertex color
  64887. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  64888. */
  64889. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  64890. /**
  64891. * If vertex color should be applied to the mesh
  64892. */
  64893. useVertexColor,
  64894. /**
  64895. * If vertex alpha should be applied to the mesh
  64896. */
  64897. useVertexAlpha) {
  64898. if (scene === void 0) { scene = null; }
  64899. if (parent === void 0) { parent = null; }
  64900. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  64901. _this.useVertexColor = useVertexColor;
  64902. _this.useVertexAlpha = useVertexAlpha;
  64903. /**
  64904. * Color of the line (Default: White)
  64905. */
  64906. _this.color = new BABYLON.Color3(1, 1, 1);
  64907. /**
  64908. * Alpha of the line (Default: 1)
  64909. */
  64910. _this.alpha = 1;
  64911. if (source) {
  64912. _this.color = source.color.clone();
  64913. _this.alpha = source.alpha;
  64914. _this.useVertexColor = source.useVertexColor;
  64915. _this.useVertexAlpha = source.useVertexAlpha;
  64916. }
  64917. _this._intersectionThreshold = 0.1;
  64918. var defines = [];
  64919. var options = {
  64920. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  64921. uniforms: ["world", "viewProjection"],
  64922. needAlphaBlending: true,
  64923. defines: defines
  64924. };
  64925. if (useVertexAlpha === false) {
  64926. options.needAlphaBlending = false;
  64927. }
  64928. if (!useVertexColor) {
  64929. options.uniforms.push("color");
  64930. }
  64931. else {
  64932. options.defines.push("#define VERTEXCOLOR");
  64933. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  64934. }
  64935. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  64936. return _this;
  64937. }
  64938. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  64939. /**
  64940. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64941. * This margin is expressed in world space coordinates, so its value may vary.
  64942. * Default value is 0.1
  64943. * @returns the intersection Threshold value.
  64944. */
  64945. get: function () {
  64946. return this._intersectionThreshold;
  64947. },
  64948. /**
  64949. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64950. * This margin is expressed in world space coordinates, so its value may vary.
  64951. */
  64952. set: function (value) {
  64953. if (this._intersectionThreshold === value) {
  64954. return;
  64955. }
  64956. this._intersectionThreshold = value;
  64957. if (this.geometry) {
  64958. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  64959. }
  64960. },
  64961. enumerable: true,
  64962. configurable: true
  64963. });
  64964. /**
  64965. * Returns the string "LineMesh"
  64966. */
  64967. LinesMesh.prototype.getClassName = function () {
  64968. return "LinesMesh";
  64969. };
  64970. Object.defineProperty(LinesMesh.prototype, "material", {
  64971. /**
  64972. * @hidden
  64973. */
  64974. get: function () {
  64975. return this._colorShader;
  64976. },
  64977. /**
  64978. * @hidden
  64979. */
  64980. set: function (value) {
  64981. // Do nothing
  64982. },
  64983. enumerable: true,
  64984. configurable: true
  64985. });
  64986. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  64987. /**
  64988. * @hidden
  64989. */
  64990. get: function () {
  64991. return false;
  64992. },
  64993. enumerable: true,
  64994. configurable: true
  64995. });
  64996. /** @hidden */
  64997. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  64998. if (!this._geometry) {
  64999. return this;
  65000. }
  65001. // VBOs
  65002. this._geometry._bind(this._colorShader.getEffect());
  65003. // Color
  65004. if (!this.useVertexColor) {
  65005. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65006. }
  65007. return this;
  65008. };
  65009. /** @hidden */
  65010. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65011. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65012. return this;
  65013. }
  65014. var engine = this.getScene().getEngine();
  65015. // Draw order
  65016. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65017. return this;
  65018. };
  65019. /**
  65020. * Disposes of the line mesh
  65021. * @param doNotRecurse If children should be disposed
  65022. */
  65023. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65024. this._colorShader.dispose();
  65025. _super.prototype.dispose.call(this, doNotRecurse);
  65026. };
  65027. /**
  65028. * Returns a new LineMesh object cloned from the current one.
  65029. */
  65030. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65031. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65032. };
  65033. return LinesMesh;
  65034. }(BABYLON.Mesh));
  65035. BABYLON.LinesMesh = LinesMesh;
  65036. })(BABYLON || (BABYLON = {}));
  65037. //# sourceMappingURL=babylon.linesMesh.js.map
  65038. var BABYLON;
  65039. (function (BABYLON) {
  65040. /**
  65041. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65042. * The underlying implementation relies on an associative array to ensure the best performances.
  65043. * The value can be anything including 'null' but except 'undefined'
  65044. */
  65045. var StringDictionary = /** @class */ (function () {
  65046. function StringDictionary() {
  65047. this._count = 0;
  65048. this._data = {};
  65049. }
  65050. /**
  65051. * This will clear this dictionary and copy the content from the 'source' one.
  65052. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65053. * @param source the dictionary to take the content from and copy to this dictionary
  65054. */
  65055. StringDictionary.prototype.copyFrom = function (source) {
  65056. var _this = this;
  65057. this.clear();
  65058. source.forEach(function (t, v) { return _this.add(t, v); });
  65059. };
  65060. /**
  65061. * Get a value based from its key
  65062. * @param key the given key to get the matching value from
  65063. * @return the value if found, otherwise undefined is returned
  65064. */
  65065. StringDictionary.prototype.get = function (key) {
  65066. var val = this._data[key];
  65067. if (val !== undefined) {
  65068. return val;
  65069. }
  65070. return undefined;
  65071. };
  65072. /**
  65073. * Get a value from its key or add it if it doesn't exist.
  65074. * This method will ensure you that a given key/data will be present in the dictionary.
  65075. * @param key the given key to get the matching value from
  65076. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65077. * The factory will only be invoked if there's no data for the given key.
  65078. * @return the value corresponding to the key.
  65079. */
  65080. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65081. var val = this.get(key);
  65082. if (val !== undefined) {
  65083. return val;
  65084. }
  65085. val = factory(key);
  65086. if (val) {
  65087. this.add(key, val);
  65088. }
  65089. return val;
  65090. };
  65091. /**
  65092. * Get a value from its key if present in the dictionary otherwise add it
  65093. * @param key the key to get the value from
  65094. * @param val if there's no such key/value pair in the dictionary add it with this value
  65095. * @return the value corresponding to the key
  65096. */
  65097. StringDictionary.prototype.getOrAdd = function (key, val) {
  65098. var curVal = this.get(key);
  65099. if (curVal !== undefined) {
  65100. return curVal;
  65101. }
  65102. this.add(key, val);
  65103. return val;
  65104. };
  65105. /**
  65106. * Check if there's a given key in the dictionary
  65107. * @param key the key to check for
  65108. * @return true if the key is present, false otherwise
  65109. */
  65110. StringDictionary.prototype.contains = function (key) {
  65111. return this._data[key] !== undefined;
  65112. };
  65113. /**
  65114. * Add a new key and its corresponding value
  65115. * @param key the key to add
  65116. * @param value the value corresponding to the key
  65117. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  65118. */
  65119. StringDictionary.prototype.add = function (key, value) {
  65120. if (this._data[key] !== undefined) {
  65121. return false;
  65122. }
  65123. this._data[key] = value;
  65124. ++this._count;
  65125. return true;
  65126. };
  65127. /**
  65128. * Update a specific value associated to a key
  65129. * @param key defines the key to use
  65130. * @param value defines the value to store
  65131. * @returns true if the value was updated (or false if the key was not found)
  65132. */
  65133. StringDictionary.prototype.set = function (key, value) {
  65134. if (this._data[key] === undefined) {
  65135. return false;
  65136. }
  65137. this._data[key] = value;
  65138. return true;
  65139. };
  65140. /**
  65141. * Get the element of the given key and remove it from the dictionary
  65142. * @param key defines the key to search
  65143. * @returns the value associated with the key or null if not found
  65144. */
  65145. StringDictionary.prototype.getAndRemove = function (key) {
  65146. var val = this.get(key);
  65147. if (val !== undefined) {
  65148. delete this._data[key];
  65149. --this._count;
  65150. return val;
  65151. }
  65152. return null;
  65153. };
  65154. /**
  65155. * Remove a key/value from the dictionary.
  65156. * @param key the key to remove
  65157. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65158. */
  65159. StringDictionary.prototype.remove = function (key) {
  65160. if (this.contains(key)) {
  65161. delete this._data[key];
  65162. --this._count;
  65163. return true;
  65164. }
  65165. return false;
  65166. };
  65167. /**
  65168. * Clear the whole content of the dictionary
  65169. */
  65170. StringDictionary.prototype.clear = function () {
  65171. this._data = {};
  65172. this._count = 0;
  65173. };
  65174. Object.defineProperty(StringDictionary.prototype, "count", {
  65175. /**
  65176. * Gets the current count
  65177. */
  65178. get: function () {
  65179. return this._count;
  65180. },
  65181. enumerable: true,
  65182. configurable: true
  65183. });
  65184. /**
  65185. * Execute a callback on each key/val of the dictionary.
  65186. * Note that you can remove any element in this dictionary in the callback implementation
  65187. * @param callback the callback to execute on a given key/value pair
  65188. */
  65189. StringDictionary.prototype.forEach = function (callback) {
  65190. for (var cur in this._data) {
  65191. var val = this._data[cur];
  65192. callback(cur, val);
  65193. }
  65194. };
  65195. /**
  65196. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65197. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65198. * Note that you can remove any element in this dictionary in the callback implementation
  65199. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65200. * @returns the first item
  65201. */
  65202. StringDictionary.prototype.first = function (callback) {
  65203. for (var cur in this._data) {
  65204. var val = this._data[cur];
  65205. var res = callback(cur, val);
  65206. if (res) {
  65207. return res;
  65208. }
  65209. }
  65210. return null;
  65211. };
  65212. return StringDictionary;
  65213. }());
  65214. BABYLON.StringDictionary = StringDictionary;
  65215. })(BABYLON || (BABYLON = {}));
  65216. //# sourceMappingURL=babylon.stringDictionary.js.map
  65217. var BABYLON;
  65218. (function (BABYLON) {
  65219. var Debug;
  65220. (function (Debug) {
  65221. /**
  65222. * Class used to render a debug view of a given skeleton
  65223. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65224. */
  65225. var SkeletonViewer = /** @class */ (function () {
  65226. /**
  65227. * Creates a new SkeletonViewer
  65228. * @param skeleton defines the skeleton to render
  65229. * @param mesh defines the mesh attached to the skeleton
  65230. * @param scene defines the hosting scene
  65231. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65232. * @param renderingGroupId defines the rendering group id to use with the viewer
  65233. */
  65234. function SkeletonViewer(
  65235. /** defines the skeleton to render */
  65236. skeleton,
  65237. /** defines the mesh attached to the skeleton */
  65238. mesh, scene,
  65239. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65240. autoUpdateBonesMatrices,
  65241. /** defines the rendering group id to use with the viewer */
  65242. renderingGroupId) {
  65243. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65244. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65245. this.skeleton = skeleton;
  65246. this.mesh = mesh;
  65247. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65248. this.renderingGroupId = renderingGroupId;
  65249. /** Gets or sets the color used to render the skeleton */
  65250. this.color = BABYLON.Color3.White();
  65251. this._debugLines = new Array();
  65252. this._isEnabled = false;
  65253. this._scene = scene;
  65254. this.update();
  65255. this._renderFunction = this.update.bind(this);
  65256. }
  65257. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65258. get: function () {
  65259. return this._isEnabled;
  65260. },
  65261. /** Gets or sets a boolean indicating if the viewer is enabled */
  65262. set: function (value) {
  65263. if (this._isEnabled === value) {
  65264. return;
  65265. }
  65266. this._isEnabled = value;
  65267. if (value) {
  65268. this._scene.registerBeforeRender(this._renderFunction);
  65269. }
  65270. else {
  65271. this._scene.unregisterBeforeRender(this._renderFunction);
  65272. }
  65273. },
  65274. enumerable: true,
  65275. configurable: true
  65276. });
  65277. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65278. if (x === void 0) { x = 0; }
  65279. if (y === void 0) { y = 0; }
  65280. if (z === void 0) { z = 0; }
  65281. var tmat = BABYLON.Tmp.Matrix[0];
  65282. var parentBone = bone.getParent();
  65283. tmat.copyFrom(bone.getLocalMatrix());
  65284. if (x !== 0 || y !== 0 || z !== 0) {
  65285. var tmat2 = BABYLON.Tmp.Matrix[1];
  65286. BABYLON.Matrix.IdentityToRef(tmat2);
  65287. tmat2.m[12] = x;
  65288. tmat2.m[13] = y;
  65289. tmat2.m[14] = z;
  65290. tmat2.multiplyToRef(tmat, tmat);
  65291. }
  65292. if (parentBone) {
  65293. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65294. }
  65295. tmat.multiplyToRef(meshMat, tmat);
  65296. position.x = tmat.m[12];
  65297. position.y = tmat.m[13];
  65298. position.z = tmat.m[14];
  65299. };
  65300. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65301. var len = bones.length;
  65302. var meshPos = this.mesh.position;
  65303. for (var i = 0; i < len; i++) {
  65304. var bone = bones[i];
  65305. var points = this._debugLines[i];
  65306. if (!points) {
  65307. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65308. this._debugLines[i] = points;
  65309. }
  65310. this._getBonePosition(points[0], bone, meshMat);
  65311. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65312. points[0].subtractInPlace(meshPos);
  65313. points[1].subtractInPlace(meshPos);
  65314. }
  65315. };
  65316. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65317. var len = bones.length;
  65318. var boneNum = 0;
  65319. var meshPos = this.mesh.position;
  65320. for (var i = len - 1; i >= 0; i--) {
  65321. var childBone = bones[i];
  65322. var parentBone = childBone.getParent();
  65323. if (!parentBone) {
  65324. continue;
  65325. }
  65326. var points = this._debugLines[boneNum];
  65327. if (!points) {
  65328. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65329. this._debugLines[boneNum] = points;
  65330. }
  65331. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65332. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65333. points[0].subtractInPlace(meshPos);
  65334. points[1].subtractInPlace(meshPos);
  65335. boneNum++;
  65336. }
  65337. };
  65338. /** Update the viewer to sync with current skeleton state */
  65339. SkeletonViewer.prototype.update = function () {
  65340. if (this.autoUpdateBonesMatrices) {
  65341. this.skeleton.computeAbsoluteTransforms();
  65342. }
  65343. if (this.skeleton.bones[0].length === undefined) {
  65344. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65345. }
  65346. else {
  65347. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65348. }
  65349. if (!this._debugMesh) {
  65350. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  65351. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65352. }
  65353. else {
  65354. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  65355. }
  65356. this._debugMesh.position.copyFrom(this.mesh.position);
  65357. this._debugMesh.color = this.color;
  65358. };
  65359. /** Release associated resources */
  65360. SkeletonViewer.prototype.dispose = function () {
  65361. if (this._debugMesh) {
  65362. this.isEnabled = false;
  65363. this._debugMesh.dispose();
  65364. this._debugMesh = null;
  65365. }
  65366. };
  65367. return SkeletonViewer;
  65368. }());
  65369. Debug.SkeletonViewer = SkeletonViewer;
  65370. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65371. })(BABYLON || (BABYLON = {}));
  65372. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65373. /**
  65374. * Module Debug contains the (visual) components to debug a scene correctly
  65375. */
  65376. var BABYLON;
  65377. (function (BABYLON) {
  65378. var Debug;
  65379. (function (Debug) {
  65380. /**
  65381. * The Axes viewer will show 3 axes in a specific point in space
  65382. */
  65383. var AxesViewer = /** @class */ (function () {
  65384. /**
  65385. * Creates a new AxesViewer
  65386. * @param scene defines the hosting scene
  65387. * @param scaleLines defines a number used to scale line length (1 by default)
  65388. */
  65389. function AxesViewer(scene, scaleLines) {
  65390. if (scaleLines === void 0) { scaleLines = 1; }
  65391. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65392. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65393. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65394. /**
  65395. * Gets or sets a number used to scale line length
  65396. */
  65397. this.scaleLines = 1;
  65398. this.scaleLines = scaleLines;
  65399. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65400. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65401. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65402. this._xmesh.renderingGroupId = 2;
  65403. this._ymesh.renderingGroupId = 2;
  65404. this._zmesh.renderingGroupId = 2;
  65405. this._xmesh.material.checkReadyOnlyOnce = true;
  65406. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65407. this._ymesh.material.checkReadyOnlyOnce = true;
  65408. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65409. this._zmesh.material.checkReadyOnlyOnce = true;
  65410. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65411. this.scene = scene;
  65412. }
  65413. /**
  65414. * Force the viewer to update
  65415. * @param position defines the position of the viewer
  65416. * @param xaxis defines the x axis of the viewer
  65417. * @param yaxis defines the y axis of the viewer
  65418. * @param zaxis defines the z axis of the viewer
  65419. */
  65420. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65421. var scaleLines = this.scaleLines;
  65422. if (this._xmesh) {
  65423. this._xmesh.position.copyFrom(position);
  65424. }
  65425. if (this._ymesh) {
  65426. this._ymesh.position.copyFrom(position);
  65427. }
  65428. if (this._zmesh) {
  65429. this._zmesh.position.copyFrom(position);
  65430. }
  65431. var point2 = this._xline[1];
  65432. point2.x = xaxis.x * scaleLines;
  65433. point2.y = xaxis.y * scaleLines;
  65434. point2.z = xaxis.z * scaleLines;
  65435. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65436. point2 = this._yline[1];
  65437. point2.x = yaxis.x * scaleLines;
  65438. point2.y = yaxis.y * scaleLines;
  65439. point2.z = yaxis.z * scaleLines;
  65440. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65441. point2 = this._zline[1];
  65442. point2.x = zaxis.x * scaleLines;
  65443. point2.y = zaxis.y * scaleLines;
  65444. point2.z = zaxis.z * scaleLines;
  65445. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65446. };
  65447. /** Releases resources */
  65448. AxesViewer.prototype.dispose = function () {
  65449. if (this._xmesh) {
  65450. this._xmesh.dispose();
  65451. }
  65452. if (this._ymesh) {
  65453. this._ymesh.dispose();
  65454. }
  65455. if (this._zmesh) {
  65456. this._zmesh.dispose();
  65457. }
  65458. this._xmesh = null;
  65459. this._ymesh = null;
  65460. this._zmesh = null;
  65461. this.scene = null;
  65462. };
  65463. return AxesViewer;
  65464. }());
  65465. Debug.AxesViewer = AxesViewer;
  65466. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65467. })(BABYLON || (BABYLON = {}));
  65468. //# sourceMappingURL=babylon.axesViewer.js.map
  65469. var BABYLON;
  65470. (function (BABYLON) {
  65471. var Debug;
  65472. (function (Debug) {
  65473. /**
  65474. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65475. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65476. */
  65477. var BoneAxesViewer = /** @class */ (function (_super) {
  65478. __extends(BoneAxesViewer, _super);
  65479. /**
  65480. * Creates a new BoneAxesViewer
  65481. * @param scene defines the hosting scene
  65482. * @param bone defines the target bone
  65483. * @param mesh defines the target mesh
  65484. * @param scaleLines defines a scaling factor for line length (1 by default)
  65485. */
  65486. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65487. if (scaleLines === void 0) { scaleLines = 1; }
  65488. var _this = _super.call(this, scene, scaleLines) || this;
  65489. /** Gets current position */
  65490. _this.pos = BABYLON.Vector3.Zero();
  65491. /** Gets direction of X axis */
  65492. _this.xaxis = BABYLON.Vector3.Zero();
  65493. /** Gets direction of Y axis */
  65494. _this.yaxis = BABYLON.Vector3.Zero();
  65495. /** Gets direction of Z axis */
  65496. _this.zaxis = BABYLON.Vector3.Zero();
  65497. _this.mesh = mesh;
  65498. _this.bone = bone;
  65499. return _this;
  65500. }
  65501. /**
  65502. * Force the viewer to update
  65503. */
  65504. BoneAxesViewer.prototype.update = function () {
  65505. if (!this.mesh || !this.bone) {
  65506. return;
  65507. }
  65508. var bone = this.bone;
  65509. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65510. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65511. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65512. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65513. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65514. };
  65515. /** Releases resources */
  65516. BoneAxesViewer.prototype.dispose = function () {
  65517. if (this.mesh) {
  65518. this.mesh = null;
  65519. this.bone = null;
  65520. _super.prototype.dispose.call(this);
  65521. }
  65522. };
  65523. return BoneAxesViewer;
  65524. }(Debug.AxesViewer));
  65525. Debug.BoneAxesViewer = BoneAxesViewer;
  65526. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65527. })(BABYLON || (BABYLON = {}));
  65528. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65529. var BABYLON;
  65530. (function (BABYLON) {
  65531. /**
  65532. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65533. * in order to better appreciate the issue one might have.
  65534. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65535. */
  65536. var RayHelper = /** @class */ (function () {
  65537. /**
  65538. * Instantiate a new ray helper.
  65539. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65540. * in order to better appreciate the issue one might have.
  65541. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65542. * @param ray Defines the ray we are currently tryin to visualize
  65543. */
  65544. function RayHelper(ray) {
  65545. this.ray = ray;
  65546. }
  65547. /**
  65548. * Helper function to create a colored helper in a scene in one line.
  65549. * @param ray Defines the ray we are currently tryin to visualize
  65550. * @param scene Defines the scene the ray is used in
  65551. * @param color Defines the color we want to see the ray in
  65552. * @returns The newly created ray helper.
  65553. */
  65554. RayHelper.CreateAndShow = function (ray, scene, color) {
  65555. var helper = new RayHelper(ray);
  65556. helper.show(scene, color);
  65557. return helper;
  65558. };
  65559. /**
  65560. * Shows the ray we are willing to debug.
  65561. * @param scene Defines the scene the ray needs to be rendered in
  65562. * @param color Defines the color the ray needs to be rendered in
  65563. */
  65564. RayHelper.prototype.show = function (scene, color) {
  65565. if (!this._renderFunction && this.ray) {
  65566. var ray = this.ray;
  65567. this._renderFunction = this._render.bind(this);
  65568. this._scene = scene;
  65569. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65570. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65571. if (this._renderFunction) {
  65572. this._scene.registerBeforeRender(this._renderFunction);
  65573. }
  65574. }
  65575. if (color && this._renderLine) {
  65576. this._renderLine.color.copyFrom(color);
  65577. }
  65578. };
  65579. /**
  65580. * Hides the ray we are debugging.
  65581. */
  65582. RayHelper.prototype.hide = function () {
  65583. if (this._renderFunction && this._scene) {
  65584. this._scene.unregisterBeforeRender(this._renderFunction);
  65585. this._scene = null;
  65586. this._renderFunction = null;
  65587. if (this._renderLine) {
  65588. this._renderLine.dispose();
  65589. this._renderLine = null;
  65590. }
  65591. this._renderPoints = [];
  65592. }
  65593. };
  65594. RayHelper.prototype._render = function () {
  65595. var ray = this.ray;
  65596. if (!ray) {
  65597. return;
  65598. }
  65599. var point = this._renderPoints[1];
  65600. var len = Math.min(ray.length, 1000000);
  65601. point.copyFrom(ray.direction);
  65602. point.scaleInPlace(len);
  65603. point.addInPlace(ray.origin);
  65604. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  65605. };
  65606. /**
  65607. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  65608. * @param mesh Defines the mesh we want the helper attached to
  65609. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  65610. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  65611. * @param length Defines the length of the ray
  65612. */
  65613. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  65614. this._attachedToMesh = mesh;
  65615. var ray = this.ray;
  65616. if (!ray) {
  65617. return;
  65618. }
  65619. if (!ray.direction) {
  65620. ray.direction = BABYLON.Vector3.Zero();
  65621. }
  65622. if (!ray.origin) {
  65623. ray.origin = BABYLON.Vector3.Zero();
  65624. }
  65625. if (length) {
  65626. ray.length = length;
  65627. }
  65628. if (!meshSpaceOrigin) {
  65629. meshSpaceOrigin = BABYLON.Vector3.Zero();
  65630. }
  65631. if (!meshSpaceDirection) {
  65632. // -1 so that this will work with Mesh.lookAt
  65633. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  65634. }
  65635. if (!this._meshSpaceDirection) {
  65636. this._meshSpaceDirection = meshSpaceDirection.clone();
  65637. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  65638. }
  65639. else {
  65640. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  65641. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  65642. }
  65643. if (!this._updateToMeshFunction) {
  65644. this._updateToMeshFunction = this._updateToMesh.bind(this);
  65645. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  65646. }
  65647. this._updateToMesh();
  65648. };
  65649. /**
  65650. * Detach the ray helper from the mesh it has previously been attached to.
  65651. */
  65652. RayHelper.prototype.detachFromMesh = function () {
  65653. if (this._attachedToMesh) {
  65654. if (this._updateToMeshFunction) {
  65655. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  65656. }
  65657. this._attachedToMesh = null;
  65658. this._updateToMeshFunction = null;
  65659. }
  65660. };
  65661. RayHelper.prototype._updateToMesh = function () {
  65662. var ray = this.ray;
  65663. if (!this._attachedToMesh || !ray) {
  65664. return;
  65665. }
  65666. if (this._attachedToMesh._isDisposed) {
  65667. this.detachFromMesh();
  65668. return;
  65669. }
  65670. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  65671. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  65672. };
  65673. /**
  65674. * Dispose the helper and release its associated resources.
  65675. */
  65676. RayHelper.prototype.dispose = function () {
  65677. this.hide();
  65678. this.detachFromMesh();
  65679. this.ray = null;
  65680. };
  65681. return RayHelper;
  65682. }());
  65683. BABYLON.RayHelper = RayHelper;
  65684. })(BABYLON || (BABYLON = {}));
  65685. //# sourceMappingURL=babylon.rayHelper.js.map
  65686. var BABYLON;
  65687. (function (BABYLON) {
  65688. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  65689. get: function () {
  65690. if (!this._debugLayer) {
  65691. this._debugLayer = new DebugLayer(this);
  65692. }
  65693. return this._debugLayer;
  65694. },
  65695. enumerable: true,
  65696. configurable: true
  65697. });
  65698. /**
  65699. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65700. * what is happening in your scene
  65701. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65702. */
  65703. var DebugLayer = /** @class */ (function () {
  65704. /**
  65705. * Instantiates a new debug layer.
  65706. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65707. * what is happening in your scene
  65708. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65709. * @param scene Defines the scene to inspect
  65710. */
  65711. function DebugLayer(scene) {
  65712. var _this = this;
  65713. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65714. /**
  65715. * Observable triggered when a property is changed through the inspector.
  65716. */
  65717. this.onPropertyChangedObservable = new BABYLON.Observable();
  65718. this._scene = scene;
  65719. this._scene.onDisposeObservable.add(function () {
  65720. // Debug layer
  65721. if (_this._scene._debugLayer) {
  65722. _this._scene._debugLayer.hide();
  65723. }
  65724. });
  65725. }
  65726. /** Creates the inspector window. */
  65727. DebugLayer.prototype._createInspector = function (config) {
  65728. if (config === void 0) { config = {}; }
  65729. var popup = config.popup || false;
  65730. var initialTab = config.initialTab || 0;
  65731. var parentElement = config.parentElement || null;
  65732. if (!this._inspector) {
  65733. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65734. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  65735. } // else nothing to do as instance is already created
  65736. };
  65737. /**
  65738. * Get if the inspector is visible or not.
  65739. * @returns true if visible otherwise, false
  65740. */
  65741. DebugLayer.prototype.isVisible = function () {
  65742. if (!this._inspector) {
  65743. return false;
  65744. }
  65745. return true;
  65746. };
  65747. /**
  65748. * Hide the inspector and close its window.
  65749. */
  65750. DebugLayer.prototype.hide = function () {
  65751. if (this._inspector) {
  65752. try {
  65753. this._inspector.dispose();
  65754. }
  65755. catch (e) {
  65756. // If the inspector has been removed directly from the inspector tool
  65757. }
  65758. this.onPropertyChangedObservable.clear();
  65759. this._inspector = null;
  65760. }
  65761. };
  65762. /**
  65763. *
  65764. * Launch the debugLayer.
  65765. *
  65766. * initialTab:
  65767. * | Value | Tab Name |
  65768. * | --- | --- |
  65769. * | 0 | Scene |
  65770. * | 1 | Console |
  65771. * | 2 | Stats |
  65772. * | 3 | Textures |
  65773. * | 4 | Mesh |
  65774. * | 5 | Light |
  65775. * | 6 | Material |
  65776. * | 7 | GLTF |
  65777. * | 8 | GUI |
  65778. * | 9 | Physics |
  65779. * | 10 | Camera |
  65780. * | 11 | Audio |
  65781. *
  65782. * @param config Define the configuration of the inspector
  65783. */
  65784. DebugLayer.prototype.show = function (config) {
  65785. if (config === void 0) { config = {}; }
  65786. if (typeof this.BJSINSPECTOR == 'undefined') {
  65787. // Load inspector and add it to the DOM
  65788. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  65789. }
  65790. else {
  65791. // Otherwise creates the inspector
  65792. this._createInspector(config);
  65793. }
  65794. };
  65795. /**
  65796. * Gets the active tab
  65797. * @return the index of the active tab or -1 if the inspector is hidden
  65798. */
  65799. DebugLayer.prototype.getActiveTab = function () {
  65800. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  65801. };
  65802. /**
  65803. * Define the url to get the inspector script from.
  65804. * By default it uses the babylonjs CDN.
  65805. * @ignoreNaming
  65806. */
  65807. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  65808. return DebugLayer;
  65809. }());
  65810. BABYLON.DebugLayer = DebugLayer;
  65811. })(BABYLON || (BABYLON = {}));
  65812. //# sourceMappingURL=babylon.debugLayer.js.map
  65813. var BABYLON;
  65814. (function (BABYLON) {
  65815. var Debug;
  65816. (function (Debug) {
  65817. /**
  65818. * Used to show the physics impostor around the specific mesh
  65819. */
  65820. var PhysicsViewer = /** @class */ (function () {
  65821. /**
  65822. * Creates a new PhysicsViewer
  65823. * @param scene defines the hosting scene
  65824. */
  65825. function PhysicsViewer(scene) {
  65826. /** @hidden */
  65827. this._impostors = [];
  65828. /** @hidden */
  65829. this._meshes = [];
  65830. /** @hidden */
  65831. this._numMeshes = 0;
  65832. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  65833. var physicEngine = this._scene.getPhysicsEngine();
  65834. if (physicEngine) {
  65835. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  65836. }
  65837. }
  65838. /** @hidden */
  65839. PhysicsViewer.prototype._updateDebugMeshes = function () {
  65840. var plugin = this._physicsEnginePlugin;
  65841. for (var i = 0; i < this._numMeshes; i++) {
  65842. var impostor = this._impostors[i];
  65843. if (!impostor) {
  65844. continue;
  65845. }
  65846. if (impostor.isDisposed) {
  65847. this.hideImpostor(this._impostors[i--]);
  65848. }
  65849. else {
  65850. var mesh = this._meshes[i];
  65851. if (mesh && plugin) {
  65852. plugin.syncMeshWithImpostor(mesh, impostor);
  65853. }
  65854. }
  65855. }
  65856. };
  65857. /**
  65858. * Renders a specified physic impostor
  65859. * @param impostor defines the impostor to render
  65860. */
  65861. PhysicsViewer.prototype.showImpostor = function (impostor) {
  65862. if (!this._scene) {
  65863. return;
  65864. }
  65865. for (var i = 0; i < this._numMeshes; i++) {
  65866. if (this._impostors[i] == impostor) {
  65867. return;
  65868. }
  65869. }
  65870. var debugMesh = this._getDebugMesh(impostor, this._scene);
  65871. if (debugMesh) {
  65872. this._impostors[this._numMeshes] = impostor;
  65873. this._meshes[this._numMeshes] = debugMesh;
  65874. if (this._numMeshes === 0) {
  65875. this._renderFunction = this._updateDebugMeshes.bind(this);
  65876. this._scene.registerBeforeRender(this._renderFunction);
  65877. }
  65878. this._numMeshes++;
  65879. }
  65880. };
  65881. /**
  65882. * Hides a specified physic impostor
  65883. * @param impostor defines the impostor to hide
  65884. */
  65885. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  65886. if (!impostor || !this._scene) {
  65887. return;
  65888. }
  65889. var removed = false;
  65890. for (var i = 0; i < this._numMeshes; i++) {
  65891. if (this._impostors[i] == impostor) {
  65892. var mesh = this._meshes[i];
  65893. if (!mesh) {
  65894. continue;
  65895. }
  65896. this._scene.removeMesh(mesh);
  65897. mesh.dispose();
  65898. this._numMeshes--;
  65899. if (this._numMeshes > 0) {
  65900. this._meshes[i] = this._meshes[this._numMeshes];
  65901. this._impostors[i] = this._impostors[this._numMeshes];
  65902. this._meshes[this._numMeshes] = null;
  65903. this._impostors[this._numMeshes] = null;
  65904. }
  65905. else {
  65906. this._meshes[0] = null;
  65907. this._impostors[0] = null;
  65908. }
  65909. removed = true;
  65910. break;
  65911. }
  65912. }
  65913. if (removed && this._numMeshes === 0) {
  65914. this._scene.unregisterBeforeRender(this._renderFunction);
  65915. }
  65916. };
  65917. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  65918. if (!this._debugMaterial) {
  65919. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  65920. this._debugMaterial.wireframe = true;
  65921. }
  65922. return this._debugMaterial;
  65923. };
  65924. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  65925. if (!this._debugBoxMesh) {
  65926. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  65927. this._debugBoxMesh.renderingGroupId = 1;
  65928. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65929. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  65930. scene.removeMesh(this._debugBoxMesh);
  65931. }
  65932. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  65933. };
  65934. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  65935. if (!this._debugSphereMesh) {
  65936. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  65937. this._debugSphereMesh.renderingGroupId = 1;
  65938. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65939. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  65940. scene.removeMesh(this._debugSphereMesh);
  65941. }
  65942. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  65943. };
  65944. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  65945. var mesh = null;
  65946. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  65947. mesh = this._getDebugBoxMesh(scene);
  65948. impostor.getBoxSizeToRef(mesh.scaling);
  65949. }
  65950. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  65951. mesh = this._getDebugSphereMesh(scene);
  65952. var radius = impostor.getRadius();
  65953. mesh.scaling.x = radius * 2;
  65954. mesh.scaling.y = radius * 2;
  65955. mesh.scaling.z = radius * 2;
  65956. }
  65957. return mesh;
  65958. };
  65959. /** Releases all resources */
  65960. PhysicsViewer.prototype.dispose = function () {
  65961. for (var i = 0; i < this._numMeshes; i++) {
  65962. this.hideImpostor(this._impostors[i]);
  65963. }
  65964. if (this._debugBoxMesh) {
  65965. this._debugBoxMesh.dispose();
  65966. }
  65967. if (this._debugSphereMesh) {
  65968. this._debugSphereMesh.dispose();
  65969. }
  65970. if (this._debugMaterial) {
  65971. this._debugMaterial.dispose();
  65972. }
  65973. this._impostors.length = 0;
  65974. this._scene = null;
  65975. this._physicsEnginePlugin = null;
  65976. };
  65977. return PhysicsViewer;
  65978. }());
  65979. Debug.PhysicsViewer = PhysicsViewer;
  65980. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65981. })(BABYLON || (BABYLON = {}));
  65982. //# sourceMappingURL=babylon.physicsViewer.js.map
  65983. var BABYLON;
  65984. (function (BABYLON) {
  65985. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  65986. get: function () {
  65987. return this._forceShowBoundingBoxes || false;
  65988. },
  65989. set: function (value) {
  65990. this._forceShowBoundingBoxes = value;
  65991. // Lazyly creates a BB renderer if needed.
  65992. if (value) {
  65993. this.getBoundingBoxRenderer();
  65994. }
  65995. },
  65996. enumerable: true,
  65997. configurable: true
  65998. });
  65999. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66000. if (!this._boundingBoxRenderer) {
  66001. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66002. }
  66003. return this._boundingBoxRenderer;
  66004. };
  66005. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66006. get: function () {
  66007. return this._showBoundingBox || false;
  66008. },
  66009. set: function (value) {
  66010. this._showBoundingBox = value;
  66011. // Lazyly creates a BB renderer if needed.
  66012. if (value) {
  66013. this.getScene().getBoundingBoxRenderer();
  66014. }
  66015. },
  66016. enumerable: true,
  66017. configurable: true
  66018. });
  66019. /**
  66020. * Component responsible of rendering the bounding box of the meshes in a scene.
  66021. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66022. */
  66023. var BoundingBoxRenderer = /** @class */ (function () {
  66024. /**
  66025. * Instantiates a new bounding box renderer in a scene.
  66026. * @param scene the scene the renderer renders in
  66027. */
  66028. function BoundingBoxRenderer(scene) {
  66029. /**
  66030. * The component name helpfull to identify the component in the list of scene components.
  66031. */
  66032. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66033. /**
  66034. * Color of the bounding box lines placed in front of an object
  66035. */
  66036. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66037. /**
  66038. * Color of the bounding box lines placed behind an object
  66039. */
  66040. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66041. /**
  66042. * Defines if the renderer should show the back lines or not
  66043. */
  66044. this.showBackLines = true;
  66045. /**
  66046. * @hidden
  66047. */
  66048. this.renderList = new BABYLON.SmartArray(32);
  66049. this._vertexBuffers = {};
  66050. this.scene = scene;
  66051. scene._addComponent(this);
  66052. }
  66053. /**
  66054. * Registers the component in a given scene
  66055. */
  66056. BoundingBoxRenderer.prototype.register = function () {
  66057. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66058. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66059. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66060. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66061. };
  66062. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66063. if (mesh.showSubMeshesBoundingBox) {
  66064. var boundingInfo = subMesh.getBoundingInfo();
  66065. if (boundingInfo !== null && boundingInfo !== undefined) {
  66066. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66067. this.renderList.push(boundingInfo.boundingBox);
  66068. }
  66069. }
  66070. };
  66071. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66072. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66073. var boundingInfo = sourceMesh.getBoundingInfo();
  66074. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66075. this.renderList.push(boundingInfo.boundingBox);
  66076. }
  66077. };
  66078. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66079. if (this._colorShader) {
  66080. return;
  66081. }
  66082. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66083. attributes: [BABYLON.VertexBuffer.PositionKind],
  66084. uniforms: ["world", "viewProjection", "color"]
  66085. });
  66086. var engine = this.scene.getEngine();
  66087. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66088. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66089. this._createIndexBuffer();
  66090. };
  66091. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66092. var engine = this.scene.getEngine();
  66093. this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);
  66094. };
  66095. /**
  66096. * Rebuilds the elements related to this component in case of
  66097. * context lost for instance.
  66098. */
  66099. BoundingBoxRenderer.prototype.rebuild = function () {
  66100. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66101. if (vb) {
  66102. vb._rebuild();
  66103. }
  66104. this._createIndexBuffer();
  66105. };
  66106. /**
  66107. * @hidden
  66108. */
  66109. BoundingBoxRenderer.prototype.reset = function () {
  66110. this.renderList.reset();
  66111. };
  66112. /**
  66113. * Render the bounding boxes of a specific rendering group
  66114. * @param renderingGroupId defines the rendering group to render
  66115. */
  66116. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66117. if (this.renderList.length === 0) {
  66118. return;
  66119. }
  66120. this._prepareRessources();
  66121. if (!this._colorShader.isReady()) {
  66122. return;
  66123. }
  66124. var engine = this.scene.getEngine();
  66125. engine.setDepthWrite(false);
  66126. this._colorShader._preBind();
  66127. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66128. var boundingBox = this.renderList.data[boundingBoxIndex];
  66129. if (boundingBox._tag !== renderingGroupId) {
  66130. continue;
  66131. }
  66132. var min = boundingBox.minimum;
  66133. var max = boundingBox.maximum;
  66134. var diff = max.subtract(min);
  66135. var median = min.add(diff.scale(0.5));
  66136. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66137. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66138. .multiply(boundingBox.getWorldMatrix());
  66139. // VBOs
  66140. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66141. if (this.showBackLines) {
  66142. // Back
  66143. engine.setDepthFunctionToGreaterOrEqual();
  66144. this.scene.resetCachedMaterial();
  66145. this._colorShader.setColor4("color", this.backColor.toColor4());
  66146. this._colorShader.bind(worldMatrix);
  66147. // Draw order
  66148. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66149. }
  66150. // Front
  66151. engine.setDepthFunctionToLess();
  66152. this.scene.resetCachedMaterial();
  66153. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66154. this._colorShader.bind(worldMatrix);
  66155. // Draw order
  66156. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66157. }
  66158. this._colorShader.unbind();
  66159. engine.setDepthFunctionToLessOrEqual();
  66160. engine.setDepthWrite(true);
  66161. };
  66162. /**
  66163. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66164. * @param mesh Define the mesh to render the occlusion bounding box for
  66165. */
  66166. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66167. this._prepareRessources();
  66168. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66169. return;
  66170. }
  66171. var engine = this.scene.getEngine();
  66172. engine.setDepthWrite(false);
  66173. engine.setColorWrite(false);
  66174. this._colorShader._preBind();
  66175. var boundingBox = mesh._boundingInfo.boundingBox;
  66176. var min = boundingBox.minimum;
  66177. var max = boundingBox.maximum;
  66178. var diff = max.subtract(min);
  66179. var median = min.add(diff.scale(0.5));
  66180. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66181. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66182. .multiply(boundingBox.getWorldMatrix());
  66183. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66184. engine.setDepthFunctionToLess();
  66185. this.scene.resetCachedMaterial();
  66186. this._colorShader.bind(worldMatrix);
  66187. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66188. this._colorShader.unbind();
  66189. engine.setDepthFunctionToLessOrEqual();
  66190. engine.setDepthWrite(true);
  66191. engine.setColorWrite(true);
  66192. };
  66193. /**
  66194. * Dispose and release the resources attached to this renderer.
  66195. */
  66196. BoundingBoxRenderer.prototype.dispose = function () {
  66197. if (!this._colorShader) {
  66198. return;
  66199. }
  66200. this.renderList.dispose();
  66201. this._colorShader.dispose();
  66202. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66203. if (buffer) {
  66204. buffer.dispose();
  66205. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66206. }
  66207. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66208. };
  66209. return BoundingBoxRenderer;
  66210. }());
  66211. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66212. })(BABYLON || (BABYLON = {}));
  66213. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66214. var BABYLON;
  66215. (function (BABYLON) {
  66216. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66217. return this._gl.createTransformFeedback();
  66218. };
  66219. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66220. this._gl.deleteTransformFeedback(value);
  66221. };
  66222. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66223. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66224. };
  66225. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66226. if (usePoints === void 0) { usePoints = true; }
  66227. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66228. };
  66229. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66230. this._gl.endTransformFeedback();
  66231. };
  66232. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66233. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66234. };
  66235. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66236. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66237. };
  66238. })(BABYLON || (BABYLON = {}));
  66239. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66240. var BABYLON;
  66241. (function (BABYLON) {
  66242. /**
  66243. * This represents a GPU particle system in Babylon
  66244. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66245. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66246. */
  66247. var GPUParticleSystem = /** @class */ (function (_super) {
  66248. __extends(GPUParticleSystem, _super);
  66249. /**
  66250. * Instantiates a GPU particle system.
  66251. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  66252. * @param name The name of the particle system
  66253. * @param options The options used to create the system
  66254. * @param scene The scene the particle system belongs to
  66255. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66256. */
  66257. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66258. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66259. var _this = _super.call(this, name) || this;
  66260. /**
  66261. * The layer mask we are rendering the particles through.
  66262. */
  66263. _this.layerMask = 0x0FFFFFFF;
  66264. _this._accumulatedCount = 0;
  66265. _this._targetIndex = 0;
  66266. _this._currentRenderId = -1;
  66267. _this._started = false;
  66268. _this._stopped = false;
  66269. _this._timeDelta = 0;
  66270. _this._attributesStrideSize = 21;
  66271. _this._actualFrame = 0;
  66272. _this._rawTextureWidth = 256;
  66273. /**
  66274. * An event triggered when the system is disposed.
  66275. */
  66276. _this.onDisposeObservable = new BABYLON.Observable();
  66277. /**
  66278. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66279. * to override the particles.
  66280. */
  66281. _this.forceDepthWrite = false;
  66282. _this._preWarmDone = false;
  66283. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66284. // Setup the default processing configuration to the scene.
  66285. _this._attachImageProcessingConfiguration(null);
  66286. _this._engine = _this._scene.getEngine();
  66287. if (!options.randomTextureSize) {
  66288. delete options.randomTextureSize;
  66289. }
  66290. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66291. var optionsAsNumber = options;
  66292. if (isFinite(optionsAsNumber)) {
  66293. fullOptions.capacity = optionsAsNumber;
  66294. }
  66295. _this._capacity = fullOptions.capacity;
  66296. _this._activeCount = fullOptions.capacity;
  66297. _this._currentActiveCount = 0;
  66298. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66299. _this._scene.particleSystems.push(_this);
  66300. _this._updateEffectOptions = {
  66301. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66302. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66303. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66304. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66305. uniformBuffersNames: [],
  66306. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66307. defines: "",
  66308. fallbacks: null,
  66309. onCompiled: null,
  66310. onError: null,
  66311. indexParameters: null,
  66312. maxSimultaneousLights: 0,
  66313. transformFeedbackVaryings: []
  66314. };
  66315. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66316. // Random data
  66317. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66318. var d = [];
  66319. for (var i = 0; i < maxTextureSize; ++i) {
  66320. d.push(Math.random());
  66321. d.push(Math.random());
  66322. d.push(Math.random());
  66323. d.push(Math.random());
  66324. }
  66325. _this._randomTexture = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  66326. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66327. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66328. d = [];
  66329. for (var i = 0; i < maxTextureSize; ++i) {
  66330. d.push(Math.random());
  66331. d.push(Math.random());
  66332. d.push(Math.random());
  66333. d.push(Math.random());
  66334. }
  66335. _this._randomTexture2 = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  66336. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66337. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66338. _this._randomTextureSize = maxTextureSize;
  66339. return _this;
  66340. }
  66341. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66342. /**
  66343. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66344. */
  66345. get: function () {
  66346. if (!BABYLON.Engine.LastCreatedEngine) {
  66347. return false;
  66348. }
  66349. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66350. },
  66351. enumerable: true,
  66352. configurable: true
  66353. });
  66354. /**
  66355. * Gets the maximum number of particles active at the same time.
  66356. * @returns The max number of active particles.
  66357. */
  66358. GPUParticleSystem.prototype.getCapacity = function () {
  66359. return this._capacity;
  66360. };
  66361. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66362. /**
  66363. * Gets or set the number of active particles
  66364. */
  66365. get: function () {
  66366. return this._activeCount;
  66367. },
  66368. set: function (value) {
  66369. this._activeCount = Math.min(value, this._capacity);
  66370. },
  66371. enumerable: true,
  66372. configurable: true
  66373. });
  66374. /**
  66375. * Is this system ready to be used/rendered
  66376. * @return true if the system is ready
  66377. */
  66378. GPUParticleSystem.prototype.isReady = function () {
  66379. if (!this._updateEffect) {
  66380. this._recreateUpdateEffect();
  66381. this._recreateRenderEffect();
  66382. return false;
  66383. }
  66384. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66385. return false;
  66386. }
  66387. return true;
  66388. };
  66389. /**
  66390. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66391. * @returns True if it has been started, otherwise false.
  66392. */
  66393. GPUParticleSystem.prototype.isStarted = function () {
  66394. return this._started;
  66395. };
  66396. /**
  66397. * Starts the particle system and begins to emit
  66398. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66399. */
  66400. GPUParticleSystem.prototype.start = function (delay) {
  66401. var _this = this;
  66402. if (delay === void 0) { delay = this.startDelay; }
  66403. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66404. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66405. }
  66406. if (delay) {
  66407. setTimeout(function () {
  66408. _this.start(0);
  66409. }, delay);
  66410. return;
  66411. }
  66412. this._started = true;
  66413. this._stopped = false;
  66414. this._preWarmDone = false;
  66415. // Animations
  66416. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66417. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66418. }
  66419. };
  66420. /**
  66421. * Stops the particle system.
  66422. */
  66423. GPUParticleSystem.prototype.stop = function () {
  66424. this._stopped = true;
  66425. };
  66426. /**
  66427. * Remove all active particles
  66428. */
  66429. GPUParticleSystem.prototype.reset = function () {
  66430. this._releaseBuffers();
  66431. this._releaseVAOs();
  66432. this._currentActiveCount = 0;
  66433. this._targetIndex = 0;
  66434. };
  66435. /**
  66436. * Returns the string "GPUParticleSystem"
  66437. * @returns a string containing the class name
  66438. */
  66439. GPUParticleSystem.prototype.getClassName = function () {
  66440. return "GPUParticleSystem";
  66441. };
  66442. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66443. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66444. this._releaseBuffers();
  66445. return this;
  66446. };
  66447. /**
  66448. * Adds a new color gradient
  66449. * @param gradient defines the gradient to use (between 0 and 1)
  66450. * @param color1 defines the color to affect to the specified gradient
  66451. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66452. * @returns the current particle system
  66453. */
  66454. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66455. if (!this._colorGradients) {
  66456. this._colorGradients = [];
  66457. }
  66458. var colorGradient = new BABYLON.ColorGradient();
  66459. colorGradient.gradient = gradient;
  66460. colorGradient.color1 = color1;
  66461. this._colorGradients.push(colorGradient);
  66462. this._colorGradients.sort(function (a, b) {
  66463. if (a.gradient < b.gradient) {
  66464. return -1;
  66465. }
  66466. else if (a.gradient > b.gradient) {
  66467. return 1;
  66468. }
  66469. return 0;
  66470. });
  66471. if (this._colorGradientsTexture) {
  66472. this._colorGradientsTexture.dispose();
  66473. this._colorGradientsTexture = null;
  66474. }
  66475. this._releaseBuffers();
  66476. return this;
  66477. };
  66478. /**
  66479. * Remove a specific color gradient
  66480. * @param gradient defines the gradient to remove
  66481. * @returns the current particle system
  66482. */
  66483. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66484. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66485. this._colorGradientsTexture = null;
  66486. return this;
  66487. };
  66488. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66489. var valueGradient = new BABYLON.FactorGradient();
  66490. valueGradient.gradient = gradient;
  66491. valueGradient.factor1 = factor;
  66492. factorGradients.push(valueGradient);
  66493. factorGradients.sort(function (a, b) {
  66494. if (a.gradient < b.gradient) {
  66495. return -1;
  66496. }
  66497. else if (a.gradient > b.gradient) {
  66498. return 1;
  66499. }
  66500. return 0;
  66501. });
  66502. this._releaseBuffers();
  66503. };
  66504. /**
  66505. * Adds a new size gradient
  66506. * @param gradient defines the gradient to use (between 0 and 1)
  66507. * @param factor defines the size factor to affect to the specified gradient
  66508. * @returns the current particle system
  66509. */
  66510. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66511. if (!this._sizeGradients) {
  66512. this._sizeGradients = [];
  66513. }
  66514. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66515. if (this._sizeGradientsTexture) {
  66516. this._sizeGradientsTexture.dispose();
  66517. this._sizeGradientsTexture = null;
  66518. }
  66519. this._releaseBuffers();
  66520. return this;
  66521. };
  66522. /**
  66523. * Remove a specific size gradient
  66524. * @param gradient defines the gradient to remove
  66525. * @returns the current particle system
  66526. */
  66527. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66528. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66529. this._sizeGradientsTexture = null;
  66530. return this;
  66531. };
  66532. /**
  66533. * Adds a new angular speed gradient
  66534. * @param gradient defines the gradient to use (between 0 and 1)
  66535. * @param factor defines the angular speed to affect to the specified gradient
  66536. * @returns the current particle system
  66537. */
  66538. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66539. if (!this._angularSpeedGradients) {
  66540. this._angularSpeedGradients = [];
  66541. }
  66542. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66543. if (this._angularSpeedGradientsTexture) {
  66544. this._angularSpeedGradientsTexture.dispose();
  66545. this._angularSpeedGradientsTexture = null;
  66546. }
  66547. this._releaseBuffers();
  66548. return this;
  66549. };
  66550. /**
  66551. * Remove a specific angular speed gradient
  66552. * @param gradient defines the gradient to remove
  66553. * @returns the current particle system
  66554. */
  66555. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66556. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66557. this._angularSpeedGradientsTexture = null;
  66558. return this;
  66559. };
  66560. /**
  66561. * Adds a new velocity gradient
  66562. * @param gradient defines the gradient to use (between 0 and 1)
  66563. * @param factor defines the velocity to affect to the specified gradient
  66564. * @returns the current particle system
  66565. */
  66566. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66567. if (!this._velocityGradients) {
  66568. this._velocityGradients = [];
  66569. }
  66570. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66571. if (this._velocityGradientsTexture) {
  66572. this._velocityGradientsTexture.dispose();
  66573. this._velocityGradientsTexture = null;
  66574. }
  66575. this._releaseBuffers();
  66576. return this;
  66577. };
  66578. /**
  66579. * Remove a specific velocity gradient
  66580. * @param gradient defines the gradient to remove
  66581. * @returns the current particle system
  66582. */
  66583. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66584. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66585. this._velocityGradientsTexture = null;
  66586. return this;
  66587. };
  66588. /**
  66589. * Adds a new limit velocity gradient
  66590. * @param gradient defines the gradient to use (between 0 and 1)
  66591. * @param factor defines the limit velocity value to affect to the specified gradient
  66592. * @returns the current particle system
  66593. */
  66594. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  66595. if (!this._limitVelocityGradients) {
  66596. this._limitVelocityGradients = [];
  66597. }
  66598. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  66599. if (this._limitVelocityGradientsTexture) {
  66600. this._limitVelocityGradientsTexture.dispose();
  66601. this._limitVelocityGradientsTexture = null;
  66602. }
  66603. this._releaseBuffers();
  66604. return this;
  66605. };
  66606. /**
  66607. * Remove a specific limit velocity gradient
  66608. * @param gradient defines the gradient to remove
  66609. * @returns the current particle system
  66610. */
  66611. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  66612. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  66613. this._limitVelocityGradientsTexture = null;
  66614. return this;
  66615. };
  66616. /**
  66617. * Adds a new drag gradient
  66618. * @param gradient defines the gradient to use (between 0 and 1)
  66619. * @param factor defines the drag value to affect to the specified gradient
  66620. * @returns the current particle system
  66621. */
  66622. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  66623. if (!this._dragGradients) {
  66624. this._dragGradients = [];
  66625. }
  66626. this._addFactorGradient(this._dragGradients, gradient, factor);
  66627. if (this._dragGradientsTexture) {
  66628. this._dragGradientsTexture.dispose();
  66629. this._dragGradientsTexture = null;
  66630. }
  66631. this._releaseBuffers();
  66632. return this;
  66633. };
  66634. /**
  66635. * Remove a specific drag gradient
  66636. * @param gradient defines the gradient to remove
  66637. * @returns the current particle system
  66638. */
  66639. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  66640. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  66641. this._dragGradientsTexture = null;
  66642. return this;
  66643. };
  66644. /**
  66645. * Not supported by GPUParticleSystem
  66646. * @param gradient defines the gradient to use (between 0 and 1)
  66647. * @param factor defines the emit rate value to affect to the specified gradient
  66648. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66649. * @returns the current particle system
  66650. */
  66651. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  66652. // Do nothing as emit rate is not supported by GPUParticleSystem
  66653. return this;
  66654. };
  66655. /**
  66656. * Not supported by GPUParticleSystem
  66657. * @param gradient defines the gradient to remove
  66658. * @returns the current particle system
  66659. */
  66660. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  66661. // Do nothing as emit rate is not supported by GPUParticleSystem
  66662. return this;
  66663. };
  66664. /**
  66665. * Not supported by GPUParticleSystem
  66666. * @param gradient defines the gradient to use (between 0 and 1)
  66667. * @param factor defines the start size value to affect to the specified gradient
  66668. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66669. * @returns the current particle system
  66670. */
  66671. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  66672. // Do nothing as start size is not supported by GPUParticleSystem
  66673. return this;
  66674. };
  66675. /**
  66676. * Not supported by GPUParticleSystem
  66677. * @param gradient defines the gradient to remove
  66678. * @returns the current particle system
  66679. */
  66680. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  66681. // Do nothing as start size is not supported by GPUParticleSystem
  66682. return this;
  66683. };
  66684. /**
  66685. * Not supported by GPUParticleSystem
  66686. * @param gradient defines the gradient to use (between 0 and 1)
  66687. * @param min defines the color remap minimal range
  66688. * @param max defines the color remap maximal range
  66689. * @returns the current particle system
  66690. */
  66691. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  66692. // Do nothing as start size is not supported by GPUParticleSystem
  66693. return this;
  66694. };
  66695. /**
  66696. * Not supported by GPUParticleSystem
  66697. * @param gradient defines the gradient to remove
  66698. * @returns the current particle system
  66699. */
  66700. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  66701. // Do nothing as start size is not supported by GPUParticleSystem
  66702. return this;
  66703. };
  66704. /**
  66705. * Not supported by GPUParticleSystem
  66706. * @param gradient defines the gradient to use (between 0 and 1)
  66707. * @param min defines the alpha remap minimal range
  66708. * @param max defines the alpha remap maximal range
  66709. * @returns the current particle system
  66710. */
  66711. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  66712. // Do nothing as start size is not supported by GPUParticleSystem
  66713. return this;
  66714. };
  66715. /**
  66716. * Not supported by GPUParticleSystem
  66717. * @param gradient defines the gradient to remove
  66718. * @returns the current particle system
  66719. */
  66720. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  66721. // Do nothing as start size is not supported by GPUParticleSystem
  66722. return this;
  66723. };
  66724. /**
  66725. * Not supported by GPUParticleSystem
  66726. * @param gradient defines the gradient to use (between 0 and 1)
  66727. * @param color defines the color to affect to the specified gradient
  66728. * @returns the current particle system
  66729. */
  66730. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  66731. //Not supported by GPUParticleSystem
  66732. return this;
  66733. };
  66734. /**
  66735. * Not supported by GPUParticleSystem
  66736. * @param gradient defines the gradient to remove
  66737. * @returns the current particle system
  66738. */
  66739. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  66740. //Not supported by GPUParticleSystem
  66741. return this;
  66742. };
  66743. /**
  66744. * Not supported by GPUParticleSystem
  66745. * @returns the list of ramp gradients
  66746. */
  66747. GPUParticleSystem.prototype.getRampGradients = function () {
  66748. return null;
  66749. };
  66750. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  66751. /**
  66752. * Not supported by GPUParticleSystem
  66753. * Gets or sets a boolean indicating that ramp gradients must be used
  66754. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  66755. */
  66756. get: function () {
  66757. //Not supported by GPUParticleSystem
  66758. return false;
  66759. },
  66760. set: function (value) {
  66761. //Not supported by GPUParticleSystem
  66762. },
  66763. enumerable: true,
  66764. configurable: true
  66765. });
  66766. /**
  66767. * Not supported by GPUParticleSystem
  66768. * @param gradient defines the gradient to use (between 0 and 1)
  66769. * @param factor defines the life time factor to affect to the specified gradient
  66770. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66771. * @returns the current particle system
  66772. */
  66773. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  66774. //Not supported by GPUParticleSystem
  66775. return this;
  66776. };
  66777. /**
  66778. * Not supported by GPUParticleSystem
  66779. * @param gradient defines the gradient to remove
  66780. * @returns the current particle system
  66781. */
  66782. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  66783. //Not supported by GPUParticleSystem
  66784. return this;
  66785. };
  66786. GPUParticleSystem.prototype._reset = function () {
  66787. this._releaseBuffers();
  66788. };
  66789. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  66790. var updateVertexBuffers = {};
  66791. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  66792. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  66793. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  66794. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  66795. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  66796. var offset = 12;
  66797. if (!this._colorGradientsTexture) {
  66798. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  66799. offset += 4;
  66800. }
  66801. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  66802. offset += 3;
  66803. if (!this._isBillboardBased) {
  66804. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  66805. offset += 3;
  66806. }
  66807. if (this._angularSpeedGradientsTexture) {
  66808. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  66809. offset += 1;
  66810. }
  66811. else {
  66812. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  66813. offset += 2;
  66814. }
  66815. if (this._isAnimationSheetEnabled) {
  66816. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  66817. offset += 1;
  66818. if (this.spriteRandomStartCell) {
  66819. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  66820. offset += 1;
  66821. }
  66822. }
  66823. if (this.noiseTexture) {
  66824. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  66825. offset += 3;
  66826. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  66827. offset += 3;
  66828. }
  66829. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  66830. this._engine.bindArrayBuffer(null);
  66831. return vao;
  66832. };
  66833. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  66834. var renderVertexBuffers = {};
  66835. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  66836. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  66837. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  66838. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  66839. var offset = 12;
  66840. if (!this._colorGradientsTexture) {
  66841. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  66842. offset += 4;
  66843. }
  66844. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  66845. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  66846. }
  66847. offset += 3; // Direction
  66848. if (!this._isBillboardBased) {
  66849. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  66850. offset += 3;
  66851. }
  66852. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  66853. if (this._angularSpeedGradientsTexture) {
  66854. offset++;
  66855. }
  66856. else {
  66857. offset += 2;
  66858. }
  66859. if (this._isAnimationSheetEnabled) {
  66860. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  66861. offset += 1;
  66862. if (this.spriteRandomStartCell) {
  66863. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  66864. offset += 1;
  66865. }
  66866. }
  66867. if (this.noiseTexture) {
  66868. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  66869. offset += 3;
  66870. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  66871. offset += 3;
  66872. }
  66873. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  66874. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  66875. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  66876. this._engine.bindArrayBuffer(null);
  66877. return vao;
  66878. };
  66879. GPUParticleSystem.prototype._initialize = function (force) {
  66880. if (force === void 0) { force = false; }
  66881. if (this._buffer0 && !force) {
  66882. return;
  66883. }
  66884. var engine = this._scene.getEngine();
  66885. var data = new Array();
  66886. if (!this.isBillboardBased) {
  66887. this._attributesStrideSize += 3;
  66888. }
  66889. if (this._colorGradientsTexture) {
  66890. this._attributesStrideSize -= 4;
  66891. }
  66892. if (this._angularSpeedGradientsTexture) {
  66893. this._attributesStrideSize -= 1;
  66894. }
  66895. if (this._isAnimationSheetEnabled) {
  66896. this._attributesStrideSize += 1;
  66897. if (this.spriteRandomStartCell) {
  66898. this._attributesStrideSize += 1;
  66899. }
  66900. }
  66901. if (this.noiseTexture) {
  66902. this._attributesStrideSize += 6;
  66903. }
  66904. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  66905. // position
  66906. data.push(0.0);
  66907. data.push(0.0);
  66908. data.push(0.0);
  66909. // Age and life
  66910. data.push(0.0); // create the particle as a dead one to create a new one at start
  66911. data.push(0.0);
  66912. // Seed
  66913. data.push(Math.random());
  66914. data.push(Math.random());
  66915. data.push(Math.random());
  66916. data.push(Math.random());
  66917. // Size
  66918. data.push(0.0);
  66919. data.push(0.0);
  66920. data.push(0.0);
  66921. if (!this._colorGradientsTexture) {
  66922. // color
  66923. data.push(0.0);
  66924. data.push(0.0);
  66925. data.push(0.0);
  66926. data.push(0.0);
  66927. }
  66928. // direction
  66929. data.push(0.0);
  66930. data.push(0.0);
  66931. data.push(0.0);
  66932. if (!this.isBillboardBased) {
  66933. // initialDirection
  66934. data.push(0.0);
  66935. data.push(0.0);
  66936. data.push(0.0);
  66937. }
  66938. // angle
  66939. data.push(0.0);
  66940. if (!this._angularSpeedGradientsTexture) {
  66941. data.push(0.0);
  66942. }
  66943. if (this._isAnimationSheetEnabled) {
  66944. data.push(0.0);
  66945. if (this.spriteRandomStartCell) {
  66946. data.push(0.0);
  66947. }
  66948. }
  66949. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  66950. data.push(Math.random());
  66951. data.push(Math.random());
  66952. data.push(Math.random());
  66953. data.push(Math.random());
  66954. data.push(Math.random());
  66955. data.push(Math.random());
  66956. }
  66957. }
  66958. // Sprite data
  66959. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  66960. -0.5, 0.5, 0, 1,
  66961. -0.5, -0.5, 0, 0,
  66962. 0.5, -0.5, 1, 0]);
  66963. // Buffers
  66964. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66965. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66966. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  66967. // Update VAO
  66968. this._updateVAO = [];
  66969. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  66970. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  66971. // Render VAO
  66972. this._renderVAO = [];
  66973. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  66974. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  66975. // Links
  66976. this._sourceBuffer = this._buffer0;
  66977. this._targetBuffer = this._buffer1;
  66978. };
  66979. /** @hidden */
  66980. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  66981. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  66982. if (this._isBillboardBased) {
  66983. defines += "\n#define BILLBOARD";
  66984. }
  66985. if (this._colorGradientsTexture) {
  66986. defines += "\n#define COLORGRADIENTS";
  66987. }
  66988. if (this._sizeGradientsTexture) {
  66989. defines += "\n#define SIZEGRADIENTS";
  66990. }
  66991. if (this._angularSpeedGradientsTexture) {
  66992. defines += "\n#define ANGULARSPEEDGRADIENTS";
  66993. }
  66994. if (this._velocityGradientsTexture) {
  66995. defines += "\n#define VELOCITYGRADIENTS";
  66996. }
  66997. if (this._limitVelocityGradientsTexture) {
  66998. defines += "\n#define LIMITVELOCITYGRADIENTS";
  66999. }
  67000. if (this._dragGradientsTexture) {
  67001. defines += "\n#define DRAGGRADIENTS";
  67002. }
  67003. if (this.isAnimationSheetEnabled) {
  67004. defines += "\n#define ANIMATESHEET";
  67005. if (this.spriteRandomStartCell) {
  67006. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67007. }
  67008. }
  67009. if (this.noiseTexture) {
  67010. defines += "\n#define NOISE";
  67011. }
  67012. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67013. return;
  67014. }
  67015. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67016. if (!this._colorGradientsTexture) {
  67017. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67018. }
  67019. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67020. if (!this._isBillboardBased) {
  67021. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67022. }
  67023. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67024. if (this.isAnimationSheetEnabled) {
  67025. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67026. if (this.spriteRandomStartCell) {
  67027. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67028. }
  67029. }
  67030. if (this.noiseTexture) {
  67031. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67032. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67033. }
  67034. this._updateEffectOptions.defines = defines;
  67035. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67036. };
  67037. /** @hidden */
  67038. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67039. var defines = "";
  67040. if (this._scene.clipPlane) {
  67041. defines = "\n#define CLIPPLANE";
  67042. }
  67043. if (this._scene.clipPlane2) {
  67044. defines = "\n#define CLIPPLANE2";
  67045. }
  67046. if (this._scene.clipPlane3) {
  67047. defines = "\n#define CLIPPLANE3";
  67048. }
  67049. if (this._scene.clipPlane4) {
  67050. defines = "\n#define CLIPPLANE4";
  67051. }
  67052. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67053. defines = "\n#define BLENDMULTIPLYMODE";
  67054. }
  67055. if (this._isBillboardBased) {
  67056. defines += "\n#define BILLBOARD";
  67057. switch (this.billboardMode) {
  67058. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67059. defines += "\n#define BILLBOARDY";
  67060. break;
  67061. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67062. defines += "\n#define BILLBOARDSTRETCHED";
  67063. break;
  67064. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67065. default:
  67066. break;
  67067. }
  67068. }
  67069. if (this._colorGradientsTexture) {
  67070. defines += "\n#define COLORGRADIENTS";
  67071. }
  67072. if (this.isAnimationSheetEnabled) {
  67073. defines += "\n#define ANIMATESHEET";
  67074. }
  67075. if (this._imageProcessingConfiguration) {
  67076. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67077. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67078. }
  67079. if (this._renderEffect && this._renderEffect.defines === defines) {
  67080. return;
  67081. }
  67082. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67083. var samplers = ["textureSampler", "colorGradientSampler"];
  67084. if (BABYLON.ImageProcessingConfiguration) {
  67085. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67086. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67087. }
  67088. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67089. };
  67090. /**
  67091. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67092. * @param preWarm defines if we are in the pre-warmimg phase
  67093. */
  67094. GPUParticleSystem.prototype.animate = function (preWarm) {
  67095. if (preWarm === void 0) { preWarm = false; }
  67096. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67097. this._actualFrame += this._timeDelta;
  67098. if (!this._stopped) {
  67099. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67100. this.stop();
  67101. }
  67102. }
  67103. };
  67104. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67105. var texture = this[textureName];
  67106. if (!factorGradients || !factorGradients.length || texture) {
  67107. return;
  67108. }
  67109. var data = new Float32Array(this._rawTextureWidth);
  67110. for (var x = 0; x < this._rawTextureWidth; x++) {
  67111. var ratio = x / this._rawTextureWidth;
  67112. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67113. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67114. });
  67115. }
  67116. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67117. };
  67118. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67119. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67120. };
  67121. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67122. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67123. };
  67124. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67125. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67126. };
  67127. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67128. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67129. };
  67130. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67131. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67132. };
  67133. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67134. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67135. return;
  67136. }
  67137. var data = new Uint8Array(this._rawTextureWidth * 4);
  67138. var tmpColor = BABYLON.Tmp.Color4[0];
  67139. for (var x = 0; x < this._rawTextureWidth; x++) {
  67140. var ratio = x / this._rawTextureWidth;
  67141. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67142. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67143. data[x * 4] = tmpColor.r * 255;
  67144. data[x * 4 + 1] = tmpColor.g * 255;
  67145. data[x * 4 + 2] = tmpColor.b * 255;
  67146. data[x * 4 + 3] = tmpColor.a * 255;
  67147. });
  67148. }
  67149. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67150. };
  67151. /**
  67152. * Renders the particle system in its current state
  67153. * @param preWarm defines if the system should only update the particles but not render them
  67154. * @returns the current number of particles
  67155. */
  67156. GPUParticleSystem.prototype.render = function (preWarm) {
  67157. if (preWarm === void 0) { preWarm = false; }
  67158. if (!this._started) {
  67159. return 0;
  67160. }
  67161. this._createColorGradientTexture();
  67162. this._createSizeGradientTexture();
  67163. this._createAngularSpeedGradientTexture();
  67164. this._createVelocityGradientTexture();
  67165. this._createLimitVelocityGradientTexture();
  67166. this._createDragGradientTexture();
  67167. this._recreateUpdateEffect();
  67168. this._recreateRenderEffect();
  67169. if (!this.isReady()) {
  67170. return 0;
  67171. }
  67172. if (!preWarm) {
  67173. if (!this._preWarmDone && this.preWarmCycles) {
  67174. for (var index = 0; index < this.preWarmCycles; index++) {
  67175. this.animate(true);
  67176. this.render(true);
  67177. }
  67178. this._preWarmDone = true;
  67179. }
  67180. if (this._currentRenderId === this._scene.getRenderId()) {
  67181. return 0;
  67182. }
  67183. this._currentRenderId = this._scene.getRenderId();
  67184. }
  67185. // Get everything ready to render
  67186. this._initialize();
  67187. this._accumulatedCount += this.emitRate * this._timeDelta;
  67188. if (this._accumulatedCount > 1) {
  67189. var intPart = this._accumulatedCount | 0;
  67190. this._accumulatedCount -= intPart;
  67191. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67192. }
  67193. if (!this._currentActiveCount) {
  67194. return 0;
  67195. }
  67196. // Enable update effect
  67197. this._engine.enableEffect(this._updateEffect);
  67198. this._engine.setState(false);
  67199. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67200. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67201. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67202. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67203. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67204. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67205. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67206. if (!this._colorGradientsTexture) {
  67207. this._updateEffect.setDirectColor4("color1", this.color1);
  67208. this._updateEffect.setDirectColor4("color2", this.color2);
  67209. }
  67210. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67211. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67212. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67213. this._updateEffect.setVector3("gravity", this.gravity);
  67214. if (this._sizeGradientsTexture) {
  67215. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67216. }
  67217. if (this._angularSpeedGradientsTexture) {
  67218. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67219. }
  67220. if (this._velocityGradientsTexture) {
  67221. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67222. }
  67223. if (this._limitVelocityGradientsTexture) {
  67224. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67225. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67226. }
  67227. if (this._dragGradientsTexture) {
  67228. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67229. }
  67230. if (this.particleEmitterType) {
  67231. this.particleEmitterType.applyToShader(this._updateEffect);
  67232. }
  67233. if (this._isAnimationSheetEnabled) {
  67234. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67235. }
  67236. if (this.noiseTexture) {
  67237. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67238. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67239. }
  67240. var emitterWM;
  67241. if (this.emitter.position) {
  67242. var emitterMesh = this.emitter;
  67243. emitterWM = emitterMesh.getWorldMatrix();
  67244. }
  67245. else {
  67246. var emitterPosition = this.emitter;
  67247. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67248. }
  67249. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67250. // Bind source VAO
  67251. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67252. // Update
  67253. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67254. this._engine.setRasterizerState(false);
  67255. this._engine.beginTransformFeedback(true);
  67256. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67257. this._engine.endTransformFeedback();
  67258. this._engine.setRasterizerState(true);
  67259. this._engine.bindTransformFeedbackBuffer(null);
  67260. if (!preWarm) {
  67261. // Enable render effect
  67262. this._engine.enableEffect(this._renderEffect);
  67263. var viewMatrix = this._scene.getViewMatrix();
  67264. this._renderEffect.setMatrix("view", viewMatrix);
  67265. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67266. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67267. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67268. if (this._colorGradientsTexture) {
  67269. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67270. }
  67271. else {
  67272. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67273. }
  67274. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67275. var baseSize = this.particleTexture.getBaseSize();
  67276. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67277. }
  67278. if (this._isBillboardBased) {
  67279. var camera = this._scene.activeCamera;
  67280. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67281. }
  67282. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67283. var invView = viewMatrix.clone();
  67284. invView.invert();
  67285. this._renderEffect.setMatrix("invView", invView);
  67286. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67287. }
  67288. // image processing
  67289. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67290. this._imageProcessingConfiguration.bind(this._renderEffect);
  67291. }
  67292. // Draw order
  67293. switch (this.blendMode) {
  67294. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67295. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67296. break;
  67297. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67298. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67299. break;
  67300. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67301. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67302. break;
  67303. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67304. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67305. break;
  67306. }
  67307. if (this.forceDepthWrite) {
  67308. this._engine.setDepthWrite(true);
  67309. }
  67310. // Bind source VAO
  67311. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67312. // Render
  67313. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67314. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67315. }
  67316. // Switch VAOs
  67317. this._targetIndex++;
  67318. if (this._targetIndex === 2) {
  67319. this._targetIndex = 0;
  67320. }
  67321. // Switch buffers
  67322. var tmpBuffer = this._sourceBuffer;
  67323. this._sourceBuffer = this._targetBuffer;
  67324. this._targetBuffer = tmpBuffer;
  67325. return this._currentActiveCount;
  67326. };
  67327. /**
  67328. * Rebuilds the particle system
  67329. */
  67330. GPUParticleSystem.prototype.rebuild = function () {
  67331. this._initialize(true);
  67332. };
  67333. GPUParticleSystem.prototype._releaseBuffers = function () {
  67334. if (this._buffer0) {
  67335. this._buffer0.dispose();
  67336. this._buffer0 = null;
  67337. }
  67338. if (this._buffer1) {
  67339. this._buffer1.dispose();
  67340. this._buffer1 = null;
  67341. }
  67342. if (this._spriteBuffer) {
  67343. this._spriteBuffer.dispose();
  67344. this._spriteBuffer = null;
  67345. }
  67346. };
  67347. GPUParticleSystem.prototype._releaseVAOs = function () {
  67348. if (!this._updateVAO) {
  67349. return;
  67350. }
  67351. for (var index = 0; index < this._updateVAO.length; index++) {
  67352. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67353. }
  67354. this._updateVAO = [];
  67355. for (var index = 0; index < this._renderVAO.length; index++) {
  67356. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67357. }
  67358. this._renderVAO = [];
  67359. };
  67360. /**
  67361. * Disposes the particle system and free the associated resources
  67362. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67363. */
  67364. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67365. if (disposeTexture === void 0) { disposeTexture = true; }
  67366. var index = this._scene.particleSystems.indexOf(this);
  67367. if (index > -1) {
  67368. this._scene.particleSystems.splice(index, 1);
  67369. }
  67370. this._releaseBuffers();
  67371. this._releaseVAOs();
  67372. if (this._colorGradientsTexture) {
  67373. this._colorGradientsTexture.dispose();
  67374. this._colorGradientsTexture = null;
  67375. }
  67376. if (this._sizeGradientsTexture) {
  67377. this._sizeGradientsTexture.dispose();
  67378. this._sizeGradientsTexture = null;
  67379. }
  67380. if (this._angularSpeedGradientsTexture) {
  67381. this._angularSpeedGradientsTexture.dispose();
  67382. this._angularSpeedGradientsTexture = null;
  67383. }
  67384. if (this._velocityGradientsTexture) {
  67385. this._velocityGradientsTexture.dispose();
  67386. this._velocityGradientsTexture = null;
  67387. }
  67388. if (this._limitVelocityGradientsTexture) {
  67389. this._limitVelocityGradientsTexture.dispose();
  67390. this._limitVelocityGradientsTexture = null;
  67391. }
  67392. if (this._dragGradientsTexture) {
  67393. this._dragGradientsTexture.dispose();
  67394. this._dragGradientsTexture = null;
  67395. }
  67396. if (this._randomTexture) {
  67397. this._randomTexture.dispose();
  67398. this._randomTexture = null;
  67399. }
  67400. if (this._randomTexture2) {
  67401. this._randomTexture2.dispose();
  67402. this._randomTexture2 = null;
  67403. }
  67404. if (disposeTexture && this.particleTexture) {
  67405. this.particleTexture.dispose();
  67406. this.particleTexture = null;
  67407. }
  67408. if (disposeTexture && this.noiseTexture) {
  67409. this.noiseTexture.dispose();
  67410. this.noiseTexture = null;
  67411. }
  67412. // Callback
  67413. this.onDisposeObservable.notifyObservers(this);
  67414. this.onDisposeObservable.clear();
  67415. };
  67416. /**
  67417. * Clones the particle system.
  67418. * @param name The name of the cloned object
  67419. * @param newEmitter The new emitter to use
  67420. * @returns the cloned particle system
  67421. */
  67422. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67423. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67424. BABYLON.Tools.DeepCopy(this, result);
  67425. if (newEmitter === undefined) {
  67426. newEmitter = this.emitter;
  67427. }
  67428. result.emitter = newEmitter;
  67429. if (this.particleTexture) {
  67430. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67431. }
  67432. return result;
  67433. };
  67434. /**
  67435. * Serializes the particle system to a JSON object.
  67436. * @returns the JSON object
  67437. */
  67438. GPUParticleSystem.prototype.serialize = function () {
  67439. var serializationObject = {};
  67440. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67441. serializationObject.activeParticleCount = this.activeParticleCount;
  67442. return serializationObject;
  67443. };
  67444. /**
  67445. * Parses a JSON object to create a GPU particle system.
  67446. * @param parsedParticleSystem The JSON object to parse
  67447. * @param scene The scene to create the particle system in
  67448. * @param rootUrl The root url to use to load external dependencies like texture
  67449. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67450. * @returns the parsed GPU particle system
  67451. */
  67452. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67453. if (doNotStart === void 0) { doNotStart = false; }
  67454. var name = parsedParticleSystem.name;
  67455. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67456. if (parsedParticleSystem.activeParticleCount) {
  67457. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67458. }
  67459. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67460. // Auto start
  67461. if (parsedParticleSystem.preventAutoStart) {
  67462. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67463. }
  67464. if (!doNotStart && !particleSystem.preventAutoStart) {
  67465. particleSystem.start();
  67466. }
  67467. return particleSystem;
  67468. };
  67469. return GPUParticleSystem;
  67470. }(BABYLON.BaseParticleSystem));
  67471. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67472. })(BABYLON || (BABYLON = {}));
  67473. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67474. var BABYLON;
  67475. (function (BABYLON) {
  67476. /**
  67477. * Represents one particle of a solid particle system.
  67478. */
  67479. var SolidParticle = /** @class */ (function () {
  67480. /**
  67481. * Creates a Solid Particle object.
  67482. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67483. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67484. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67485. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67486. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67487. * @param shapeId (integer) is the model shape identifier in the SPS.
  67488. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67489. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67490. */
  67491. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67492. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67493. /**
  67494. * particle global index
  67495. */
  67496. this.idx = 0;
  67497. /**
  67498. * The color of the particle
  67499. */
  67500. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67501. /**
  67502. * The world space position of the particle.
  67503. */
  67504. this.position = BABYLON.Vector3.Zero();
  67505. /**
  67506. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67507. */
  67508. this.rotation = BABYLON.Vector3.Zero();
  67509. /**
  67510. * The scaling of the particle.
  67511. */
  67512. this.scaling = BABYLON.Vector3.One();
  67513. /**
  67514. * The uvs of the particle.
  67515. */
  67516. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67517. /**
  67518. * The current speed of the particle.
  67519. */
  67520. this.velocity = BABYLON.Vector3.Zero();
  67521. /**
  67522. * The pivot point in the particle local space.
  67523. */
  67524. this.pivot = BABYLON.Vector3.Zero();
  67525. /**
  67526. * Must the particle be translated from its pivot point in its local space ?
  67527. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67528. * Default : false
  67529. */
  67530. this.translateFromPivot = false;
  67531. /**
  67532. * Is the particle active or not ?
  67533. */
  67534. this.alive = true;
  67535. /**
  67536. * Is the particle visible or not ?
  67537. */
  67538. this.isVisible = true;
  67539. /**
  67540. * Index of this particle in the global "positions" array (Internal use)
  67541. * @hidden
  67542. */
  67543. this._pos = 0;
  67544. /**
  67545. * @hidden Index of this particle in the global "indices" array (Internal use)
  67546. */
  67547. this._ind = 0;
  67548. /**
  67549. * ModelShape id of this particle
  67550. */
  67551. this.shapeId = 0;
  67552. /**
  67553. * Index of the particle in its shape id (Internal use)
  67554. */
  67555. this.idxInShape = 0;
  67556. /**
  67557. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67558. */
  67559. this._stillInvisible = false;
  67560. /**
  67561. * @hidden Last computed particle rotation matrix
  67562. */
  67563. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67564. /**
  67565. * Parent particle Id, if any.
  67566. * Default null.
  67567. */
  67568. this.parentId = null;
  67569. /**
  67570. * @hidden Internal global position in the SPS.
  67571. */
  67572. this._globalPosition = BABYLON.Vector3.Zero();
  67573. this.idx = particleIndex;
  67574. this._pos = positionIndex;
  67575. this._ind = indiceIndex;
  67576. this._model = model;
  67577. this.shapeId = shapeId;
  67578. this.idxInShape = idxInShape;
  67579. this._sps = sps;
  67580. if (modelBoundingInfo) {
  67581. this._modelBoundingInfo = modelBoundingInfo;
  67582. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67583. }
  67584. }
  67585. Object.defineProperty(SolidParticle.prototype, "scale", {
  67586. /**
  67587. * Legacy support, changed scale to scaling
  67588. */
  67589. get: function () {
  67590. return this.scaling;
  67591. },
  67592. /**
  67593. * Legacy support, changed scale to scaling
  67594. */
  67595. set: function (scale) {
  67596. this.scaling = scale;
  67597. },
  67598. enumerable: true,
  67599. configurable: true
  67600. });
  67601. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  67602. /**
  67603. * Legacy support, changed quaternion to rotationQuaternion
  67604. */
  67605. get: function () {
  67606. return this.rotationQuaternion;
  67607. },
  67608. /**
  67609. * Legacy support, changed quaternion to rotationQuaternion
  67610. */
  67611. set: function (q) {
  67612. this.rotationQuaternion = q;
  67613. },
  67614. enumerable: true,
  67615. configurable: true
  67616. });
  67617. /**
  67618. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  67619. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  67620. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  67621. * @returns true if it intersects
  67622. */
  67623. SolidParticle.prototype.intersectsMesh = function (target) {
  67624. if (!this._boundingInfo || !target._boundingInfo) {
  67625. return false;
  67626. }
  67627. if (this._sps._bSphereOnly) {
  67628. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  67629. }
  67630. return this._boundingInfo.intersects(target._boundingInfo, false);
  67631. };
  67632. /**
  67633. * get the rotation matrix of the particle
  67634. * @hidden
  67635. */
  67636. SolidParticle.prototype.getRotationMatrix = function (m) {
  67637. var quaternion;
  67638. if (this.rotationQuaternion) {
  67639. quaternion = this.rotationQuaternion;
  67640. }
  67641. else {
  67642. quaternion = BABYLON.Tmp.Quaternion[0];
  67643. var rotation = this.rotation;
  67644. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67645. }
  67646. quaternion.toRotationMatrix(m);
  67647. };
  67648. return SolidParticle;
  67649. }());
  67650. BABYLON.SolidParticle = SolidParticle;
  67651. /**
  67652. * Represents the shape of the model used by one particle of a solid particle system.
  67653. * SPS internal tool, don't use it manually.
  67654. */
  67655. var ModelShape = /** @class */ (function () {
  67656. /**
  67657. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  67658. * SPS internal tool, don't use it manually.
  67659. * @hidden
  67660. */
  67661. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  67662. /**
  67663. * length of the shape in the model indices array (internal use)
  67664. * @hidden
  67665. */
  67666. this._indicesLength = 0;
  67667. this.shapeID = id;
  67668. this._shape = shape;
  67669. this._indicesLength = indicesLength;
  67670. this._shapeUV = shapeUV;
  67671. this._positionFunction = posFunction;
  67672. this._vertexFunction = vtxFunction;
  67673. }
  67674. return ModelShape;
  67675. }());
  67676. BABYLON.ModelShape = ModelShape;
  67677. /**
  67678. * Represents a Depth Sorted Particle in the solid particle system.
  67679. */
  67680. var DepthSortedParticle = /** @class */ (function () {
  67681. function DepthSortedParticle() {
  67682. /**
  67683. * Index of the particle in the "indices" array
  67684. */
  67685. this.ind = 0;
  67686. /**
  67687. * Length of the particle shape in the "indices" array
  67688. */
  67689. this.indicesLength = 0;
  67690. /**
  67691. * Squared distance from the particle to the camera
  67692. */
  67693. this.sqDistance = 0.0;
  67694. }
  67695. return DepthSortedParticle;
  67696. }());
  67697. BABYLON.DepthSortedParticle = DepthSortedParticle;
  67698. })(BABYLON || (BABYLON = {}));
  67699. //# sourceMappingURL=babylon.solidParticle.js.map
  67700. var BABYLON;
  67701. (function (BABYLON) {
  67702. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  67703. /**
  67704. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  67705. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  67706. * The SPS is also a particle system. It provides some methods to manage the particles.
  67707. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  67708. *
  67709. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  67710. */
  67711. var SolidParticleSystem = /** @class */ (function () {
  67712. /**
  67713. * Creates a SPS (Solid Particle System) object.
  67714. * @param name (String) is the SPS name, this will be the underlying mesh name.
  67715. * @param scene (Scene) is the scene in which the SPS is added.
  67716. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  67717. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  67718. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  67719. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  67720. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  67721. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  67722. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  67723. */
  67724. function SolidParticleSystem(name, scene, options) {
  67725. /**
  67726. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  67727. * Example : var p = SPS.particles[i];
  67728. */
  67729. this.particles = new Array();
  67730. /**
  67731. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  67732. */
  67733. this.nbParticles = 0;
  67734. /**
  67735. * If the particles must ever face the camera (default false). Useful for planar particles.
  67736. */
  67737. this.billboard = false;
  67738. /**
  67739. * Recompute normals when adding a shape
  67740. */
  67741. this.recomputeNormals = true;
  67742. /**
  67743. * This a counter ofr your own usage. It's not set by any SPS functions.
  67744. */
  67745. this.counter = 0;
  67746. /**
  67747. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  67748. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  67749. */
  67750. this.vars = {};
  67751. /**
  67752. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  67753. * @hidden
  67754. */
  67755. this._bSphereOnly = false;
  67756. /**
  67757. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  67758. * @hidden
  67759. */
  67760. this._bSphereRadiusFactor = 1.0;
  67761. this._positions = new Array();
  67762. this._indices = new Array();
  67763. this._normals = new Array();
  67764. this._colors = new Array();
  67765. this._uvs = new Array();
  67766. this._index = 0; // indices index
  67767. this._updatable = true;
  67768. this._pickable = false;
  67769. this._isVisibilityBoxLocked = false;
  67770. this._alwaysVisible = false;
  67771. this._depthSort = false;
  67772. this._shapeCounter = 0;
  67773. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  67774. this._color = new BABYLON.Color4(0, 0, 0, 0);
  67775. this._computeParticleColor = true;
  67776. this._computeParticleTexture = true;
  67777. this._computeParticleRotation = true;
  67778. this._computeParticleVertex = false;
  67779. this._computeBoundingBox = false;
  67780. this._depthSortParticles = true;
  67781. this._mustUnrotateFixedNormals = false;
  67782. this._particlesIntersect = false;
  67783. this._needs32Bits = false;
  67784. this.name = name;
  67785. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67786. this._camera = scene.activeCamera;
  67787. this._pickable = options ? options.isPickable : false;
  67788. this._depthSort = options ? options.enableDepthSort : false;
  67789. this._particlesIntersect = options ? options.particleIntersection : false;
  67790. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  67791. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  67792. if (options && options.updatable !== undefined) {
  67793. this._updatable = options.updatable;
  67794. }
  67795. else {
  67796. this._updatable = true;
  67797. }
  67798. if (this._pickable) {
  67799. this.pickedParticles = [];
  67800. }
  67801. if (this._depthSort) {
  67802. this.depthSortedParticles = [];
  67803. }
  67804. }
  67805. /**
  67806. * Builds the SPS underlying mesh. Returns a standard Mesh.
  67807. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  67808. * @returns the created mesh
  67809. */
  67810. SolidParticleSystem.prototype.buildMesh = function () {
  67811. if (this.nbParticles === 0) {
  67812. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  67813. this.addShape(triangle, 1);
  67814. triangle.dispose();
  67815. }
  67816. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  67817. this._positions32 = new Float32Array(this._positions);
  67818. this._uvs32 = new Float32Array(this._uvs);
  67819. this._colors32 = new Float32Array(this._colors);
  67820. if (this.recomputeNormals) {
  67821. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  67822. }
  67823. this._normals32 = new Float32Array(this._normals);
  67824. this._fixedNormal32 = new Float32Array(this._normals);
  67825. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  67826. this._unrotateFixedNormals();
  67827. }
  67828. var vertexData = new BABYLON.VertexData();
  67829. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  67830. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  67831. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  67832. if (this._uvs32.length > 0) {
  67833. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  67834. }
  67835. if (this._colors32.length > 0) {
  67836. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  67837. }
  67838. var mesh = new BABYLON.Mesh(this.name, this._scene);
  67839. vertexData.applyToMesh(mesh, this._updatable);
  67840. this.mesh = mesh;
  67841. this.mesh.isPickable = this._pickable;
  67842. // free memory
  67843. if (!this._depthSort) {
  67844. this._indices = null;
  67845. }
  67846. this._positions = null;
  67847. this._normals = null;
  67848. this._uvs = null;
  67849. this._colors = null;
  67850. if (!this._updatable) {
  67851. this.particles.length = 0;
  67852. }
  67853. return mesh;
  67854. };
  67855. /**
  67856. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  67857. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  67858. * Thus the particles generated from `digest()` have their property `position` set yet.
  67859. * @param mesh ( Mesh ) is the mesh to be digested
  67860. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  67861. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  67862. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  67863. * @returns the current SPS
  67864. */
  67865. SolidParticleSystem.prototype.digest = function (mesh, options) {
  67866. var size = (options && options.facetNb) || 1;
  67867. var number = (options && options.number) || 0;
  67868. var delta = (options && options.delta) || 0;
  67869. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  67870. var meshInd = mesh.getIndices();
  67871. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  67872. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  67873. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  67874. var f = 0; // facet counter
  67875. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  67876. // compute size from number
  67877. if (number) {
  67878. number = (number > totalFacets) ? totalFacets : number;
  67879. size = Math.round(totalFacets / number);
  67880. delta = 0;
  67881. }
  67882. else {
  67883. size = (size > totalFacets) ? totalFacets : size;
  67884. }
  67885. var facetPos = []; // submesh positions
  67886. var facetInd = []; // submesh indices
  67887. var facetUV = []; // submesh UV
  67888. var facetCol = []; // submesh colors
  67889. var barycenter = BABYLON.Vector3.Zero();
  67890. var sizeO = size;
  67891. while (f < totalFacets) {
  67892. size = sizeO + Math.floor((1 + delta) * Math.random());
  67893. if (f > totalFacets - size) {
  67894. size = totalFacets - f;
  67895. }
  67896. // reset temp arrays
  67897. facetPos.length = 0;
  67898. facetInd.length = 0;
  67899. facetUV.length = 0;
  67900. facetCol.length = 0;
  67901. // iterate over "size" facets
  67902. var fi = 0;
  67903. for (var j = f * 3; j < (f + size) * 3; j++) {
  67904. facetInd.push(fi);
  67905. var i = meshInd[j];
  67906. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  67907. if (meshUV) {
  67908. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  67909. }
  67910. if (meshCol) {
  67911. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  67912. }
  67913. fi++;
  67914. }
  67915. // create a model shape for each single particle
  67916. var idx = this.nbParticles;
  67917. var shape = this._posToShape(facetPos);
  67918. var shapeUV = this._uvsToShapeUV(facetUV);
  67919. // compute the barycenter of the shape
  67920. var v;
  67921. for (v = 0; v < shape.length; v++) {
  67922. barycenter.addInPlace(shape[v]);
  67923. }
  67924. barycenter.scaleInPlace(1 / shape.length);
  67925. // shift the shape from its barycenter to the origin
  67926. for (v = 0; v < shape.length; v++) {
  67927. shape[v].subtractInPlace(barycenter);
  67928. }
  67929. var bInfo;
  67930. if (this._particlesIntersect) {
  67931. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  67932. }
  67933. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  67934. // add the particle in the SPS
  67935. var currentPos = this._positions.length;
  67936. var currentInd = this._indices.length;
  67937. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  67938. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  67939. // initialize the particle position
  67940. this.particles[this.nbParticles].position.addInPlace(barycenter);
  67941. this._index += shape.length;
  67942. idx++;
  67943. this.nbParticles++;
  67944. this._shapeCounter++;
  67945. f += size;
  67946. }
  67947. return this;
  67948. };
  67949. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  67950. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  67951. var index = 0;
  67952. var idx = 0;
  67953. var tmpNormal = BABYLON.Tmp.Vector3[0];
  67954. var quaternion = BABYLON.Tmp.Quaternion[0];
  67955. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  67956. for (var p = 0; p < this.particles.length; p++) {
  67957. var particle = this.particles[p];
  67958. var shape = particle._model._shape;
  67959. // computing the inverse of the rotation matrix from the quaternion
  67960. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  67961. if (particle.rotationQuaternion) {
  67962. particle.rotationQuaternion.conjugateToRef(quaternion);
  67963. }
  67964. else {
  67965. var rotation = particle.rotation;
  67966. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67967. quaternion.conjugateInPlace();
  67968. }
  67969. quaternion.toRotationMatrix(invertedRotMatrix);
  67970. for (var pt = 0; pt < shape.length; pt++) {
  67971. idx = index + pt * 3;
  67972. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  67973. tmpNormal.toArray(this._fixedNormal32, idx);
  67974. }
  67975. index = idx + 3;
  67976. }
  67977. };
  67978. //reset copy
  67979. SolidParticleSystem.prototype._resetCopy = function () {
  67980. var copy = this._copy;
  67981. copy.position.setAll(0);
  67982. copy.rotation.setAll(0);
  67983. copy.rotationQuaternion = null;
  67984. copy.scaling.setAll(1);
  67985. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  67986. copy.color = null;
  67987. copy.translateFromPivot = false;
  67988. };
  67989. // _meshBuilder : inserts the shape model in the global SPS mesh
  67990. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  67991. var i;
  67992. var u = 0;
  67993. var c = 0;
  67994. var n = 0;
  67995. this._resetCopy();
  67996. var copy = this._copy;
  67997. if (options && options.positionFunction) { // call to custom positionFunction
  67998. options.positionFunction(copy, idx, idxInShape);
  67999. this._mustUnrotateFixedNormals = true;
  68000. }
  68001. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68002. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68003. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68004. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68005. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68006. copy.getRotationMatrix(rotMatrix);
  68007. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68008. if (copy.translateFromPivot) {
  68009. pivotBackTranslation.setAll(0.0);
  68010. }
  68011. else {
  68012. pivotBackTranslation.copyFrom(scaledPivot);
  68013. }
  68014. for (i = 0; i < shape.length; i++) {
  68015. tmpVertex.copyFrom(shape[i]);
  68016. if (options && options.vertexFunction) {
  68017. options.vertexFunction(copy, tmpVertex, i);
  68018. }
  68019. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68020. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68021. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68022. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68023. if (meshUV) {
  68024. var copyUvs = copy.uvs;
  68025. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68026. u += 2;
  68027. }
  68028. if (copy.color) {
  68029. this._color = copy.color;
  68030. }
  68031. else {
  68032. var color = this._color;
  68033. if (meshCol && meshCol[c] !== undefined) {
  68034. color.r = meshCol[c];
  68035. color.g = meshCol[c + 1];
  68036. color.b = meshCol[c + 2];
  68037. color.a = meshCol[c + 3];
  68038. }
  68039. else {
  68040. color.r = 1.0;
  68041. color.g = 1.0;
  68042. color.b = 1.0;
  68043. color.a = 1.0;
  68044. }
  68045. }
  68046. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68047. c += 4;
  68048. if (!this.recomputeNormals && meshNor) {
  68049. tmpVertex.x = meshNor[n];
  68050. tmpVertex.y = meshNor[n + 1];
  68051. tmpVertex.z = meshNor[n + 2];
  68052. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68053. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68054. n += 3;
  68055. }
  68056. }
  68057. for (i = 0; i < meshInd.length; i++) {
  68058. var current_ind = p + meshInd[i];
  68059. indices.push(current_ind);
  68060. if (current_ind > 65535) {
  68061. this._needs32Bits = true;
  68062. }
  68063. }
  68064. if (this._pickable) {
  68065. var nbfaces = meshInd.length / 3;
  68066. for (i = 0; i < nbfaces; i++) {
  68067. this.pickedParticles.push({ idx: idx, faceId: i });
  68068. }
  68069. }
  68070. if (this._depthSort) {
  68071. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68072. }
  68073. return copy;
  68074. };
  68075. // returns a shape array from positions array
  68076. SolidParticleSystem.prototype._posToShape = function (positions) {
  68077. var shape = [];
  68078. for (var i = 0; i < positions.length; i += 3) {
  68079. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68080. }
  68081. return shape;
  68082. };
  68083. // returns a shapeUV array from a Vector4 uvs
  68084. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68085. var shapeUV = [];
  68086. if (uvs) {
  68087. for (var i = 0; i < uvs.length; i++) {
  68088. shapeUV.push(uvs[i]);
  68089. }
  68090. }
  68091. return shapeUV;
  68092. };
  68093. // adds a new particle object in the particles array
  68094. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68095. if (bInfo === void 0) { bInfo = null; }
  68096. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68097. this.particles.push(sp);
  68098. return sp;
  68099. };
  68100. /**
  68101. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68102. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68103. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68104. * @param nb (positive integer) the number of particles to be created from this model
  68105. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68106. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68107. * @returns the number of shapes in the system
  68108. */
  68109. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68110. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68111. var meshInd = mesh.getIndices();
  68112. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68113. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68114. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68115. var bbInfo;
  68116. if (this._particlesIntersect) {
  68117. bbInfo = mesh.getBoundingInfo();
  68118. }
  68119. var shape = this._posToShape(meshPos);
  68120. var shapeUV = this._uvsToShapeUV(meshUV);
  68121. var posfunc = options ? options.positionFunction : null;
  68122. var vtxfunc = options ? options.vertexFunction : null;
  68123. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68124. // particles
  68125. var sp;
  68126. var currentCopy;
  68127. var idx = this.nbParticles;
  68128. for (var i = 0; i < nb; i++) {
  68129. var currentPos = this._positions.length;
  68130. var currentInd = this._indices.length;
  68131. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68132. if (this._updatable) {
  68133. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68134. sp.position.copyFrom(currentCopy.position);
  68135. sp.rotation.copyFrom(currentCopy.rotation);
  68136. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68137. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68138. }
  68139. if (currentCopy.color && sp.color) {
  68140. sp.color.copyFrom(currentCopy.color);
  68141. }
  68142. sp.scaling.copyFrom(currentCopy.scaling);
  68143. sp.uvs.copyFrom(currentCopy.uvs);
  68144. }
  68145. this._index += shape.length;
  68146. idx++;
  68147. }
  68148. this.nbParticles += nb;
  68149. this._shapeCounter++;
  68150. return this._shapeCounter - 1;
  68151. };
  68152. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68153. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68154. this._resetCopy();
  68155. var copy = this._copy;
  68156. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68157. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68158. }
  68159. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68160. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68161. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68162. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68163. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68164. copy.getRotationMatrix(rotMatrix);
  68165. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68166. if (copy.translateFromPivot) {
  68167. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68168. }
  68169. else {
  68170. pivotBackTranslation.copyFrom(scaledPivot);
  68171. }
  68172. var shape = particle._model._shape;
  68173. for (var pt = 0; pt < shape.length; pt++) {
  68174. tmpVertex.copyFrom(shape[pt]);
  68175. if (particle._model._vertexFunction) {
  68176. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68177. }
  68178. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68179. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68180. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68181. }
  68182. particle.position.setAll(0.0);
  68183. particle.rotation.setAll(0.0);
  68184. particle.rotationQuaternion = null;
  68185. particle.scaling.setAll(1.0);
  68186. particle.uvs.setAll(0.0);
  68187. particle.pivot.setAll(0.0);
  68188. particle.translateFromPivot = false;
  68189. particle.parentId = null;
  68190. };
  68191. /**
  68192. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68193. * @returns the SPS.
  68194. */
  68195. SolidParticleSystem.prototype.rebuildMesh = function () {
  68196. for (var p = 0; p < this.particles.length; p++) {
  68197. this._rebuildParticle(this.particles[p]);
  68198. }
  68199. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68200. return this;
  68201. };
  68202. /**
  68203. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68204. * This method calls `updateParticle()` for each particle of the SPS.
  68205. * For an animated SPS, it is usually called within the render loop.
  68206. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68207. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68208. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68209. * @returns the SPS.
  68210. */
  68211. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68212. if (start === void 0) { start = 0; }
  68213. if (end === void 0) { end = this.nbParticles - 1; }
  68214. if (update === void 0) { update = true; }
  68215. if (!this._updatable) {
  68216. return this;
  68217. }
  68218. // custom beforeUpdate
  68219. this.beforeUpdateParticles(start, end, update);
  68220. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68221. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68222. var mesh = this.mesh;
  68223. var colors32 = this._colors32;
  68224. var positions32 = this._positions32;
  68225. var normals32 = this._normals32;
  68226. var uvs32 = this._uvs32;
  68227. var indices32 = this._indices32;
  68228. var indices = this._indices;
  68229. var fixedNormal32 = this._fixedNormal32;
  68230. var tempVectors = BABYLON.Tmp.Vector3;
  68231. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68232. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68233. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68234. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68235. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68236. var camInvertedPosition = tempVectors[10].setAll(0);
  68237. // cases when the World Matrix is to be computed first
  68238. if (this.billboard || this._depthSort) {
  68239. this.mesh.computeWorldMatrix(true);
  68240. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68241. }
  68242. // if the particles will always face the camera
  68243. if (this.billboard) {
  68244. // compute the camera position and un-rotate it by the current mesh rotation
  68245. var tmpVertex = tempVectors[0];
  68246. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68247. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68248. camAxisZ.normalize();
  68249. // same for camera up vector extracted from the cam view matrix
  68250. var view = this._camera.getViewMatrix(true);
  68251. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68252. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68253. camAxisY.normalize();
  68254. camAxisX.normalize();
  68255. }
  68256. // if depthSort, compute the camera global position in the mesh local system
  68257. if (this._depthSort) {
  68258. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68259. }
  68260. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68261. var idx = 0; // current position index in the global array positions32
  68262. var index = 0; // position start index in the global array positions32 of the current particle
  68263. var colidx = 0; // current color index in the global array colors32
  68264. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68265. var uvidx = 0; // current uv index in the global array uvs32
  68266. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68267. var pt = 0; // current index in the particle model shape
  68268. if (this.mesh.isFacetDataEnabled) {
  68269. this._computeBoundingBox = true;
  68270. }
  68271. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68272. if (this._computeBoundingBox) {
  68273. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68274. var boundingInfo = this.mesh._boundingInfo;
  68275. if (boundingInfo) {
  68276. minimum.copyFrom(boundingInfo.minimum);
  68277. maximum.copyFrom(boundingInfo.maximum);
  68278. }
  68279. }
  68280. }
  68281. // particle loop
  68282. index = this.particles[start]._pos;
  68283. var vpos = (index / 3) | 0;
  68284. colorIndex = vpos * 4;
  68285. uvIndex = vpos * 2;
  68286. for (var p = start; p <= end; p++) {
  68287. var particle = this.particles[p];
  68288. // call to custom user function to update the particle properties
  68289. this.updateParticle(particle);
  68290. var shape = particle._model._shape;
  68291. var shapeUV = particle._model._shapeUV;
  68292. var particleRotationMatrix = particle._rotationMatrix;
  68293. var particlePosition = particle.position;
  68294. var particleRotation = particle.rotation;
  68295. var particleScaling = particle.scaling;
  68296. var particleGlobalPosition = particle._globalPosition;
  68297. // camera-particle distance for depth sorting
  68298. if (this._depthSort && this._depthSortParticles) {
  68299. var dsp = this.depthSortedParticles[p];
  68300. dsp.ind = particle._ind;
  68301. dsp.indicesLength = particle._model._indicesLength;
  68302. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68303. }
  68304. // skip the computations for inactive or already invisible particles
  68305. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68306. // increment indexes for the next particle
  68307. pt = shape.length;
  68308. index += pt * 3;
  68309. colorIndex += pt * 4;
  68310. uvIndex += pt * 2;
  68311. continue;
  68312. }
  68313. if (particle.isVisible) {
  68314. particle._stillInvisible = false; // un-mark permanent invisibility
  68315. var scaledPivot = tempVectors[12];
  68316. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68317. // particle rotation matrix
  68318. if (this.billboard) {
  68319. particleRotation.x = 0.0;
  68320. particleRotation.y = 0.0;
  68321. }
  68322. if (this._computeParticleRotation || this.billboard) {
  68323. particle.getRotationMatrix(rotMatrix);
  68324. }
  68325. var particleHasParent = (particle.parentId !== null);
  68326. if (particleHasParent) {
  68327. var parent_1 = this.particles[particle.parentId];
  68328. var parentRotationMatrix = parent_1._rotationMatrix;
  68329. var parentGlobalPosition = parent_1._globalPosition;
  68330. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68331. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68332. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68333. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68334. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68335. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68336. if (this._computeParticleRotation || this.billboard) {
  68337. var rotMatrixValues = rotMatrix.m;
  68338. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68339. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68340. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68341. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68342. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68343. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68344. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68345. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68346. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68347. }
  68348. }
  68349. else {
  68350. particleGlobalPosition.x = particlePosition.x;
  68351. particleGlobalPosition.y = particlePosition.y;
  68352. particleGlobalPosition.z = particlePosition.z;
  68353. if (this._computeParticleRotation || this.billboard) {
  68354. var rotMatrixValues = rotMatrix.m;
  68355. particleRotationMatrix[0] = rotMatrixValues[0];
  68356. particleRotationMatrix[1] = rotMatrixValues[1];
  68357. particleRotationMatrix[2] = rotMatrixValues[2];
  68358. particleRotationMatrix[3] = rotMatrixValues[4];
  68359. particleRotationMatrix[4] = rotMatrixValues[5];
  68360. particleRotationMatrix[5] = rotMatrixValues[6];
  68361. particleRotationMatrix[6] = rotMatrixValues[8];
  68362. particleRotationMatrix[7] = rotMatrixValues[9];
  68363. particleRotationMatrix[8] = rotMatrixValues[10];
  68364. }
  68365. }
  68366. var pivotBackTranslation = tempVectors[11];
  68367. if (particle.translateFromPivot) {
  68368. pivotBackTranslation.setAll(0.0);
  68369. }
  68370. else {
  68371. pivotBackTranslation.copyFrom(scaledPivot);
  68372. }
  68373. // particle vertex loop
  68374. for (pt = 0; pt < shape.length; pt++) {
  68375. idx = index + pt * 3;
  68376. colidx = colorIndex + pt * 4;
  68377. uvidx = uvIndex + pt * 2;
  68378. var tmpVertex = tempVectors[0];
  68379. tmpVertex.copyFrom(shape[pt]);
  68380. if (this._computeParticleVertex) {
  68381. this.updateParticleVertex(particle, tmpVertex, pt);
  68382. }
  68383. // positions
  68384. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68385. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68386. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68387. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68388. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68389. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68390. rotatedX += pivotBackTranslation.x;
  68391. rotatedY += pivotBackTranslation.y;
  68392. rotatedZ += pivotBackTranslation.z;
  68393. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68394. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68395. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68396. if (this._computeBoundingBox) {
  68397. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68398. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68399. }
  68400. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68401. if (!this._computeParticleVertex) {
  68402. var normalx = fixedNormal32[idx];
  68403. var normaly = fixedNormal32[idx + 1];
  68404. var normalz = fixedNormal32[idx + 2];
  68405. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68406. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68407. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68408. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68409. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68410. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68411. }
  68412. if (this._computeParticleColor && particle.color) {
  68413. var color = particle.color;
  68414. var colors32_1 = this._colors32;
  68415. colors32_1[colidx] = color.r;
  68416. colors32_1[colidx + 1] = color.g;
  68417. colors32_1[colidx + 2] = color.b;
  68418. colors32_1[colidx + 3] = color.a;
  68419. }
  68420. if (this._computeParticleTexture) {
  68421. var uvs = particle.uvs;
  68422. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68423. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68424. }
  68425. }
  68426. }
  68427. // particle just set invisible : scaled to zero and positioned at the origin
  68428. else {
  68429. particle._stillInvisible = true; // mark the particle as invisible
  68430. for (pt = 0; pt < shape.length; pt++) {
  68431. idx = index + pt * 3;
  68432. colidx = colorIndex + pt * 4;
  68433. uvidx = uvIndex + pt * 2;
  68434. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68435. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68436. if (this._computeParticleColor && particle.color) {
  68437. var color = particle.color;
  68438. colors32[colidx] = color.r;
  68439. colors32[colidx + 1] = color.g;
  68440. colors32[colidx + 2] = color.b;
  68441. colors32[colidx + 3] = color.a;
  68442. }
  68443. if (this._computeParticleTexture) {
  68444. var uvs = particle.uvs;
  68445. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68446. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68447. }
  68448. }
  68449. }
  68450. // if the particle intersections must be computed : update the bbInfo
  68451. if (this._particlesIntersect) {
  68452. var bInfo = particle._boundingInfo;
  68453. var bBox = bInfo.boundingBox;
  68454. var bSphere = bInfo.boundingSphere;
  68455. var modelBoundingInfo = particle._modelBoundingInfo;
  68456. if (!this._bSphereOnly) {
  68457. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68458. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68459. var tempMin = tempVectors[1];
  68460. var tempMax = tempVectors[2];
  68461. tempMin.setAll(Number.MAX_VALUE);
  68462. tempMax.setAll(-Number.MAX_VALUE);
  68463. for (var b = 0; b < 8; b++) {
  68464. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68465. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68466. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68467. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68468. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68469. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68470. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68471. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68472. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68473. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68474. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68475. }
  68476. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68477. }
  68478. // place and scale the particle bouding sphere in the SPS local system, then update it
  68479. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68480. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68481. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68482. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68483. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68484. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68485. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68486. }
  68487. // increment indexes for the next particle
  68488. index = idx + 3;
  68489. colorIndex = colidx + 4;
  68490. uvIndex = uvidx + 2;
  68491. }
  68492. // if the VBO must be updated
  68493. if (update) {
  68494. if (this._computeParticleColor) {
  68495. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68496. }
  68497. if (this._computeParticleTexture) {
  68498. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68499. }
  68500. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68501. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68502. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68503. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68504. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68505. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68506. for (var i = 0; i < normals32.length; i++) {
  68507. fixedNormal32[i] = normals32[i];
  68508. }
  68509. }
  68510. if (!mesh.areNormalsFrozen) {
  68511. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68512. }
  68513. }
  68514. if (this._depthSort && this._depthSortParticles) {
  68515. var depthSortedParticles = this.depthSortedParticles;
  68516. depthSortedParticles.sort(depthSortFunction);
  68517. var dspl = depthSortedParticles.length;
  68518. var sid = 0;
  68519. for (var sorted = 0; sorted < dspl; sorted++) {
  68520. var lind = depthSortedParticles[sorted].indicesLength;
  68521. var sind = depthSortedParticles[sorted].ind;
  68522. for (var i = 0; i < lind; i++) {
  68523. indices32[sid] = indices[sind + i];
  68524. sid++;
  68525. }
  68526. }
  68527. mesh.updateIndices(indices32);
  68528. }
  68529. }
  68530. if (this._computeBoundingBox) {
  68531. if (mesh._boundingInfo) {
  68532. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68533. }
  68534. else {
  68535. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68536. }
  68537. }
  68538. this.afterUpdateParticles(start, end, update);
  68539. return this;
  68540. };
  68541. /**
  68542. * Disposes the SPS.
  68543. */
  68544. SolidParticleSystem.prototype.dispose = function () {
  68545. this.mesh.dispose();
  68546. this.vars = null;
  68547. // drop references to internal big arrays for the GC
  68548. this._positions = null;
  68549. this._indices = null;
  68550. this._normals = null;
  68551. this._uvs = null;
  68552. this._colors = null;
  68553. this._indices32 = null;
  68554. this._positions32 = null;
  68555. this._normals32 = null;
  68556. this._fixedNormal32 = null;
  68557. this._uvs32 = null;
  68558. this._colors32 = null;
  68559. this.pickedParticles = null;
  68560. };
  68561. /**
  68562. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68563. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68564. * @returns the SPS.
  68565. */
  68566. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68567. if (!this._isVisibilityBoxLocked) {
  68568. this.mesh.refreshBoundingInfo();
  68569. }
  68570. return this;
  68571. };
  68572. /**
  68573. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68574. * @param size the size (float) of the visibility box
  68575. * note : this doesn't lock the SPS mesh bounding box.
  68576. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68577. */
  68578. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68579. var vis = size / 2;
  68580. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68581. };
  68582. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68583. /**
  68584. * Gets whether the SPS as always visible or not
  68585. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68586. */
  68587. get: function () {
  68588. return this._alwaysVisible;
  68589. },
  68590. /**
  68591. * Sets the SPS as always visible or not
  68592. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68593. */
  68594. set: function (val) {
  68595. this._alwaysVisible = val;
  68596. this.mesh.alwaysSelectAsActiveMesh = val;
  68597. },
  68598. enumerable: true,
  68599. configurable: true
  68600. });
  68601. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  68602. /**
  68603. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68604. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68605. */
  68606. get: function () {
  68607. return this._isVisibilityBoxLocked;
  68608. },
  68609. /**
  68610. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68611. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68612. */
  68613. set: function (val) {
  68614. this._isVisibilityBoxLocked = val;
  68615. var boundingInfo = this.mesh.getBoundingInfo();
  68616. boundingInfo.isLocked = val;
  68617. },
  68618. enumerable: true,
  68619. configurable: true
  68620. });
  68621. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  68622. /**
  68623. * Gets if `setParticles()` computes the particle rotations or not.
  68624. * Default value : true. The SPS is faster when it's set to false.
  68625. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68626. */
  68627. get: function () {
  68628. return this._computeParticleRotation;
  68629. },
  68630. /**
  68631. * Tells to `setParticles()` to compute the particle rotations or not.
  68632. * Default value : true. The SPS is faster when it's set to false.
  68633. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68634. */
  68635. set: function (val) {
  68636. this._computeParticleRotation = val;
  68637. },
  68638. enumerable: true,
  68639. configurable: true
  68640. });
  68641. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  68642. /**
  68643. * Gets if `setParticles()` computes the particle colors or not.
  68644. * Default value : true. The SPS is faster when it's set to false.
  68645. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68646. */
  68647. get: function () {
  68648. return this._computeParticleColor;
  68649. },
  68650. /**
  68651. * Tells to `setParticles()` to compute the particle colors or not.
  68652. * Default value : true. The SPS is faster when it's set to false.
  68653. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68654. */
  68655. set: function (val) {
  68656. this._computeParticleColor = val;
  68657. },
  68658. enumerable: true,
  68659. configurable: true
  68660. });
  68661. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  68662. /**
  68663. * Gets if `setParticles()` computes the particle textures or not.
  68664. * Default value : true. The SPS is faster when it's set to false.
  68665. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  68666. */
  68667. get: function () {
  68668. return this._computeParticleTexture;
  68669. },
  68670. set: function (val) {
  68671. this._computeParticleTexture = val;
  68672. },
  68673. enumerable: true,
  68674. configurable: true
  68675. });
  68676. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  68677. /**
  68678. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  68679. * Default value : false. The SPS is faster when it's set to false.
  68680. * Note : the particle custom vertex positions aren't stored values.
  68681. */
  68682. get: function () {
  68683. return this._computeParticleVertex;
  68684. },
  68685. /**
  68686. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  68687. * Default value : false. The SPS is faster when it's set to false.
  68688. * Note : the particle custom vertex positions aren't stored values.
  68689. */
  68690. set: function (val) {
  68691. this._computeParticleVertex = val;
  68692. },
  68693. enumerable: true,
  68694. configurable: true
  68695. });
  68696. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  68697. /**
  68698. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  68699. */
  68700. get: function () {
  68701. return this._computeBoundingBox;
  68702. },
  68703. /**
  68704. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  68705. */
  68706. set: function (val) {
  68707. this._computeBoundingBox = val;
  68708. },
  68709. enumerable: true,
  68710. configurable: true
  68711. });
  68712. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  68713. /**
  68714. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  68715. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68716. * Default : `true`
  68717. */
  68718. get: function () {
  68719. return this._depthSortParticles;
  68720. },
  68721. /**
  68722. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  68723. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68724. * Default : `true`
  68725. */
  68726. set: function (val) {
  68727. this._depthSortParticles = val;
  68728. },
  68729. enumerable: true,
  68730. configurable: true
  68731. });
  68732. // =======================================================================
  68733. // Particle behavior logic
  68734. // these following methods may be overwritten by the user to fit his needs
  68735. /**
  68736. * This function does nothing. It may be overwritten to set all the particle first values.
  68737. * The SPS doesn't call this function, you may have to call it by your own.
  68738. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68739. */
  68740. SolidParticleSystem.prototype.initParticles = function () {
  68741. };
  68742. /**
  68743. * This function does nothing. It may be overwritten to recycle a particle.
  68744. * The SPS doesn't call this function, you may have to call it by your own.
  68745. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68746. * @param particle The particle to recycle
  68747. * @returns the recycled particle
  68748. */
  68749. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  68750. return particle;
  68751. };
  68752. /**
  68753. * Updates a particle : this function should be overwritten by the user.
  68754. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  68755. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68756. * @example : just set a particle position or velocity and recycle conditions
  68757. * @param particle The particle to update
  68758. * @returns the updated particle
  68759. */
  68760. SolidParticleSystem.prototype.updateParticle = function (particle) {
  68761. return particle;
  68762. };
  68763. /**
  68764. * Updates a vertex of a particle : it can be overwritten by the user.
  68765. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  68766. * @param particle the current particle
  68767. * @param vertex the current index of the current particle
  68768. * @param pt the index of the current vertex in the particle shape
  68769. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  68770. * @example : just set a vertex particle position
  68771. * @returns the updated vertex
  68772. */
  68773. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  68774. return vertex;
  68775. };
  68776. /**
  68777. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  68778. * This does nothing and may be overwritten by the user.
  68779. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68780. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68781. * @param update the boolean update value actually passed to setParticles()
  68782. */
  68783. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  68784. };
  68785. /**
  68786. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  68787. * This will be passed three parameters.
  68788. * This does nothing and may be overwritten by the user.
  68789. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68790. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68791. * @param update the boolean update value actually passed to setParticles()
  68792. */
  68793. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  68794. };
  68795. return SolidParticleSystem;
  68796. }());
  68797. BABYLON.SolidParticleSystem = SolidParticleSystem;
  68798. })(BABYLON || (BABYLON = {}));
  68799. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  68800. var BABYLON;
  68801. (function (BABYLON) {
  68802. /**
  68803. * Class containing static functions to help procedurally build meshes
  68804. */
  68805. var MeshBuilder = /** @class */ (function () {
  68806. function MeshBuilder() {
  68807. }
  68808. MeshBuilder.updateSideOrientation = function (orientation) {
  68809. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  68810. return BABYLON.Mesh.DOUBLESIDE;
  68811. }
  68812. if (orientation === undefined || orientation === null) {
  68813. return BABYLON.Mesh.FRONTSIDE;
  68814. }
  68815. return orientation;
  68816. };
  68817. /**
  68818. * Creates a box mesh
  68819. * * The parameter `size` sets the size (float) of each box side (default 1)
  68820. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  68821. * * 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)
  68822. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  68823. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68824. * * 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
  68825. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68826. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  68827. * @param name defines the name of the mesh
  68828. * @param options defines the options used to create the mesh
  68829. * @param scene defines the hosting scene
  68830. * @returns the box mesh
  68831. */
  68832. MeshBuilder.CreateBox = function (name, options, scene) {
  68833. if (scene === void 0) { scene = null; }
  68834. var box = new BABYLON.Mesh(name, scene);
  68835. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68836. box._originalBuilderSideOrientation = options.sideOrientation;
  68837. var vertexData = BABYLON.VertexData.CreateBox(options);
  68838. vertexData.applyToMesh(box, options.updatable);
  68839. return box;
  68840. };
  68841. /**
  68842. * Creates a sphere mesh
  68843. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  68844. * * 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`)
  68845. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  68846. * * 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
  68847. * * 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)
  68848. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68849. * * 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
  68850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68851. * @param name defines the name of the mesh
  68852. * @param options defines the options used to create the mesh
  68853. * @param scene defines the hosting scene
  68854. * @returns the sphere mesh
  68855. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  68856. */
  68857. MeshBuilder.CreateSphere = function (name, options, scene) {
  68858. var sphere = new BABYLON.Mesh(name, scene);
  68859. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68860. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68861. var vertexData = BABYLON.VertexData.CreateSphere(options);
  68862. vertexData.applyToMesh(sphere, options.updatable);
  68863. return sphere;
  68864. };
  68865. /**
  68866. * Creates a plane polygonal mesh. By default, this is a disc
  68867. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  68868. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  68869. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  68870. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68871. * * 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
  68872. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68873. * @param name defines the name of the mesh
  68874. * @param options defines the options used to create the mesh
  68875. * @param scene defines the hosting scene
  68876. * @returns the plane polygonal mesh
  68877. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  68878. */
  68879. MeshBuilder.CreateDisc = function (name, options, scene) {
  68880. if (scene === void 0) { scene = null; }
  68881. var disc = new BABYLON.Mesh(name, scene);
  68882. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68883. disc._originalBuilderSideOrientation = options.sideOrientation;
  68884. var vertexData = BABYLON.VertexData.CreateDisc(options);
  68885. vertexData.applyToMesh(disc, options.updatable);
  68886. return disc;
  68887. };
  68888. /**
  68889. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  68890. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  68891. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  68892. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  68893. * * 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
  68894. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68895. * * 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
  68896. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68897. * @param name defines the name of the mesh
  68898. * @param options defines the options used to create the mesh
  68899. * @param scene defines the hosting scene
  68900. * @returns the icosahedron mesh
  68901. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  68902. */
  68903. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  68904. var sphere = new BABYLON.Mesh(name, scene);
  68905. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68906. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68907. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  68908. vertexData.applyToMesh(sphere, options.updatable);
  68909. return sphere;
  68910. };
  68911. /**
  68912. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  68913. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  68914. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  68915. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  68916. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  68917. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  68918. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  68919. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68920. * * 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
  68921. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  68922. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  68923. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  68924. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  68925. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  68926. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68927. * @param name defines the name of the mesh
  68928. * @param options defines the options used to create the mesh
  68929. * @param scene defines the hosting scene
  68930. * @returns the ribbon mesh
  68931. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  68932. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  68933. */
  68934. MeshBuilder.CreateRibbon = function (name, options, scene) {
  68935. if (scene === void 0) { scene = null; }
  68936. var pathArray = options.pathArray;
  68937. var closeArray = options.closeArray;
  68938. var closePath = options.closePath;
  68939. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68940. var instance = options.instance;
  68941. var updatable = options.updatable;
  68942. if (instance) { // existing ribbon instance update
  68943. // positionFunction : ribbon case
  68944. // only pathArray and sideOrientation parameters are taken into account for positions update
  68945. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  68946. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  68947. var positionFunction = function (positions) {
  68948. var minlg = pathArray[0].length;
  68949. var mesh = instance;
  68950. var i = 0;
  68951. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  68952. for (var si = 1; si <= ns; ++si) {
  68953. for (var p = 0; p < pathArray.length; ++p) {
  68954. var path = pathArray[p];
  68955. var l = path.length;
  68956. minlg = (minlg < l) ? minlg : l;
  68957. for (var j = 0; j < minlg; ++j) {
  68958. var pathPoint = path[j];
  68959. positions[i] = pathPoint.x;
  68960. positions[i + 1] = pathPoint.y;
  68961. positions[i + 2] = pathPoint.z;
  68962. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68963. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68964. i += 3;
  68965. }
  68966. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  68967. var pathPoint = path[0];
  68968. positions[i] = pathPoint.x;
  68969. positions[i + 1] = pathPoint.y;
  68970. positions[i + 2] = pathPoint.z;
  68971. i += 3;
  68972. }
  68973. }
  68974. }
  68975. };
  68976. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68977. positionFunction(positions);
  68978. if (instance._boundingInfo) {
  68979. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  68980. }
  68981. else {
  68982. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  68983. }
  68984. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  68985. if (options.colors) {
  68986. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68987. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  68988. var color = options.colors[c];
  68989. colors[colorIndex] = color.r;
  68990. colors[colorIndex + 1] = color.g;
  68991. colors[colorIndex + 2] = color.b;
  68992. colors[colorIndex + 3] = color.a;
  68993. }
  68994. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  68995. }
  68996. if (options.uvs) {
  68997. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68998. for (var i = 0; i < options.uvs.length; i++) {
  68999. uvs[i * 2] = options.uvs[i].x;
  69000. uvs[i * 2 + 1] = options.uvs[i].y;
  69001. }
  69002. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69003. }
  69004. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69005. var indices = instance.getIndices();
  69006. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69007. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69008. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69009. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69010. var indexFirst = 0;
  69011. var indexLast = 0;
  69012. for (var p = 0; p < pathArray.length; p++) {
  69013. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69014. if (p + 1 < pathArray.length) {
  69015. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69016. }
  69017. else {
  69018. indexLast = normals.length - 3;
  69019. }
  69020. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69021. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69022. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69023. normals[indexLast] = normals[indexFirst];
  69024. normals[indexLast + 1] = normals[indexFirst + 1];
  69025. normals[indexLast + 2] = normals[indexFirst + 2];
  69026. }
  69027. }
  69028. if (!(instance.areNormalsFrozen)) {
  69029. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69030. }
  69031. }
  69032. return instance;
  69033. }
  69034. else { // new ribbon creation
  69035. var ribbon = new BABYLON.Mesh(name, scene);
  69036. ribbon._originalBuilderSideOrientation = sideOrientation;
  69037. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69038. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69039. if (closePath) {
  69040. ribbon._creationDataStorage.idx = vertexData._idx;
  69041. }
  69042. ribbon._creationDataStorage.closePath = closePath;
  69043. ribbon._creationDataStorage.closeArray = closeArray;
  69044. vertexData.applyToMesh(ribbon, updatable);
  69045. return ribbon;
  69046. }
  69047. };
  69048. /**
  69049. * Creates a cylinder or a cone mesh
  69050. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69051. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69052. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  69053. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69054. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69055. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69056. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69057. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69058. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  69059. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  69060. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69061. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  69062. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  69063. * * If `enclose` is false, a ring surface is one element.
  69064. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69065. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69066. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69067. * * 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
  69068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69069. * @param name defines the name of the mesh
  69070. * @param options defines the options used to create the mesh
  69071. * @param scene defines the hosting scene
  69072. * @returns the cylinder mesh
  69073. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69074. */
  69075. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69076. var cylinder = new BABYLON.Mesh(name, scene);
  69077. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69078. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69079. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69080. vertexData.applyToMesh(cylinder, options.updatable);
  69081. return cylinder;
  69082. };
  69083. /**
  69084. * Creates a torus mesh
  69085. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69086. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69087. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69088. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69089. * * 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
  69090. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69091. * @param name defines the name of the mesh
  69092. * @param options defines the options used to create the mesh
  69093. * @param scene defines the hosting scene
  69094. * @returns the torus mesh
  69095. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69096. */
  69097. MeshBuilder.CreateTorus = function (name, options, scene) {
  69098. var torus = new BABYLON.Mesh(name, scene);
  69099. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69100. torus._originalBuilderSideOrientation = options.sideOrientation;
  69101. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69102. vertexData.applyToMesh(torus, options.updatable);
  69103. return torus;
  69104. };
  69105. /**
  69106. * Creates a torus knot mesh
  69107. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69108. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69109. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69110. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69111. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69112. * * 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
  69113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69114. * @param name defines the name of the mesh
  69115. * @param options defines the options used to create the mesh
  69116. * @param scene defines the hosting scene
  69117. * @returns the torus knot mesh
  69118. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69119. */
  69120. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69121. var torusKnot = new BABYLON.Mesh(name, scene);
  69122. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69123. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69124. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69125. vertexData.applyToMesh(torusKnot, options.updatable);
  69126. return torusKnot;
  69127. };
  69128. /**
  69129. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69130. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  69131. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69132. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69133. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69134. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69135. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69136. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69137. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69138. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69139. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69140. * @param name defines the name of the new line system
  69141. * @param options defines the options used to create the line system
  69142. * @param scene defines the hosting scene
  69143. * @returns a new line system mesh
  69144. */
  69145. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69146. var instance = options.instance;
  69147. var lines = options.lines;
  69148. var colors = options.colors;
  69149. if (instance) { // lines update
  69150. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69151. var vertexColor;
  69152. var lineColors;
  69153. if (colors) {
  69154. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69155. }
  69156. var i = 0;
  69157. var c = 0;
  69158. for (var l = 0; l < lines.length; l++) {
  69159. var points = lines[l];
  69160. for (var p = 0; p < points.length; p++) {
  69161. positions[i] = points[p].x;
  69162. positions[i + 1] = points[p].y;
  69163. positions[i + 2] = points[p].z;
  69164. if (colors && vertexColor) {
  69165. lineColors = colors[l];
  69166. vertexColor[c] = lineColors[p].r;
  69167. vertexColor[c + 1] = lineColors[p].g;
  69168. vertexColor[c + 2] = lineColors[p].b;
  69169. vertexColor[c + 3] = lineColors[p].a;
  69170. c += 4;
  69171. }
  69172. i += 3;
  69173. }
  69174. }
  69175. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69176. if (colors && vertexColor) {
  69177. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69178. }
  69179. return instance;
  69180. }
  69181. // line system creation
  69182. var useVertexColor = (colors) ? true : false;
  69183. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69184. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69185. vertexData.applyToMesh(lineSystem, options.updatable);
  69186. return lineSystem;
  69187. };
  69188. /**
  69189. * Creates a line mesh
  69190. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  69191. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69192. * * The parameter `points` is an array successive Vector3
  69193. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69194. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69195. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69196. * * When updating an instance, remember that only point positions can change, not the number of points
  69197. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69198. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69199. * @param name defines the name of the new line system
  69200. * @param options defines the options used to create the line system
  69201. * @param scene defines the hosting scene
  69202. * @returns a new line mesh
  69203. */
  69204. MeshBuilder.CreateLines = function (name, options, scene) {
  69205. if (scene === void 0) { scene = null; }
  69206. var colors = (options.colors) ? [options.colors] : null;
  69207. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69208. return lines;
  69209. };
  69210. /**
  69211. * Creates a dashed line mesh
  69212. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  69213. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69214. * * The parameter `points` is an array successive Vector3
  69215. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69216. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69217. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69218. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69219. * * When updating an instance, remember that only point positions can change, not the number of points
  69220. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69221. * @param name defines the name of the mesh
  69222. * @param options defines the options used to create the mesh
  69223. * @param scene defines the hosting scene
  69224. * @returns the dashed line mesh
  69225. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69226. */
  69227. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69228. if (scene === void 0) { scene = null; }
  69229. var points = options.points;
  69230. var instance = options.instance;
  69231. var gapSize = options.gapSize || 1;
  69232. var dashSize = options.dashSize || 3;
  69233. if (instance) { // dashed lines update
  69234. var positionFunction = function (positions) {
  69235. var curvect = BABYLON.Vector3.Zero();
  69236. var nbSeg = positions.length / 6;
  69237. var lg = 0;
  69238. var nb = 0;
  69239. var shft = 0;
  69240. var dashshft = 0;
  69241. var curshft = 0;
  69242. var p = 0;
  69243. var i = 0;
  69244. var j = 0;
  69245. for (i = 0; i < points.length - 1; i++) {
  69246. points[i + 1].subtractToRef(points[i], curvect);
  69247. lg += curvect.length();
  69248. }
  69249. shft = lg / nbSeg;
  69250. var dashSize = instance._creationDataStorage.dashSize;
  69251. var gapSize = instance._creationDataStorage.gapSize;
  69252. dashshft = dashSize * shft / (dashSize + gapSize);
  69253. for (i = 0; i < points.length - 1; i++) {
  69254. points[i + 1].subtractToRef(points[i], curvect);
  69255. nb = Math.floor(curvect.length() / shft);
  69256. curvect.normalize();
  69257. j = 0;
  69258. while (j < nb && p < positions.length) {
  69259. curshft = shft * j;
  69260. positions[p] = points[i].x + curshft * curvect.x;
  69261. positions[p + 1] = points[i].y + curshft * curvect.y;
  69262. positions[p + 2] = points[i].z + curshft * curvect.z;
  69263. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69264. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69265. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69266. p += 6;
  69267. j++;
  69268. }
  69269. }
  69270. while (p < positions.length) {
  69271. positions[p] = points[i].x;
  69272. positions[p + 1] = points[i].y;
  69273. positions[p + 2] = points[i].z;
  69274. p += 3;
  69275. }
  69276. };
  69277. instance.updateMeshPositions(positionFunction, false);
  69278. return instance;
  69279. }
  69280. // dashed lines creation
  69281. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69282. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69283. vertexData.applyToMesh(dashedLines, options.updatable);
  69284. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69285. dashedLines._creationDataStorage.dashSize = dashSize;
  69286. dashedLines._creationDataStorage.gapSize = gapSize;
  69287. return dashedLines;
  69288. };
  69289. /**
  69290. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69291. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  69292. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69293. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  69294. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69295. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69296. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69297. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69298. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69299. * * 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
  69300. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69301. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69302. * @param name defines the name of the mesh
  69303. * @param options defines the options used to create the mesh
  69304. * @param scene defines the hosting scene
  69305. * @returns the extruded shape mesh
  69306. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69307. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69308. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69309. */
  69310. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69311. if (scene === void 0) { scene = null; }
  69312. var path = options.path;
  69313. var shape = options.shape;
  69314. var scale = options.scale || 1;
  69315. var rotation = options.rotation || 0;
  69316. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69317. var updatable = options.updatable;
  69318. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69319. var instance = options.instance || null;
  69320. var invertUV = options.invertUV || false;
  69321. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable ? true : false, sideOrientation, instance, invertUV, options.frontUVs || null, options.backUVs || null);
  69322. };
  69323. /**
  69324. * Creates an custom extruded shape mesh.
  69325. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69326. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  69327. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69328. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  69329. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69330. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  69331. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69332. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69333. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69334. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69335. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69336. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69337. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69338. * * 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
  69339. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69340. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69341. * @param name defines the name of the mesh
  69342. * @param options defines the options used to create the mesh
  69343. * @param scene defines the hosting scene
  69344. * @returns the custom extruded shape mesh
  69345. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69346. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69347. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69348. */
  69349. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69350. var path = options.path;
  69351. var shape = options.shape;
  69352. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69353. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69354. var ribbonCloseArray = options.ribbonCloseArray || false;
  69355. var ribbonClosePath = options.ribbonClosePath || false;
  69356. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69357. var updatable = options.updatable;
  69358. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69359. var instance = options.instance;
  69360. var invertUV = options.invertUV || false;
  69361. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable ? true : false, sideOrientation, instance || null, invertUV, options.frontUVs || null, options.backUVs || null);
  69362. };
  69363. /**
  69364. * Creates lathe mesh.
  69365. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69366. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  69367. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69368. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69369. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69370. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  69371. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69372. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69373. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69374. * * 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
  69375. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69377. * @param name defines the name of the mesh
  69378. * @param options defines the options used to create the mesh
  69379. * @param scene defines the hosting scene
  69380. * @returns the lathe mesh
  69381. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69382. */
  69383. MeshBuilder.CreateLathe = function (name, options, scene) {
  69384. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69385. var closed = (options.closed === undefined) ? true : options.closed;
  69386. var shape = options.shape;
  69387. var radius = options.radius || 1;
  69388. var tessellation = options.tessellation || 64;
  69389. var clip = options.clip || 0;
  69390. var updatable = options.updatable;
  69391. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69392. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69393. var pi2 = Math.PI * 2;
  69394. var paths = new Array();
  69395. var invertUV = options.invertUV || false;
  69396. var i = 0;
  69397. var p = 0;
  69398. var step = pi2 / tessellation * arc;
  69399. var rotated;
  69400. var path = new Array();
  69401. for (i = 0; i <= tessellation - clip; i++) {
  69402. var path = [];
  69403. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69404. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69405. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69406. }
  69407. for (p = 0; p < shape.length; p++) {
  69408. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69409. path.push(rotated);
  69410. }
  69411. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69412. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));
  69413. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69414. }
  69415. paths.push(path);
  69416. }
  69417. // lathe ribbon
  69418. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69419. return lathe;
  69420. };
  69421. /**
  69422. * Creates a plane mesh
  69423. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69424. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69425. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69426. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69427. * * 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
  69428. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69429. * @param name defines the name of the mesh
  69430. * @param options defines the options used to create the mesh
  69431. * @param scene defines the hosting scene
  69432. * @returns the plane mesh
  69433. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69434. */
  69435. MeshBuilder.CreatePlane = function (name, options, scene) {
  69436. var plane = new BABYLON.Mesh(name, scene);
  69437. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69438. plane._originalBuilderSideOrientation = options.sideOrientation;
  69439. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69440. vertexData.applyToMesh(plane, options.updatable);
  69441. if (options.sourcePlane) {
  69442. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69443. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69444. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69445. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69446. plane.rotate(vectorProduct, product);
  69447. }
  69448. }
  69449. return plane;
  69450. };
  69451. /**
  69452. * Creates a ground mesh
  69453. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69454. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69455. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69456. * @param name defines the name of the mesh
  69457. * @param options defines the options used to create the mesh
  69458. * @param scene defines the hosting scene
  69459. * @returns the ground mesh
  69460. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69461. */
  69462. MeshBuilder.CreateGround = function (name, options, scene) {
  69463. var ground = new BABYLON.GroundMesh(name, scene);
  69464. ground._setReady(false);
  69465. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69466. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69467. ground._width = options.width || 1;
  69468. ground._height = options.height || 1;
  69469. ground._maxX = ground._width / 2;
  69470. ground._maxZ = ground._height / 2;
  69471. ground._minX = -ground._maxX;
  69472. ground._minZ = -ground._maxZ;
  69473. var vertexData = BABYLON.VertexData.CreateGround(options);
  69474. vertexData.applyToMesh(ground, options.updatable);
  69475. ground._setReady(true);
  69476. return ground;
  69477. };
  69478. /**
  69479. * Creates a tiled ground mesh
  69480. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69481. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69482. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  69483. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  69484. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69485. * @param name defines the name of the mesh
  69486. * @param options defines the options used to create the mesh
  69487. * @param scene defines the hosting scene
  69488. * @returns the tiled ground mesh
  69489. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69490. */
  69491. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69492. var tiledGround = new BABYLON.Mesh(name, scene);
  69493. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69494. vertexData.applyToMesh(tiledGround, options.updatable);
  69495. return tiledGround;
  69496. };
  69497. /**
  69498. * Creates a ground mesh from a height map
  69499. * * The parameter `url` sets the URL of the height map image resource.
  69500. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69501. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69502. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69503. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69504. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  69505. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  69506. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69508. * @param name defines the name of the mesh
  69509. * @param url defines the url to the height map
  69510. * @param options defines the options used to create the mesh
  69511. * @param scene defines the hosting scene
  69512. * @returns the ground mesh
  69513. * @see http://doc.babylonjs.com/babylon101/height_map
  69514. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69515. */
  69516. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69517. var width = options.width || 10.0;
  69518. var height = options.height || 10.0;
  69519. var subdivisions = options.subdivisions || 1 | 0;
  69520. var minHeight = options.minHeight || 0.0;
  69521. var maxHeight = options.maxHeight || 1.0;
  69522. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69523. var alphaFilter = options.alphaFilter || 0.0;
  69524. var updatable = options.updatable;
  69525. var onReady = options.onReady;
  69526. var ground = new BABYLON.GroundMesh(name, scene);
  69527. ground._subdivisionsX = subdivisions;
  69528. ground._subdivisionsY = subdivisions;
  69529. ground._width = width;
  69530. ground._height = height;
  69531. ground._maxX = ground._width / 2.0;
  69532. ground._maxZ = ground._height / 2.0;
  69533. ground._minX = -ground._maxX;
  69534. ground._minZ = -ground._maxZ;
  69535. ground._setReady(false);
  69536. var onload = function (img) {
  69537. // Getting height map data
  69538. var canvas = document.createElement("canvas");
  69539. var context = canvas.getContext("2d");
  69540. if (!context) {
  69541. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69542. }
  69543. if (scene.isDisposed) {
  69544. return;
  69545. }
  69546. var bufferWidth = img.width;
  69547. var bufferHeight = img.height;
  69548. canvas.width = bufferWidth;
  69549. canvas.height = bufferHeight;
  69550. context.drawImage(img, 0, 0);
  69551. // Create VertexData from map data
  69552. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69553. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69554. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69555. width: width, height: height,
  69556. subdivisions: subdivisions,
  69557. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69558. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69559. alphaFilter: alphaFilter
  69560. });
  69561. vertexData.applyToMesh(ground, updatable);
  69562. //execute ready callback, if set
  69563. if (onReady) {
  69564. onReady(ground);
  69565. }
  69566. ground._setReady(true);
  69567. };
  69568. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69569. return ground;
  69570. };
  69571. /**
  69572. * Creates a polygon mesh
  69573. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69574. * * 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
  69575. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69577. * * 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)
  69578. * * Remember you can only change the shape positions, not their number when updating a polygon
  69579. * @param name defines the name of the mesh
  69580. * @param options defines the options used to create the mesh
  69581. * @param scene defines the hosting scene
  69582. * @returns the polygon mesh
  69583. */
  69584. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69585. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69586. var shape = options.shape;
  69587. var holes = options.holes || [];
  69588. var depth = options.depth || 0;
  69589. var contours = [];
  69590. var hole = [];
  69591. for (var i = 0; i < shape.length; i++) {
  69592. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  69593. }
  69594. var epsilon = 0.00000001;
  69595. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  69596. contours.pop();
  69597. }
  69598. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  69599. for (var hNb = 0; hNb < holes.length; hNb++) {
  69600. hole = [];
  69601. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  69602. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  69603. }
  69604. polygonTriangulation.addHole(hole);
  69605. }
  69606. var polygon = polygonTriangulation.build(options.updatable, depth);
  69607. polygon._originalBuilderSideOrientation = options.sideOrientation;
  69608. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  69609. vertexData.applyToMesh(polygon, options.updatable);
  69610. return polygon;
  69611. };
  69612. /**
  69613. * Creates an extruded polygon mesh, with depth in the Y direction.
  69614. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  69615. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69616. * @param name defines the name of the mesh
  69617. * @param options defines the options used to create the mesh
  69618. * @param scene defines the hosting scene
  69619. * @returns the polygon mesh
  69620. */
  69621. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  69622. return MeshBuilder.CreatePolygon(name, options, scene);
  69623. };
  69624. /**
  69625. * Creates a tube mesh.
  69626. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69627. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  69628. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  69629. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  69630. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  69631. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  69632. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  69633. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69634. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  69635. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69636. * * 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
  69637. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69639. * @param name defines the name of the mesh
  69640. * @param options defines the options used to create the mesh
  69641. * @param scene defines the hosting scene
  69642. * @returns the tube mesh
  69643. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69644. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  69645. */
  69646. MeshBuilder.CreateTube = function (name, options, scene) {
  69647. var path = options.path;
  69648. var instance = options.instance;
  69649. var radius = 1.0;
  69650. if (options.radius !== undefined) {
  69651. radius = options.radius;
  69652. }
  69653. else if (instance) {
  69654. radius = instance._creationDataStorage.radius;
  69655. }
  69656. var tessellation = options.tessellation || 64 | 0;
  69657. var radiusFunction = options.radiusFunction || null;
  69658. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69659. var invertUV = options.invertUV || false;
  69660. var updatable = options.updatable;
  69661. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69662. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  69663. // tube geometry
  69664. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  69665. var tangents = path3D.getTangents();
  69666. var normals = path3D.getNormals();
  69667. var distances = path3D.getDistances();
  69668. var pi2 = Math.PI * 2;
  69669. var step = pi2 / tessellation * arc;
  69670. var returnRadius = function () { return radius; };
  69671. var radiusFunctionFinal = radiusFunction || returnRadius;
  69672. var circlePath;
  69673. var rad;
  69674. var normal;
  69675. var rotated;
  69676. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69677. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69678. for (var i = 0; i < path.length; i++) {
  69679. rad = radiusFunctionFinal(i, distances[i]); // current radius
  69680. circlePath = Array(); // current circle array
  69681. normal = normals[i]; // current normal
  69682. for (var t = 0; t < tessellation; t++) {
  69683. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  69684. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  69685. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  69686. rotated.scaleInPlace(rad).addInPlace(path[i]);
  69687. circlePath[t] = rotated;
  69688. }
  69689. circlePaths[index] = circlePath;
  69690. index++;
  69691. }
  69692. // cap
  69693. var capPath = function (nbPoints, pathIndex) {
  69694. var pointCap = Array();
  69695. for (var i = 0; i < nbPoints; i++) {
  69696. pointCap.push(path[pathIndex]);
  69697. }
  69698. return pointCap;
  69699. };
  69700. switch (cap) {
  69701. case BABYLON.Mesh.NO_CAP:
  69702. break;
  69703. case BABYLON.Mesh.CAP_START:
  69704. circlePaths[0] = capPath(tessellation, 0);
  69705. circlePaths[1] = circlePaths[2].slice(0);
  69706. break;
  69707. case BABYLON.Mesh.CAP_END:
  69708. circlePaths[index] = circlePaths[index - 1].slice(0);
  69709. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69710. break;
  69711. case BABYLON.Mesh.CAP_ALL:
  69712. circlePaths[0] = capPath(tessellation, 0);
  69713. circlePaths[1] = circlePaths[2].slice(0);
  69714. circlePaths[index] = circlePaths[index - 1].slice(0);
  69715. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69716. break;
  69717. default:
  69718. break;
  69719. }
  69720. return circlePaths;
  69721. };
  69722. var path3D;
  69723. var pathArray;
  69724. if (instance) { // tube update
  69725. var storage = instance._creationDataStorage;
  69726. var arc = options.arc || storage.arc;
  69727. path3D = storage.path3D.update(path);
  69728. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  69729. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  69730. // Update mode, no need to recreate the storage.
  69731. storage.path3D = path3D;
  69732. storage.pathArray = pathArray;
  69733. storage.arc = arc;
  69734. storage.radius = radius;
  69735. return instance;
  69736. }
  69737. // tube creation
  69738. path3D = new BABYLON.Path3D(path);
  69739. var newPathArray = new Array();
  69740. cap = (cap < 0 || cap > 3) ? 0 : cap;
  69741. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  69742. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69743. tube._creationDataStorage.pathArray = pathArray;
  69744. tube._creationDataStorage.path3D = path3D;
  69745. tube._creationDataStorage.tessellation = tessellation;
  69746. tube._creationDataStorage.cap = cap;
  69747. tube._creationDataStorage.arc = options.arc;
  69748. tube._creationDataStorage.radius = radius;
  69749. return tube;
  69750. };
  69751. /**
  69752. * Creates a polyhedron mesh
  69753. * * 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
  69754. * * The parameter `size` (positive float, default 1) sets the polygon size
  69755. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  69756. * * 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`
  69757. * * 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
  69758. * * 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)`)
  69759. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69760. * * 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
  69761. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69762. * * 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
  69763. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69764. * @param name defines the name of the mesh
  69765. * @param options defines the options used to create the mesh
  69766. * @param scene defines the hosting scene
  69767. * @returns the polyhedron mesh
  69768. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  69769. */
  69770. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  69771. var polyhedron = new BABYLON.Mesh(name, scene);
  69772. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69773. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  69774. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  69775. vertexData.applyToMesh(polyhedron, options.updatable);
  69776. return polyhedron;
  69777. };
  69778. /**
  69779. * Creates a decal mesh.
  69780. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  69781. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  69782. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  69783. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  69784. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  69785. * @param name defines the name of the mesh
  69786. * @param sourceMesh defines the mesh where the decal must be applied
  69787. * @param options defines the options used to create the mesh
  69788. * @param scene defines the hosting scene
  69789. * @returns the decal mesh
  69790. * @see http://doc.babylonjs.com/how_to/decals
  69791. */
  69792. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  69793. var indices = sourceMesh.getIndices();
  69794. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69795. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69796. var position = options.position || BABYLON.Vector3.Zero();
  69797. var normal = options.normal || BABYLON.Vector3.Up();
  69798. var size = options.size || BABYLON.Vector3.One();
  69799. var angle = options.angle || 0;
  69800. // Getting correct rotation
  69801. if (!normal) {
  69802. var target = new BABYLON.Vector3(0, 0, 1);
  69803. var camera = sourceMesh.getScene().activeCamera;
  69804. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  69805. normal = camera.globalPosition.subtract(cameraWorldTarget);
  69806. }
  69807. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  69808. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  69809. var pitch = Math.atan2(normal.y, len);
  69810. // Matrix
  69811. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  69812. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  69813. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  69814. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  69815. var vertexData = new BABYLON.VertexData();
  69816. vertexData.indices = [];
  69817. vertexData.positions = [];
  69818. vertexData.normals = [];
  69819. vertexData.uvs = [];
  69820. var currentVertexDataIndex = 0;
  69821. var extractDecalVector3 = function (indexId) {
  69822. var result = new BABYLON.PositionNormalVertex();
  69823. if (!indices || !positions || !normals) {
  69824. return result;
  69825. }
  69826. var vertexId = indices[indexId];
  69827. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  69828. // Send vector to decal local world
  69829. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  69830. // Get normal
  69831. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  69832. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  69833. return result;
  69834. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  69835. var clip = function (vertices, axis) {
  69836. if (vertices.length === 0) {
  69837. return vertices;
  69838. }
  69839. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  69840. var clipVertices = function (v0, v1) {
  69841. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  69842. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  69843. };
  69844. var result = new Array();
  69845. for (var index = 0; index < vertices.length; index += 3) {
  69846. var v1Out;
  69847. var v2Out;
  69848. var v3Out;
  69849. var total = 0;
  69850. var nV1 = null;
  69851. var nV2 = null;
  69852. var nV3 = null;
  69853. var nV4 = null;
  69854. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  69855. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  69856. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  69857. v1Out = d1 > 0;
  69858. v2Out = d2 > 0;
  69859. v3Out = d3 > 0;
  69860. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  69861. switch (total) {
  69862. case 0:
  69863. result.push(vertices[index]);
  69864. result.push(vertices[index + 1]);
  69865. result.push(vertices[index + 2]);
  69866. break;
  69867. case 1:
  69868. if (v1Out) {
  69869. nV1 = vertices[index + 1];
  69870. nV2 = vertices[index + 2];
  69871. nV3 = clipVertices(vertices[index], nV1);
  69872. nV4 = clipVertices(vertices[index], nV2);
  69873. }
  69874. if (v2Out) {
  69875. nV1 = vertices[index];
  69876. nV2 = vertices[index + 2];
  69877. nV3 = clipVertices(vertices[index + 1], nV1);
  69878. nV4 = clipVertices(vertices[index + 1], nV2);
  69879. result.push(nV3);
  69880. result.push(nV2.clone());
  69881. result.push(nV1.clone());
  69882. result.push(nV2.clone());
  69883. result.push(nV3.clone());
  69884. result.push(nV4);
  69885. break;
  69886. }
  69887. if (v3Out) {
  69888. nV1 = vertices[index];
  69889. nV2 = vertices[index + 1];
  69890. nV3 = clipVertices(vertices[index + 2], nV1);
  69891. nV4 = clipVertices(vertices[index + 2], nV2);
  69892. }
  69893. if (nV1 && nV2 && nV3 && nV4) {
  69894. result.push(nV1.clone());
  69895. result.push(nV2.clone());
  69896. result.push(nV3);
  69897. result.push(nV4);
  69898. result.push(nV3.clone());
  69899. result.push(nV2.clone());
  69900. }
  69901. break;
  69902. case 2:
  69903. if (!v1Out) {
  69904. nV1 = vertices[index].clone();
  69905. nV2 = clipVertices(nV1, vertices[index + 1]);
  69906. nV3 = clipVertices(nV1, vertices[index + 2]);
  69907. result.push(nV1);
  69908. result.push(nV2);
  69909. result.push(nV3);
  69910. }
  69911. if (!v2Out) {
  69912. nV1 = vertices[index + 1].clone();
  69913. nV2 = clipVertices(nV1, vertices[index + 2]);
  69914. nV3 = clipVertices(nV1, vertices[index]);
  69915. result.push(nV1);
  69916. result.push(nV2);
  69917. result.push(nV3);
  69918. }
  69919. if (!v3Out) {
  69920. nV1 = vertices[index + 2].clone();
  69921. nV2 = clipVertices(nV1, vertices[index]);
  69922. nV3 = clipVertices(nV1, vertices[index + 1]);
  69923. result.push(nV1);
  69924. result.push(nV2);
  69925. result.push(nV3);
  69926. }
  69927. break;
  69928. case 3:
  69929. break;
  69930. }
  69931. }
  69932. return result;
  69933. };
  69934. for (var index = 0; index < indices.length; index += 3) {
  69935. var faceVertices = new Array();
  69936. faceVertices.push(extractDecalVector3(index));
  69937. faceVertices.push(extractDecalVector3(index + 1));
  69938. faceVertices.push(extractDecalVector3(index + 2));
  69939. // Clip
  69940. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  69941. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  69942. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  69943. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  69944. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  69945. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  69946. if (faceVertices.length === 0) {
  69947. continue;
  69948. }
  69949. // Add UVs and get back to world
  69950. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  69951. var vertex = faceVertices[vIndex];
  69952. //TODO check for Int32Array | Uint32Array | Uint16Array
  69953. vertexData.indices.push(currentVertexDataIndex);
  69954. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  69955. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  69956. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  69957. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  69958. currentVertexDataIndex++;
  69959. }
  69960. }
  69961. // Return mesh
  69962. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  69963. vertexData.applyToMesh(decal);
  69964. decal.position = position.clone();
  69965. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  69966. return decal;
  69967. };
  69968. // Privates
  69969. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  69970. // extrusion geometry
  69971. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  69972. var tangents = path3D.getTangents();
  69973. var normals = path3D.getNormals();
  69974. var binormals = path3D.getBinormals();
  69975. var distances = path3D.getDistances();
  69976. var angle = 0;
  69977. var returnScale = function () { return scale !== null ? scale : 1; };
  69978. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  69979. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  69980. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  69981. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69982. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69983. for (var i = 0; i < curve.length; i++) {
  69984. var shapePath = new Array();
  69985. var angleStep = rotate(i, distances[i]);
  69986. var scaleRatio = scl(i, distances[i]);
  69987. for (var p = 0; p < shape.length; p++) {
  69988. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  69989. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  69990. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  69991. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  69992. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  69993. shapePath[p] = rotated;
  69994. }
  69995. shapePaths[index] = shapePath;
  69996. angle += angleStep;
  69997. index++;
  69998. }
  69999. // cap
  70000. var capPath = function (shapePath) {
  70001. var pointCap = Array();
  70002. var barycenter = BABYLON.Vector3.Zero();
  70003. var i;
  70004. for (i = 0; i < shapePath.length; i++) {
  70005. barycenter.addInPlace(shapePath[i]);
  70006. }
  70007. barycenter.scaleInPlace(1.0 / shapePath.length);
  70008. for (i = 0; i < shapePath.length; i++) {
  70009. pointCap.push(barycenter);
  70010. }
  70011. return pointCap;
  70012. };
  70013. switch (cap) {
  70014. case BABYLON.Mesh.NO_CAP:
  70015. break;
  70016. case BABYLON.Mesh.CAP_START:
  70017. shapePaths[0] = capPath(shapePaths[2]);
  70018. shapePaths[1] = shapePaths[2];
  70019. break;
  70020. case BABYLON.Mesh.CAP_END:
  70021. shapePaths[index] = shapePaths[index - 1];
  70022. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70023. break;
  70024. case BABYLON.Mesh.CAP_ALL:
  70025. shapePaths[0] = capPath(shapePaths[2]);
  70026. shapePaths[1] = shapePaths[2];
  70027. shapePaths[index] = shapePaths[index - 1];
  70028. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70029. break;
  70030. default:
  70031. break;
  70032. }
  70033. return shapePaths;
  70034. };
  70035. var path3D;
  70036. var pathArray;
  70037. if (instance) { // instance update
  70038. var storage = instance._creationDataStorage;
  70039. path3D = storage.path3D.update(curve);
  70040. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70041. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70042. return instance;
  70043. }
  70044. // extruded shape creation
  70045. path3D = new BABYLON.Path3D(curve);
  70046. var newShapePaths = new Array();
  70047. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70048. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70049. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70050. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70051. extrudedGeneric._creationDataStorage.path3D = path3D;
  70052. extrudedGeneric._creationDataStorage.cap = cap;
  70053. return extrudedGeneric;
  70054. };
  70055. return MeshBuilder;
  70056. }());
  70057. BABYLON.MeshBuilder = MeshBuilder;
  70058. })(BABYLON || (BABYLON = {}));
  70059. //# sourceMappingURL=babylon.meshBuilder.js.map
  70060. var BABYLON;
  70061. (function (BABYLON) {
  70062. /**
  70063. * Draco compression (https://google.github.io/draco/)
  70064. *
  70065. * This class wraps the Draco module.
  70066. *
  70067. * **Encoder**
  70068. *
  70069. * The encoder is not currently implemented.
  70070. *
  70071. * **Decoder**
  70072. *
  70073. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  70074. *
  70075. * To update the configuration, use the following code:
  70076. * ```javascript
  70077. * BABYLON.DracoCompression.Configuration = {
  70078. * decoder: {
  70079. * wasmUrl: "<url to the WebAssembly library>",
  70080. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70081. * fallbackUrl: "<url to the fallback JavaScript library>",
  70082. * }
  70083. * };
  70084. * ```
  70085. *
  70086. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  70087. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70088. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70089. *
  70090. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70091. * ```javascript
  70092. * var dracoCompression = new BABYLON.DracoCompression();
  70093. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70094. * [BABYLON.VertexBuffer.PositionKind]: 0
  70095. * });
  70096. * ```
  70097. *
  70098. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70099. */
  70100. var DracoCompression = /** @class */ (function () {
  70101. /**
  70102. * Constructor
  70103. */
  70104. function DracoCompression() {
  70105. }
  70106. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70107. /**
  70108. * Returns true if the decoder is available.
  70109. */
  70110. get: function () {
  70111. if (typeof DracoDecoderModule !== "undefined") {
  70112. return true;
  70113. }
  70114. var decoder = DracoCompression.Configuration.decoder;
  70115. if (decoder) {
  70116. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70117. return true;
  70118. }
  70119. if (decoder.fallbackUrl) {
  70120. return true;
  70121. }
  70122. }
  70123. return false;
  70124. },
  70125. enumerable: true,
  70126. configurable: true
  70127. });
  70128. /**
  70129. * Stop all async operations and release resources.
  70130. */
  70131. DracoCompression.prototype.dispose = function () {
  70132. };
  70133. /**
  70134. * Decode Draco compressed mesh data to vertex data.
  70135. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70136. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70137. * @returns A promise that resolves with the decoded vertex data
  70138. */
  70139. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70140. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70141. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70142. var module = wrappedModule.module;
  70143. var vertexData = new BABYLON.VertexData();
  70144. var buffer = new module.DecoderBuffer();
  70145. buffer.Init(dataView, dataView.byteLength);
  70146. var decoder = new module.Decoder();
  70147. var geometry;
  70148. var status;
  70149. try {
  70150. var type = decoder.GetEncodedGeometryType(buffer);
  70151. switch (type) {
  70152. case module.TRIANGULAR_MESH:
  70153. geometry = new module.Mesh();
  70154. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70155. break;
  70156. case module.POINT_CLOUD:
  70157. geometry = new module.PointCloud();
  70158. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70159. break;
  70160. default:
  70161. throw new Error("Invalid geometry type " + type);
  70162. }
  70163. if (!status.ok() || !geometry.ptr) {
  70164. throw new Error(status.error_msg());
  70165. }
  70166. var numPoints = geometry.num_points();
  70167. if (type === module.TRIANGULAR_MESH) {
  70168. var numFaces = geometry.num_faces();
  70169. var faceIndices = new module.DracoInt32Array();
  70170. try {
  70171. var indices = new Uint32Array(numFaces * 3);
  70172. for (var i = 0; i < numFaces; i++) {
  70173. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70174. var offset = i * 3;
  70175. indices[offset + 0] = faceIndices.GetValue(0);
  70176. indices[offset + 1] = faceIndices.GetValue(1);
  70177. indices[offset + 2] = faceIndices.GetValue(2);
  70178. }
  70179. vertexData.indices = indices;
  70180. }
  70181. finally {
  70182. module.destroy(faceIndices);
  70183. }
  70184. }
  70185. for (var kind in attributes) {
  70186. var uniqueId = attributes[kind];
  70187. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70188. var dracoData = new module.DracoFloat32Array();
  70189. try {
  70190. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70191. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70192. for (var i = 0; i < babylonData.length; i++) {
  70193. babylonData[i] = dracoData.GetValue(i);
  70194. }
  70195. vertexData.set(babylonData, kind);
  70196. }
  70197. finally {
  70198. module.destroy(dracoData);
  70199. }
  70200. }
  70201. }
  70202. finally {
  70203. if (geometry) {
  70204. module.destroy(geometry);
  70205. }
  70206. module.destroy(decoder);
  70207. module.destroy(buffer);
  70208. }
  70209. return vertexData;
  70210. });
  70211. };
  70212. DracoCompression._GetDecoderModule = function () {
  70213. if (!DracoCompression._DecoderModulePromise) {
  70214. var promise = null;
  70215. var config_1 = {};
  70216. if (typeof DracoDecoderModule !== "undefined") {
  70217. promise = Promise.resolve();
  70218. }
  70219. else {
  70220. var decoder = DracoCompression.Configuration.decoder;
  70221. if (decoder) {
  70222. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70223. promise = Promise.all([
  70224. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70225. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70226. config_1.wasmBinary = data;
  70227. })
  70228. ]);
  70229. }
  70230. else if (decoder.fallbackUrl) {
  70231. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70232. }
  70233. }
  70234. }
  70235. if (!promise) {
  70236. throw new Error("Draco decoder module is not available");
  70237. }
  70238. DracoCompression._DecoderModulePromise = promise.then(function () {
  70239. return new Promise(function (resolve) {
  70240. config_1.onModuleLoaded = function (decoderModule) {
  70241. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70242. resolve({ module: decoderModule });
  70243. };
  70244. DracoDecoderModule(config_1);
  70245. });
  70246. });
  70247. }
  70248. return DracoCompression._DecoderModulePromise;
  70249. };
  70250. DracoCompression._LoadScriptAsync = function (url) {
  70251. return new Promise(function (resolve, reject) {
  70252. BABYLON.Tools.LoadScript(url, function () {
  70253. resolve();
  70254. }, function (message) {
  70255. reject(new Error(message));
  70256. });
  70257. });
  70258. };
  70259. DracoCompression._LoadFileAsync = function (url) {
  70260. return new Promise(function (resolve, reject) {
  70261. BABYLON.Tools.LoadFile(url, function (data) {
  70262. resolve(data);
  70263. }, undefined, undefined, true, function (request, exception) {
  70264. reject(exception);
  70265. });
  70266. });
  70267. };
  70268. /**
  70269. * The configuration. Defaults to the following urls:
  70270. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70271. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70272. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70273. */
  70274. DracoCompression.Configuration = {
  70275. decoder: {
  70276. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70277. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70278. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70279. }
  70280. };
  70281. return DracoCompression;
  70282. }());
  70283. BABYLON.DracoCompression = DracoCompression;
  70284. })(BABYLON || (BABYLON = {}));
  70285. //# sourceMappingURL=babylon.dracoCompression.js.map
  70286. var BABYLON;
  70287. (function (BABYLON) {
  70288. // Sets the default audio engine to Babylon.js
  70289. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70290. /**
  70291. * This represents the default audio engine used in babylon.
  70292. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70293. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70294. */
  70295. var AudioEngine = /** @class */ (function () {
  70296. /**
  70297. * Instantiates a new audio engine.
  70298. *
  70299. * There should be only one per page as some browsers restrict the number
  70300. * of audio contexts you can create.
  70301. * @param hostElement defines the host element where to display the mute icon if necessary
  70302. */
  70303. function AudioEngine(hostElement) {
  70304. if (hostElement === void 0) { hostElement = null; }
  70305. var _this = this;
  70306. this._audioContext = null;
  70307. this._audioContextInitialized = false;
  70308. this._muteButton = null;
  70309. /**
  70310. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70311. */
  70312. this.canUseWebAudio = false;
  70313. /**
  70314. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70315. * @ignoreNaming
  70316. */
  70317. this.WarnedWebAudioUnsupported = false;
  70318. /**
  70319. * Gets whether or not mp3 are supported by your browser.
  70320. */
  70321. this.isMP3supported = false;
  70322. /**
  70323. * Gets whether or not ogg are supported by your browser.
  70324. */
  70325. this.isOGGsupported = false;
  70326. /**
  70327. * Gets whether audio has been unlocked on the device.
  70328. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70329. * a user interaction has happened.
  70330. */
  70331. this.unlocked = true;
  70332. /**
  70333. * Defines if the audio engine relies on a custom unlocked button.
  70334. * In this case, the embedded button will not be displayed.
  70335. */
  70336. this.useCustomUnlockedButton = false;
  70337. /**
  70338. * Event raised when audio has been unlocked on the browser.
  70339. */
  70340. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70341. /**
  70342. * Event raised when audio has been locked on the browser.
  70343. */
  70344. this.onAudioLockedObservable = new BABYLON.Observable();
  70345. this._tryToRun = false;
  70346. this._onResize = function () {
  70347. _this._moveButtonToTopLeft();
  70348. };
  70349. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70350. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70351. this.canUseWebAudio = true;
  70352. }
  70353. var audioElem = document.createElement('audio');
  70354. this._hostElement = hostElement;
  70355. try {
  70356. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70357. this.isMP3supported = true;
  70358. }
  70359. }
  70360. catch (e) {
  70361. // protect error during capability check.
  70362. }
  70363. try {
  70364. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70365. this.isOGGsupported = true;
  70366. }
  70367. }
  70368. catch (e) {
  70369. // protect error during capability check.
  70370. }
  70371. }
  70372. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70373. /**
  70374. * Gets the current AudioContext if available.
  70375. */
  70376. get: function () {
  70377. if (!this._audioContextInitialized) {
  70378. this._initializeAudioContext();
  70379. }
  70380. else {
  70381. if (!this.unlocked && !this._muteButton) {
  70382. this._displayMuteButton();
  70383. }
  70384. }
  70385. return this._audioContext;
  70386. },
  70387. enumerable: true,
  70388. configurable: true
  70389. });
  70390. /**
  70391. * Flags the audio engine in Locked state.
  70392. * This happens due to new browser policies preventing audio to autoplay.
  70393. */
  70394. AudioEngine.prototype.lock = function () {
  70395. this._triggerSuspendedState();
  70396. };
  70397. /**
  70398. * Unlocks the audio engine once a user action has been done on the dom.
  70399. * This is helpful to resume play once browser policies have been satisfied.
  70400. */
  70401. AudioEngine.prototype.unlock = function () {
  70402. this._triggerRunningState();
  70403. };
  70404. AudioEngine.prototype._resumeAudioContext = function () {
  70405. var result;
  70406. if (this._audioContext.resume) {
  70407. result = this._audioContext.resume();
  70408. }
  70409. return result || Promise.resolve();
  70410. };
  70411. AudioEngine.prototype._initializeAudioContext = function () {
  70412. try {
  70413. if (this.canUseWebAudio) {
  70414. this._audioContext = new AudioContext();
  70415. // create a global volume gain node
  70416. this.masterGain = this._audioContext.createGain();
  70417. this.masterGain.gain.value = 1;
  70418. this.masterGain.connect(this._audioContext.destination);
  70419. this._audioContextInitialized = true;
  70420. if (this._audioContext.state === "running") {
  70421. // Do not wait for the promise to unlock.
  70422. this._triggerRunningState();
  70423. }
  70424. }
  70425. }
  70426. catch (e) {
  70427. this.canUseWebAudio = false;
  70428. BABYLON.Tools.Error("Web Audio: " + e.message);
  70429. }
  70430. };
  70431. AudioEngine.prototype._triggerRunningState = function () {
  70432. var _this = this;
  70433. if (this._tryToRun) {
  70434. return;
  70435. }
  70436. this._tryToRun = true;
  70437. this._resumeAudioContext()
  70438. .then(function () {
  70439. _this._tryToRun = false;
  70440. if (_this._muteButton) {
  70441. _this._hideMuteButton();
  70442. }
  70443. }).catch(function () {
  70444. _this._tryToRun = false;
  70445. _this.unlocked = false;
  70446. });
  70447. // Notify users that the audio stack is unlocked/unmuted
  70448. this.unlocked = true;
  70449. this.onAudioUnlockedObservable.notifyObservers(this);
  70450. };
  70451. AudioEngine.prototype._triggerSuspendedState = function () {
  70452. this.unlocked = false;
  70453. this.onAudioLockedObservable.notifyObservers(this);
  70454. this._displayMuteButton();
  70455. };
  70456. AudioEngine.prototype._displayMuteButton = function () {
  70457. var _this = this;
  70458. if (this.useCustomUnlockedButton) {
  70459. return;
  70460. }
  70461. this._muteButton = document.createElement("BUTTON");
  70462. this._muteButton.className = "babylonUnmuteIcon";
  70463. this._muteButton.id = "babylonUnmuteIconBtn";
  70464. this._muteButton.title = "Unmute";
  70465. var css = ".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }";
  70466. var style = document.createElement('style');
  70467. style.appendChild(document.createTextNode(css));
  70468. document.getElementsByTagName('head')[0].appendChild(style);
  70469. document.body.appendChild(this._muteButton);
  70470. this._moveButtonToTopLeft();
  70471. this._muteButton.addEventListener('touchend', function () {
  70472. _this._triggerRunningState();
  70473. }, true);
  70474. this._muteButton.addEventListener('click', function () {
  70475. _this._triggerRunningState();
  70476. }, true);
  70477. window.addEventListener("resize", this._onResize);
  70478. };
  70479. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70480. if (this._hostElement && this._muteButton) {
  70481. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70482. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70483. }
  70484. };
  70485. AudioEngine.prototype._hideMuteButton = function () {
  70486. if (this._muteButton) {
  70487. document.body.removeChild(this._muteButton);
  70488. this._muteButton = null;
  70489. }
  70490. };
  70491. /**
  70492. * Destroy and release the resources associated with the audio ccontext.
  70493. */
  70494. AudioEngine.prototype.dispose = function () {
  70495. if (this.canUseWebAudio && this._audioContextInitialized) {
  70496. if (this._connectedAnalyser && this._audioContext) {
  70497. this._connectedAnalyser.stopDebugCanvas();
  70498. this._connectedAnalyser.dispose();
  70499. this.masterGain.disconnect();
  70500. this.masterGain.connect(this._audioContext.destination);
  70501. this._connectedAnalyser = null;
  70502. }
  70503. this.masterGain.gain.value = 1;
  70504. }
  70505. this.WarnedWebAudioUnsupported = false;
  70506. this._hideMuteButton();
  70507. window.removeEventListener("resize", this._onResize);
  70508. this.onAudioUnlockedObservable.clear();
  70509. this.onAudioLockedObservable.clear();
  70510. };
  70511. /**
  70512. * Gets the global volume sets on the master gain.
  70513. * @returns the global volume if set or -1 otherwise
  70514. */
  70515. AudioEngine.prototype.getGlobalVolume = function () {
  70516. if (this.canUseWebAudio && this._audioContextInitialized) {
  70517. return this.masterGain.gain.value;
  70518. }
  70519. else {
  70520. return -1;
  70521. }
  70522. };
  70523. /**
  70524. * Sets the global volume of your experience (sets on the master gain).
  70525. * @param newVolume Defines the new global volume of the application
  70526. */
  70527. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70528. if (this.canUseWebAudio && this._audioContextInitialized) {
  70529. this.masterGain.gain.value = newVolume;
  70530. }
  70531. };
  70532. /**
  70533. * Connect the audio engine to an audio analyser allowing some amazing
  70534. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70535. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70536. * @param analyser The analyser to connect to the engine
  70537. */
  70538. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70539. if (this._connectedAnalyser) {
  70540. this._connectedAnalyser.stopDebugCanvas();
  70541. }
  70542. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70543. this._connectedAnalyser = analyser;
  70544. this.masterGain.disconnect();
  70545. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70546. }
  70547. };
  70548. return AudioEngine;
  70549. }());
  70550. BABYLON.AudioEngine = AudioEngine;
  70551. })(BABYLON || (BABYLON = {}));
  70552. //# sourceMappingURL=babylon.audioEngine.js.map
  70553. var BABYLON;
  70554. (function (BABYLON) {
  70555. /**
  70556. * Defines a sound that can be played in the application.
  70557. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70558. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70559. */
  70560. var Sound = /** @class */ (function () {
  70561. /**
  70562. * Create a sound and attach it to a scene
  70563. * @param name Name of your sound
  70564. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70565. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70566. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70567. */
  70568. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70569. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70570. var _this = this;
  70571. /**
  70572. * Does the sound autoplay once loaded.
  70573. */
  70574. this.autoplay = false;
  70575. /**
  70576. * Does the sound loop after it finishes playing once.
  70577. */
  70578. this.loop = false;
  70579. /**
  70580. * Does the sound use a custom attenuation curve to simulate the falloff
  70581. * happening when the source gets further away from the camera.
  70582. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70583. */
  70584. this.useCustomAttenuation = false;
  70585. /**
  70586. * Is this sound currently played.
  70587. */
  70588. this.isPlaying = false;
  70589. /**
  70590. * Is this sound currently paused.
  70591. */
  70592. this.isPaused = false;
  70593. /**
  70594. * Does this sound enables spatial sound.
  70595. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70596. */
  70597. this.spatialSound = false;
  70598. /**
  70599. * Define the reference distance the sound should be heard perfectly.
  70600. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70601. */
  70602. this.refDistance = 1;
  70603. /**
  70604. * Define the roll off factor of spatial sounds.
  70605. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70606. */
  70607. this.rolloffFactor = 1;
  70608. /**
  70609. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  70610. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70611. */
  70612. this.maxDistance = 100;
  70613. /**
  70614. * Define the distance attenuation model the sound will follow.
  70615. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70616. */
  70617. this.distanceModel = "linear";
  70618. /**
  70619. * Observable event when the current playing sound finishes.
  70620. */
  70621. this.onEndedObservable = new BABYLON.Observable();
  70622. this._panningModel = "equalpower";
  70623. this._playbackRate = 1;
  70624. this._streaming = false;
  70625. this._startTime = 0;
  70626. this._startOffset = 0;
  70627. this._position = BABYLON.Vector3.Zero();
  70628. /** @hidden */
  70629. this._positionInEmitterSpace = false;
  70630. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  70631. this._volume = 1;
  70632. this._isReadyToPlay = false;
  70633. this._isDirectional = false;
  70634. // Used if you'd like to create a directional sound.
  70635. // If not set, the sound will be omnidirectional
  70636. this._coneInnerAngle = 360;
  70637. this._coneOuterAngle = 360;
  70638. this._coneOuterGain = 0;
  70639. this._isOutputConnected = false;
  70640. this._urlType = "Unknown";
  70641. this.name = name;
  70642. this._scene = scene;
  70643. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  70644. if (!compo) {
  70645. compo = new BABYLON.AudioSceneComponent(scene);
  70646. scene._addComponent(compo);
  70647. }
  70648. this._readyToPlayCallback = readyToPlayCallback;
  70649. // Default custom attenuation function is a linear attenuation
  70650. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  70651. if (currentDistance < maxDistance) {
  70652. return currentVolume * (1 - currentDistance / maxDistance);
  70653. }
  70654. else {
  70655. return 0;
  70656. }
  70657. };
  70658. if (options) {
  70659. this.autoplay = options.autoplay || false;
  70660. this.loop = options.loop || false;
  70661. // if volume === 0, we need another way to check this option
  70662. if (options.volume !== undefined) {
  70663. this._volume = options.volume;
  70664. }
  70665. this.spatialSound = options.spatialSound || false;
  70666. this.maxDistance = options.maxDistance || 100;
  70667. this.useCustomAttenuation = options.useCustomAttenuation || false;
  70668. this.rolloffFactor = options.rolloffFactor || 1;
  70669. this.refDistance = options.refDistance || 1;
  70670. this.distanceModel = options.distanceModel || "linear";
  70671. this._playbackRate = options.playbackRate || 1;
  70672. this._streaming = options.streaming || false;
  70673. }
  70674. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70675. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  70676. this._soundGain.gain.value = this._volume;
  70677. this._inputAudioNode = this._soundGain;
  70678. this._outputAudioNode = this._soundGain;
  70679. if (this.spatialSound) {
  70680. this._createSpatialParameters();
  70681. }
  70682. this._scene.mainSoundTrack.AddSound(this);
  70683. var validParameter = true;
  70684. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  70685. if (urlOrArrayBuffer) {
  70686. try {
  70687. if (typeof (urlOrArrayBuffer) === "string") {
  70688. this._urlType = "String";
  70689. }
  70690. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  70691. this._urlType = "ArrayBuffer";
  70692. }
  70693. else if (urlOrArrayBuffer instanceof MediaStream) {
  70694. this._urlType = "MediaStream";
  70695. }
  70696. else if (Array.isArray(urlOrArrayBuffer)) {
  70697. this._urlType = "Array";
  70698. }
  70699. var urls = [];
  70700. var codecSupportedFound = false;
  70701. switch (this._urlType) {
  70702. case "MediaStream":
  70703. this._streaming = true;
  70704. this._isReadyToPlay = true;
  70705. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  70706. if (this.autoplay) {
  70707. this.play();
  70708. }
  70709. if (this._readyToPlayCallback) {
  70710. this._readyToPlayCallback();
  70711. }
  70712. break;
  70713. case "ArrayBuffer":
  70714. if (urlOrArrayBuffer.byteLength > 0) {
  70715. codecSupportedFound = true;
  70716. this._soundLoaded(urlOrArrayBuffer);
  70717. }
  70718. break;
  70719. case "String":
  70720. urls.push(urlOrArrayBuffer);
  70721. case "Array":
  70722. if (urls.length === 0) {
  70723. urls = urlOrArrayBuffer;
  70724. }
  70725. // If we found a supported format, we load it immediately and stop the loop
  70726. for (var i = 0; i < urls.length; i++) {
  70727. var url = urls[i];
  70728. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  70729. codecSupportedFound = true;
  70730. }
  70731. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  70732. codecSupportedFound = true;
  70733. }
  70734. if (url.indexOf(".wav", url.length - 4) !== -1) {
  70735. codecSupportedFound = true;
  70736. }
  70737. if (url.indexOf("blob:") !== -1) {
  70738. codecSupportedFound = true;
  70739. }
  70740. if (codecSupportedFound) {
  70741. // Loading sound using XHR2
  70742. if (!this._streaming) {
  70743. this._scene._loadFile(url, function (data) {
  70744. _this._soundLoaded(data);
  70745. }, undefined, true, true, function (exception) {
  70746. if (exception) {
  70747. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  70748. }
  70749. BABYLON.Tools.Error("Sound creation aborted.");
  70750. _this._scene.mainSoundTrack.RemoveSound(_this);
  70751. });
  70752. }
  70753. // Streaming sound using HTML5 Audio tag
  70754. else {
  70755. this._htmlAudioElement = new Audio(url);
  70756. this._htmlAudioElement.controls = false;
  70757. this._htmlAudioElement.loop = this.loop;
  70758. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  70759. this._htmlAudioElement.preload = "auto";
  70760. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  70761. _this._isReadyToPlay = true;
  70762. if (_this.autoplay) {
  70763. _this.play();
  70764. }
  70765. if (_this._readyToPlayCallback) {
  70766. _this._readyToPlayCallback();
  70767. }
  70768. });
  70769. document.body.appendChild(this._htmlAudioElement);
  70770. this._htmlAudioElement.load();
  70771. }
  70772. break;
  70773. }
  70774. }
  70775. break;
  70776. default:
  70777. validParameter = false;
  70778. break;
  70779. }
  70780. if (!validParameter) {
  70781. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  70782. }
  70783. else {
  70784. if (!codecSupportedFound) {
  70785. this._isReadyToPlay = true;
  70786. // Simulating a ready to play event to avoid breaking code path
  70787. if (this._readyToPlayCallback) {
  70788. window.setTimeout(function () {
  70789. if (_this._readyToPlayCallback) {
  70790. _this._readyToPlayCallback();
  70791. }
  70792. }, 1000);
  70793. }
  70794. }
  70795. }
  70796. }
  70797. catch (ex) {
  70798. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  70799. this._scene.mainSoundTrack.RemoveSound(this);
  70800. }
  70801. }
  70802. }
  70803. else {
  70804. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  70805. this._scene.mainSoundTrack.AddSound(this);
  70806. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  70807. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  70808. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  70809. }
  70810. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  70811. if (this._readyToPlayCallback) {
  70812. window.setTimeout(function () {
  70813. if (_this._readyToPlayCallback) {
  70814. _this._readyToPlayCallback();
  70815. }
  70816. }, 1000);
  70817. }
  70818. }
  70819. }
  70820. /**
  70821. * Release the sound and its associated resources
  70822. */
  70823. Sound.prototype.dispose = function () {
  70824. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70825. if (this.isPlaying) {
  70826. this.stop();
  70827. }
  70828. this._isReadyToPlay = false;
  70829. if (this.soundTrackId === -1) {
  70830. this._scene.mainSoundTrack.RemoveSound(this);
  70831. }
  70832. else if (this._scene.soundTracks) {
  70833. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  70834. }
  70835. if (this._soundGain) {
  70836. this._soundGain.disconnect();
  70837. this._soundGain = null;
  70838. }
  70839. if (this._soundPanner) {
  70840. this._soundPanner.disconnect();
  70841. this._soundPanner = null;
  70842. }
  70843. if (this._soundSource) {
  70844. this._soundSource.disconnect();
  70845. this._soundSource = null;
  70846. }
  70847. this._audioBuffer = null;
  70848. if (this._htmlAudioElement) {
  70849. this._htmlAudioElement.pause();
  70850. this._htmlAudioElement.src = "";
  70851. document.body.removeChild(this._htmlAudioElement);
  70852. }
  70853. if (this._streamingSource) {
  70854. this._streamingSource.disconnect();
  70855. }
  70856. if (this._connectedMesh && this._registerFunc) {
  70857. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  70858. this._connectedMesh = null;
  70859. }
  70860. }
  70861. };
  70862. /**
  70863. * Gets if the sounds is ready to be played or not.
  70864. * @returns true if ready, otherwise false
  70865. */
  70866. Sound.prototype.isReady = function () {
  70867. return this._isReadyToPlay;
  70868. };
  70869. Sound.prototype._soundLoaded = function (audioData) {
  70870. var _this = this;
  70871. if (!BABYLON.Engine.audioEngine.audioContext) {
  70872. return;
  70873. }
  70874. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  70875. _this._audioBuffer = buffer;
  70876. _this._isReadyToPlay = true;
  70877. if (_this.autoplay) {
  70878. _this.play();
  70879. }
  70880. if (_this._readyToPlayCallback) {
  70881. _this._readyToPlayCallback();
  70882. }
  70883. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  70884. };
  70885. /**
  70886. * Sets the data of the sound from an audiobuffer
  70887. * @param audioBuffer The audioBuffer containing the data
  70888. */
  70889. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  70890. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70891. this._audioBuffer = audioBuffer;
  70892. this._isReadyToPlay = true;
  70893. }
  70894. };
  70895. /**
  70896. * Updates the current sounds options such as maxdistance, loop...
  70897. * @param options A JSON object containing values named as the object properties
  70898. */
  70899. Sound.prototype.updateOptions = function (options) {
  70900. if (options) {
  70901. this.loop = options.loop || this.loop;
  70902. this.maxDistance = options.maxDistance || this.maxDistance;
  70903. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  70904. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  70905. this.refDistance = options.refDistance || this.refDistance;
  70906. this.distanceModel = options.distanceModel || this.distanceModel;
  70907. this._playbackRate = options.playbackRate || this._playbackRate;
  70908. this._updateSpatialParameters();
  70909. if (this.isPlaying) {
  70910. if (this._streaming && this._htmlAudioElement) {
  70911. this._htmlAudioElement.playbackRate = this._playbackRate;
  70912. }
  70913. else {
  70914. if (this._soundSource) {
  70915. this._soundSource.playbackRate.value = this._playbackRate;
  70916. }
  70917. }
  70918. }
  70919. }
  70920. };
  70921. Sound.prototype._createSpatialParameters = function () {
  70922. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70923. if (this._scene.headphone) {
  70924. this._panningModel = "HRTF";
  70925. }
  70926. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  70927. this._updateSpatialParameters();
  70928. this._soundPanner.connect(this._outputAudioNode);
  70929. this._inputAudioNode = this._soundPanner;
  70930. }
  70931. };
  70932. Sound.prototype._updateSpatialParameters = function () {
  70933. if (this.spatialSound && this._soundPanner) {
  70934. if (this.useCustomAttenuation) {
  70935. // Tricks to disable in a way embedded Web Audio attenuation
  70936. this._soundPanner.distanceModel = "linear";
  70937. this._soundPanner.maxDistance = Number.MAX_VALUE;
  70938. this._soundPanner.refDistance = 1;
  70939. this._soundPanner.rolloffFactor = 1;
  70940. this._soundPanner.panningModel = this._panningModel;
  70941. }
  70942. else {
  70943. this._soundPanner.distanceModel = this.distanceModel;
  70944. this._soundPanner.maxDistance = this.maxDistance;
  70945. this._soundPanner.refDistance = this.refDistance;
  70946. this._soundPanner.rolloffFactor = this.rolloffFactor;
  70947. this._soundPanner.panningModel = this._panningModel;
  70948. }
  70949. }
  70950. };
  70951. /**
  70952. * Switch the panning model to HRTF:
  70953. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  70954. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70955. */
  70956. Sound.prototype.switchPanningModelToHRTF = function () {
  70957. this._panningModel = "HRTF";
  70958. this._switchPanningModel();
  70959. };
  70960. /**
  70961. * Switch the panning model to Equal Power:
  70962. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  70963. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70964. */
  70965. Sound.prototype.switchPanningModelToEqualPower = function () {
  70966. this._panningModel = "equalpower";
  70967. this._switchPanningModel();
  70968. };
  70969. Sound.prototype._switchPanningModel = function () {
  70970. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70971. this._soundPanner.panningModel = this._panningModel;
  70972. }
  70973. };
  70974. /**
  70975. * Connect this sound to a sound track audio node like gain...
  70976. * @param soundTrackAudioNode the sound track audio node to connect to
  70977. */
  70978. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  70979. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70980. if (this._isOutputConnected) {
  70981. this._outputAudioNode.disconnect();
  70982. }
  70983. this._outputAudioNode.connect(soundTrackAudioNode);
  70984. this._isOutputConnected = true;
  70985. }
  70986. };
  70987. /**
  70988. * Transform this sound into a directional source
  70989. * @param coneInnerAngle Size of the inner cone in degree
  70990. * @param coneOuterAngle Size of the outer cone in degree
  70991. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  70992. */
  70993. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  70994. if (coneOuterAngle < coneInnerAngle) {
  70995. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  70996. return;
  70997. }
  70998. this._coneInnerAngle = coneInnerAngle;
  70999. this._coneOuterAngle = coneOuterAngle;
  71000. this._coneOuterGain = coneOuterGain;
  71001. this._isDirectional = true;
  71002. if (this.isPlaying && this.loop) {
  71003. this.stop();
  71004. this.play();
  71005. }
  71006. };
  71007. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71008. /**
  71009. * Gets or sets the inner angle for the directional cone.
  71010. */
  71011. get: function () {
  71012. return this._coneInnerAngle;
  71013. },
  71014. /**
  71015. * Gets or sets the inner angle for the directional cone.
  71016. */
  71017. set: function (value) {
  71018. if (value != this._coneInnerAngle) {
  71019. if (this._coneOuterAngle < value) {
  71020. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71021. return;
  71022. }
  71023. this._coneInnerAngle = value;
  71024. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71025. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71026. }
  71027. }
  71028. },
  71029. enumerable: true,
  71030. configurable: true
  71031. });
  71032. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71033. /**
  71034. * Gets or sets the outer angle for the directional cone.
  71035. */
  71036. get: function () {
  71037. return this._coneOuterAngle;
  71038. },
  71039. /**
  71040. * Gets or sets the outer angle for the directional cone.
  71041. */
  71042. set: function (value) {
  71043. if (value != this._coneOuterAngle) {
  71044. if (value < this._coneInnerAngle) {
  71045. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71046. return;
  71047. }
  71048. this._coneOuterAngle = value;
  71049. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71050. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71051. }
  71052. }
  71053. },
  71054. enumerable: true,
  71055. configurable: true
  71056. });
  71057. /**
  71058. * Sets the position of the emitter if spatial sound is enabled
  71059. * @param newPosition Defines the new posisiton
  71060. */
  71061. Sound.prototype.setPosition = function (newPosition) {
  71062. this._position = newPosition;
  71063. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71064. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71065. }
  71066. };
  71067. /**
  71068. * Sets the local direction of the emitter if spatial sound is enabled
  71069. * @param newLocalDirection Defines the new local direction
  71070. */
  71071. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71072. this._localDirection = newLocalDirection;
  71073. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  71074. this._updateDirection();
  71075. }
  71076. };
  71077. Sound.prototype._updateDirection = function () {
  71078. if (!this._connectedMesh || !this._soundPanner) {
  71079. return;
  71080. }
  71081. var mat = this._connectedMesh.getWorldMatrix();
  71082. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71083. direction.normalize();
  71084. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71085. };
  71086. /** @hidden */
  71087. Sound.prototype.updateDistanceFromListener = function () {
  71088. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71089. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  71090. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71091. }
  71092. };
  71093. /**
  71094. * Sets a new custom attenuation function for the sound.
  71095. * @param callback Defines the function used for the attenuation
  71096. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71097. */
  71098. Sound.prototype.setAttenuationFunction = function (callback) {
  71099. this._customAttenuationFunction = callback;
  71100. };
  71101. /**
  71102. * Play the sound
  71103. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71104. * @param offset (optional) Start the sound setting it at a specific time
  71105. */
  71106. Sound.prototype.play = function (time, offset) {
  71107. var _this = this;
  71108. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71109. try {
  71110. if (this._startOffset < 0) {
  71111. time = -this._startOffset;
  71112. this._startOffset = 0;
  71113. }
  71114. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71115. if (!this._soundSource || !this._streamingSource) {
  71116. if (this.spatialSound && this._soundPanner) {
  71117. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71118. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71119. }
  71120. if (this._isDirectional) {
  71121. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71122. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71123. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71124. if (this._connectedMesh) {
  71125. this._updateDirection();
  71126. }
  71127. else {
  71128. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71129. }
  71130. }
  71131. }
  71132. }
  71133. if (this._streaming) {
  71134. if (!this._streamingSource) {
  71135. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71136. this._htmlAudioElement.onended = function () { _this._onended(); };
  71137. this._htmlAudioElement.playbackRate = this._playbackRate;
  71138. }
  71139. this._streamingSource.disconnect();
  71140. this._streamingSource.connect(this._inputAudioNode);
  71141. if (this._htmlAudioElement) {
  71142. // required to manage properly the new suspended default state of Chrome
  71143. // When the option 'streaming: true' is used, we need first to wait for
  71144. // the audio engine to be unlocked by a user gesture before trying to play
  71145. // an HTML Audio elememt
  71146. var tryToPlay = function () {
  71147. if (BABYLON.Engine.audioEngine.unlocked) {
  71148. var playPromise = _this._htmlAudioElement.play();
  71149. // In browsers that don’t yet support this functionality,
  71150. // playPromise won’t be defined.
  71151. if (playPromise !== undefined) {
  71152. playPromise.catch(function (error) {
  71153. // Automatic playback failed.
  71154. // Waiting for the audio engine to be unlocked by user click on unmute
  71155. BABYLON.Engine.audioEngine.lock();
  71156. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71157. });
  71158. }
  71159. }
  71160. else {
  71161. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71162. }
  71163. };
  71164. tryToPlay();
  71165. }
  71166. }
  71167. else {
  71168. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71169. this._soundSource.buffer = this._audioBuffer;
  71170. this._soundSource.connect(this._inputAudioNode);
  71171. this._soundSource.loop = this.loop;
  71172. this._soundSource.playbackRate.value = this._playbackRate;
  71173. this._soundSource.onended = function () { _this._onended(); };
  71174. if (this._soundSource.buffer) {
  71175. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71176. }
  71177. }
  71178. this._startTime = startTime;
  71179. this.isPlaying = true;
  71180. this.isPaused = false;
  71181. }
  71182. catch (ex) {
  71183. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71184. }
  71185. }
  71186. };
  71187. Sound.prototype._onended = function () {
  71188. this.isPlaying = false;
  71189. if (this.onended) {
  71190. this.onended();
  71191. }
  71192. this.onEndedObservable.notifyObservers(this);
  71193. };
  71194. /**
  71195. * Stop the sound
  71196. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71197. */
  71198. Sound.prototype.stop = function (time) {
  71199. if (this.isPlaying) {
  71200. if (this._streaming) {
  71201. if (this._htmlAudioElement) {
  71202. this._htmlAudioElement.pause();
  71203. // Test needed for Firefox or it will generate an Invalid State Error
  71204. if (this._htmlAudioElement.currentTime > 0) {
  71205. this._htmlAudioElement.currentTime = 0;
  71206. }
  71207. }
  71208. else {
  71209. this._streamingSource.disconnect();
  71210. }
  71211. }
  71212. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71213. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71214. this._soundSource.stop(stopTime);
  71215. this._soundSource.onended = function () { };
  71216. if (!this.isPaused) {
  71217. this._startOffset = 0;
  71218. }
  71219. }
  71220. this.isPlaying = false;
  71221. }
  71222. };
  71223. /**
  71224. * Put the sound in pause
  71225. */
  71226. Sound.prototype.pause = function () {
  71227. if (this.isPlaying) {
  71228. this.isPaused = true;
  71229. if (this._streaming) {
  71230. if (this._htmlAudioElement) {
  71231. this._htmlAudioElement.pause();
  71232. }
  71233. else {
  71234. this._streamingSource.disconnect();
  71235. }
  71236. }
  71237. else if (BABYLON.Engine.audioEngine.audioContext) {
  71238. this.stop(0);
  71239. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71240. }
  71241. }
  71242. };
  71243. /**
  71244. * Sets a dedicated volume for this sounds
  71245. * @param newVolume Define the new volume of the sound
  71246. * @param time Define in how long the sound should be at this value
  71247. */
  71248. Sound.prototype.setVolume = function (newVolume, time) {
  71249. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71250. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71251. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71252. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71253. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71254. }
  71255. else {
  71256. this._soundGain.gain.value = newVolume;
  71257. }
  71258. }
  71259. this._volume = newVolume;
  71260. };
  71261. /**
  71262. * Set the sound play back rate
  71263. * @param newPlaybackRate Define the playback rate the sound should be played at
  71264. */
  71265. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71266. this._playbackRate = newPlaybackRate;
  71267. if (this.isPlaying) {
  71268. if (this._streaming && this._htmlAudioElement) {
  71269. this._htmlAudioElement.playbackRate = this._playbackRate;
  71270. }
  71271. else if (this._soundSource) {
  71272. this._soundSource.playbackRate.value = this._playbackRate;
  71273. }
  71274. }
  71275. };
  71276. /**
  71277. * Gets the volume of the sound.
  71278. * @returns the volume of the sound
  71279. */
  71280. Sound.prototype.getVolume = function () {
  71281. return this._volume;
  71282. };
  71283. /**
  71284. * Attach the sound to a dedicated mesh
  71285. * @param meshToConnectTo The mesh to connect the sound with
  71286. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71287. */
  71288. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  71289. var _this = this;
  71290. if (this._connectedMesh && this._registerFunc) {
  71291. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71292. this._registerFunc = null;
  71293. }
  71294. this._connectedMesh = meshToConnectTo;
  71295. if (!this.spatialSound) {
  71296. this.spatialSound = true;
  71297. this._createSpatialParameters();
  71298. if (this.isPlaying && this.loop) {
  71299. this.stop();
  71300. this.play();
  71301. }
  71302. }
  71303. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  71304. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  71305. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  71306. };
  71307. /**
  71308. * Detach the sound from the previously attached mesh
  71309. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71310. */
  71311. Sound.prototype.detachFromMesh = function () {
  71312. if (this._connectedMesh && this._registerFunc) {
  71313. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71314. this._registerFunc = null;
  71315. this._connectedMesh = null;
  71316. }
  71317. };
  71318. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71319. if (!node.getBoundingInfo) {
  71320. return;
  71321. }
  71322. var mesh = node;
  71323. if (this._positionInEmitterSpace) {
  71324. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71325. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71326. }
  71327. else {
  71328. var boundingInfo = mesh.getBoundingInfo();
  71329. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71330. }
  71331. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71332. this._updateDirection();
  71333. }
  71334. };
  71335. /**
  71336. * Clone the current sound in the scene.
  71337. * @returns the new sound clone
  71338. */
  71339. Sound.prototype.clone = function () {
  71340. var _this = this;
  71341. if (!this._streaming) {
  71342. var setBufferAndRun = function () {
  71343. if (_this._isReadyToPlay) {
  71344. clonedSound._audioBuffer = _this.getAudioBuffer();
  71345. clonedSound._isReadyToPlay = true;
  71346. if (clonedSound.autoplay) {
  71347. clonedSound.play();
  71348. }
  71349. }
  71350. else {
  71351. window.setTimeout(setBufferAndRun, 300);
  71352. }
  71353. };
  71354. var currentOptions = {
  71355. autoplay: this.autoplay, loop: this.loop,
  71356. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71357. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71358. refDistance: this.refDistance, distanceModel: this.distanceModel
  71359. };
  71360. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71361. if (this.useCustomAttenuation) {
  71362. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71363. }
  71364. clonedSound.setPosition(this._position);
  71365. clonedSound.setPlaybackRate(this._playbackRate);
  71366. setBufferAndRun();
  71367. return clonedSound;
  71368. }
  71369. // Can't clone a streaming sound
  71370. else {
  71371. return null;
  71372. }
  71373. };
  71374. /**
  71375. * Gets the current underlying audio buffer containing the data
  71376. * @returns the audio buffer
  71377. */
  71378. Sound.prototype.getAudioBuffer = function () {
  71379. return this._audioBuffer;
  71380. };
  71381. /**
  71382. * Serializes the Sound in a JSON representation
  71383. * @returns the JSON representation of the sound
  71384. */
  71385. Sound.prototype.serialize = function () {
  71386. var serializationObject = {
  71387. name: this.name,
  71388. url: this.name,
  71389. autoplay: this.autoplay,
  71390. loop: this.loop,
  71391. volume: this._volume,
  71392. spatialSound: this.spatialSound,
  71393. maxDistance: this.maxDistance,
  71394. rolloffFactor: this.rolloffFactor,
  71395. refDistance: this.refDistance,
  71396. distanceModel: this.distanceModel,
  71397. playbackRate: this._playbackRate,
  71398. panningModel: this._panningModel,
  71399. soundTrackId: this.soundTrackId
  71400. };
  71401. if (this.spatialSound) {
  71402. if (this._connectedMesh) {
  71403. serializationObject.connectedMeshId = this._connectedMesh.id;
  71404. }
  71405. serializationObject.position = this._position.asArray();
  71406. serializationObject.refDistance = this.refDistance;
  71407. serializationObject.distanceModel = this.distanceModel;
  71408. serializationObject.isDirectional = this._isDirectional;
  71409. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71410. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71411. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71412. serializationObject.coneOuterGain = this._coneOuterGain;
  71413. }
  71414. return serializationObject;
  71415. };
  71416. /**
  71417. * Parse a JSON representation of a sound to innstantiate in a given scene
  71418. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71419. * @param scene Define the scene the new parsed sound should be created in
  71420. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71421. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71422. * @returns the newly parsed sound
  71423. */
  71424. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71425. var soundName = parsedSound.name;
  71426. var soundUrl;
  71427. if (parsedSound.url) {
  71428. soundUrl = rootUrl + parsedSound.url;
  71429. }
  71430. else {
  71431. soundUrl = rootUrl + soundName;
  71432. }
  71433. var options = {
  71434. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71435. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71436. rolloffFactor: parsedSound.rolloffFactor,
  71437. refDistance: parsedSound.refDistance,
  71438. distanceModel: parsedSound.distanceModel,
  71439. playbackRate: parsedSound.playbackRate
  71440. };
  71441. var newSound;
  71442. if (!sourceSound) {
  71443. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71444. scene._addPendingData(newSound);
  71445. }
  71446. else {
  71447. var setBufferAndRun = function () {
  71448. if (sourceSound._isReadyToPlay) {
  71449. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71450. newSound._isReadyToPlay = true;
  71451. if (newSound.autoplay) {
  71452. newSound.play();
  71453. }
  71454. }
  71455. else {
  71456. window.setTimeout(setBufferAndRun, 300);
  71457. }
  71458. };
  71459. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71460. setBufferAndRun();
  71461. }
  71462. if (parsedSound.position) {
  71463. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71464. newSound.setPosition(soundPosition);
  71465. }
  71466. if (parsedSound.isDirectional) {
  71467. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71468. if (parsedSound.localDirectionToMesh) {
  71469. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71470. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71471. }
  71472. }
  71473. if (parsedSound.connectedMeshId) {
  71474. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71475. if (connectedMesh) {
  71476. newSound.attachToMesh(connectedMesh);
  71477. }
  71478. }
  71479. return newSound;
  71480. };
  71481. return Sound;
  71482. }());
  71483. BABYLON.Sound = Sound;
  71484. })(BABYLON || (BABYLON = {}));
  71485. //# sourceMappingURL=babylon.sound.js.map
  71486. var BABYLON;
  71487. (function (BABYLON) {
  71488. /**
  71489. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71490. * It will be also used in a future release to apply effects on a specific track.
  71491. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71492. */
  71493. var SoundTrack = /** @class */ (function () {
  71494. /**
  71495. * Creates a new sound track.
  71496. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71497. * @param scene Define the scene the sound track belongs to
  71498. * @param options
  71499. */
  71500. function SoundTrack(scene, options) {
  71501. if (options === void 0) { options = {}; }
  71502. /**
  71503. * The unique identifier of the sound track in the scene.
  71504. */
  71505. this.id = -1;
  71506. this._isMainTrack = false;
  71507. this._isInitialized = false;
  71508. this._scene = scene;
  71509. this.soundCollection = new Array();
  71510. this._options = options;
  71511. if (!this._isMainTrack && this._scene.soundTracks) {
  71512. this._scene.soundTracks.push(this);
  71513. this.id = this._scene.soundTracks.length - 1;
  71514. }
  71515. }
  71516. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71517. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71518. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71519. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71520. if (this._options) {
  71521. if (this._options.volume) {
  71522. this._outputAudioNode.gain.value = this._options.volume;
  71523. }
  71524. if (this._options.mainTrack) {
  71525. this._isMainTrack = this._options.mainTrack;
  71526. }
  71527. }
  71528. this._isInitialized = true;
  71529. }
  71530. };
  71531. /**
  71532. * Release the sound track and its associated resources
  71533. */
  71534. SoundTrack.prototype.dispose = function () {
  71535. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71536. if (this._connectedAnalyser) {
  71537. this._connectedAnalyser.stopDebugCanvas();
  71538. }
  71539. while (this.soundCollection.length) {
  71540. this.soundCollection[0].dispose();
  71541. }
  71542. if (this._outputAudioNode) {
  71543. this._outputAudioNode.disconnect();
  71544. }
  71545. this._outputAudioNode = null;
  71546. }
  71547. };
  71548. /**
  71549. * Adds a sound to this sound track
  71550. * @param sound define the cound to add
  71551. * @ignoreNaming
  71552. */
  71553. SoundTrack.prototype.AddSound = function (sound) {
  71554. if (!this._isInitialized) {
  71555. this._initializeSoundTrackAudioGraph();
  71556. }
  71557. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71558. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71559. }
  71560. if (sound.soundTrackId) {
  71561. if (sound.soundTrackId === -1) {
  71562. this._scene.mainSoundTrack.RemoveSound(sound);
  71563. }
  71564. else if (this._scene.soundTracks) {
  71565. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71566. }
  71567. }
  71568. this.soundCollection.push(sound);
  71569. sound.soundTrackId = this.id;
  71570. };
  71571. /**
  71572. * Removes a sound to this sound track
  71573. * @param sound define the cound to remove
  71574. * @ignoreNaming
  71575. */
  71576. SoundTrack.prototype.RemoveSound = function (sound) {
  71577. var index = this.soundCollection.indexOf(sound);
  71578. if (index !== -1) {
  71579. this.soundCollection.splice(index, 1);
  71580. }
  71581. };
  71582. /**
  71583. * Set a global volume for the full sound track.
  71584. * @param newVolume Define the new volume of the sound track
  71585. */
  71586. SoundTrack.prototype.setVolume = function (newVolume) {
  71587. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71588. this._outputAudioNode.gain.value = newVolume;
  71589. }
  71590. };
  71591. /**
  71592. * Switch the panning model to HRTF:
  71593. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71594. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71595. */
  71596. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  71597. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71598. for (var i = 0; i < this.soundCollection.length; i++) {
  71599. this.soundCollection[i].switchPanningModelToHRTF();
  71600. }
  71601. }
  71602. };
  71603. /**
  71604. * Switch the panning model to Equal Power:
  71605. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71606. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71607. */
  71608. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  71609. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71610. for (var i = 0; i < this.soundCollection.length; i++) {
  71611. this.soundCollection[i].switchPanningModelToEqualPower();
  71612. }
  71613. }
  71614. };
  71615. /**
  71616. * Connect the sound track to an audio analyser allowing some amazing
  71617. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71619. * @param analyser The analyser to connect to the engine
  71620. */
  71621. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  71622. if (this._connectedAnalyser) {
  71623. this._connectedAnalyser.stopDebugCanvas();
  71624. }
  71625. this._connectedAnalyser = analyser;
  71626. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71627. this._outputAudioNode.disconnect();
  71628. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  71629. }
  71630. };
  71631. return SoundTrack;
  71632. }());
  71633. BABYLON.SoundTrack = SoundTrack;
  71634. })(BABYLON || (BABYLON = {}));
  71635. //# sourceMappingURL=babylon.soundtrack.js.map
  71636. var BABYLON;
  71637. (function (BABYLON) {
  71638. /**
  71639. * Class used to work with sound analyzer using fast fourier transform (FFT)
  71640. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71641. */
  71642. var Analyser = /** @class */ (function () {
  71643. /**
  71644. * Creates a new analyser
  71645. * @param scene defines hosting scene
  71646. */
  71647. function Analyser(scene) {
  71648. /**
  71649. * Gets or sets the smoothing
  71650. * @ignorenaming
  71651. */
  71652. this.SMOOTHING = 0.75;
  71653. /**
  71654. * Gets or sets the FFT table size
  71655. * @ignorenaming
  71656. */
  71657. this.FFT_SIZE = 512;
  71658. /**
  71659. * Gets or sets the bar graph amplitude
  71660. * @ignorenaming
  71661. */
  71662. this.BARGRAPHAMPLITUDE = 256;
  71663. /**
  71664. * Gets or sets the position of the debug canvas
  71665. * @ignorenaming
  71666. */
  71667. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  71668. /**
  71669. * Gets or sets the debug canvas size
  71670. * @ignorenaming
  71671. */
  71672. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  71673. this._scene = scene;
  71674. this._audioEngine = BABYLON.Engine.audioEngine;
  71675. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  71676. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  71677. this._webAudioAnalyser.minDecibels = -140;
  71678. this._webAudioAnalyser.maxDecibels = 0;
  71679. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71680. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71681. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  71682. }
  71683. }
  71684. /**
  71685. * Get the number of data values you will have to play with for the visualization
  71686. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  71687. * @returns a number
  71688. */
  71689. Analyser.prototype.getFrequencyBinCount = function () {
  71690. if (this._audioEngine.canUseWebAudio) {
  71691. return this._webAudioAnalyser.frequencyBinCount;
  71692. }
  71693. else {
  71694. return 0;
  71695. }
  71696. };
  71697. /**
  71698. * Gets the current frequency data as a byte array
  71699. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71700. * @returns a Uint8Array
  71701. */
  71702. Analyser.prototype.getByteFrequencyData = function () {
  71703. if (this._audioEngine.canUseWebAudio) {
  71704. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71705. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71706. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  71707. }
  71708. return this._byteFreqs;
  71709. };
  71710. /**
  71711. * Gets the current waveform as a byte array
  71712. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  71713. * @returns a Uint8Array
  71714. */
  71715. Analyser.prototype.getByteTimeDomainData = function () {
  71716. if (this._audioEngine.canUseWebAudio) {
  71717. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71718. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71719. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  71720. }
  71721. return this._byteTime;
  71722. };
  71723. /**
  71724. * Gets the current frequency data as a float array
  71725. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71726. * @returns a Float32Array
  71727. */
  71728. Analyser.prototype.getFloatFrequencyData = function () {
  71729. if (this._audioEngine.canUseWebAudio) {
  71730. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71731. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71732. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  71733. }
  71734. return this._floatFreqs;
  71735. };
  71736. /**
  71737. * Renders the debug canvas
  71738. */
  71739. Analyser.prototype.drawDebugCanvas = function () {
  71740. var _this = this;
  71741. if (this._audioEngine.canUseWebAudio) {
  71742. if (!this._debugCanvas) {
  71743. this._debugCanvas = document.createElement("canvas");
  71744. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  71745. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  71746. this._debugCanvas.style.position = "absolute";
  71747. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  71748. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  71749. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  71750. document.body.appendChild(this._debugCanvas);
  71751. this._registerFunc = function () {
  71752. _this.drawDebugCanvas();
  71753. };
  71754. this._scene.registerBeforeRender(this._registerFunc);
  71755. }
  71756. if (this._registerFunc && this._debugCanvasContext) {
  71757. var workingArray = this.getByteFrequencyData();
  71758. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  71759. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  71760. // Draw the frequency domain chart.
  71761. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  71762. var value = workingArray[i];
  71763. var percent = value / this.BARGRAPHAMPLITUDE;
  71764. var height = this.DEBUGCANVASSIZE.height * percent;
  71765. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  71766. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  71767. var hue = i / this.getFrequencyBinCount() * 360;
  71768. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  71769. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  71770. }
  71771. }
  71772. }
  71773. };
  71774. /**
  71775. * Stops rendering the debug canvas and removes it
  71776. */
  71777. Analyser.prototype.stopDebugCanvas = function () {
  71778. if (this._debugCanvas) {
  71779. if (this._registerFunc) {
  71780. this._scene.unregisterBeforeRender(this._registerFunc);
  71781. this._registerFunc = null;
  71782. }
  71783. document.body.removeChild(this._debugCanvas);
  71784. this._debugCanvas = null;
  71785. this._debugCanvasContext = null;
  71786. }
  71787. };
  71788. /**
  71789. * Connects two audio nodes
  71790. * @param inputAudioNode defines first node to connect
  71791. * @param outputAudioNode defines second node to connect
  71792. */
  71793. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  71794. if (this._audioEngine.canUseWebAudio) {
  71795. inputAudioNode.connect(this._webAudioAnalyser);
  71796. this._webAudioAnalyser.connect(outputAudioNode);
  71797. }
  71798. };
  71799. /**
  71800. * Releases all associated resources
  71801. */
  71802. Analyser.prototype.dispose = function () {
  71803. if (this._audioEngine.canUseWebAudio) {
  71804. this._webAudioAnalyser.disconnect();
  71805. }
  71806. };
  71807. return Analyser;
  71808. }());
  71809. BABYLON.Analyser = Analyser;
  71810. })(BABYLON || (BABYLON = {}));
  71811. //# sourceMappingURL=babylon.analyser.js.map
  71812. var BABYLON;
  71813. (function (BABYLON) {
  71814. /**
  71815. * Wraps one or more Sound objects and selects one with random weight for playback.
  71816. */
  71817. var WeightedSound = /** @class */ (function () {
  71818. /**
  71819. * Creates a new WeightedSound from the list of sounds given.
  71820. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  71821. * @param sounds Array of Sounds that will be selected from.
  71822. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  71823. */
  71824. function WeightedSound(loop, sounds, weights) {
  71825. var _this = this;
  71826. /** When true a Sound will be selected and played when the current playing Sound completes. */
  71827. this.loop = false;
  71828. this._coneInnerAngle = 360;
  71829. this._coneOuterAngle = 360;
  71830. this._volume = 1;
  71831. /** A Sound is currently playing. */
  71832. this.isPlaying = false;
  71833. /** A Sound is currently paused. */
  71834. this.isPaused = false;
  71835. this._sounds = [];
  71836. this._weights = [];
  71837. if (sounds.length !== weights.length) {
  71838. throw new Error('Sounds length does not equal weights length');
  71839. }
  71840. this.loop = loop;
  71841. this._weights = weights;
  71842. // Normalize the weights
  71843. var weightSum = 0;
  71844. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  71845. var weight = weights_1[_i];
  71846. weightSum += weight;
  71847. }
  71848. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  71849. for (var i = 0; i < this._weights.length; i++) {
  71850. this._weights[i] *= invWeightSum;
  71851. }
  71852. this._sounds = sounds;
  71853. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  71854. var sound = _b[_a];
  71855. sound.onEndedObservable.add(function () { _this._onended(); });
  71856. }
  71857. }
  71858. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  71859. /**
  71860. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  71861. */
  71862. get: function () {
  71863. return this._coneInnerAngle;
  71864. },
  71865. /**
  71866. * The size of cone in degress for a directional sound in which there will be no attenuation.
  71867. */
  71868. set: function (value) {
  71869. if (value !== this._coneInnerAngle) {
  71870. if (this._coneOuterAngle < value) {
  71871. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71872. return;
  71873. }
  71874. this._coneInnerAngle = value;
  71875. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71876. var sound = _a[_i];
  71877. sound.directionalConeInnerAngle = value;
  71878. }
  71879. }
  71880. },
  71881. enumerable: true,
  71882. configurable: true
  71883. });
  71884. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  71885. /**
  71886. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71887. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71888. */
  71889. get: function () {
  71890. return this._coneOuterAngle;
  71891. },
  71892. /**
  71893. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71894. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71895. */
  71896. set: function (value) {
  71897. if (value !== this._coneOuterAngle) {
  71898. if (value < this._coneInnerAngle) {
  71899. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71900. return;
  71901. }
  71902. this._coneOuterAngle = value;
  71903. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71904. var sound = _a[_i];
  71905. sound.directionalConeOuterAngle = value;
  71906. }
  71907. }
  71908. },
  71909. enumerable: true,
  71910. configurable: true
  71911. });
  71912. Object.defineProperty(WeightedSound.prototype, "volume", {
  71913. /**
  71914. * Playback volume.
  71915. */
  71916. get: function () {
  71917. return this._volume;
  71918. },
  71919. /**
  71920. * Playback volume.
  71921. */
  71922. set: function (value) {
  71923. if (value !== this._volume) {
  71924. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71925. var sound = _a[_i];
  71926. sound.setVolume(value);
  71927. }
  71928. }
  71929. },
  71930. enumerable: true,
  71931. configurable: true
  71932. });
  71933. WeightedSound.prototype._onended = function () {
  71934. if (this._currentIndex !== undefined) {
  71935. this._sounds[this._currentIndex].autoplay = false;
  71936. }
  71937. if (this.loop && this.isPlaying) {
  71938. this.play();
  71939. }
  71940. else {
  71941. this.isPlaying = false;
  71942. }
  71943. };
  71944. /**
  71945. * Suspend playback
  71946. */
  71947. WeightedSound.prototype.pause = function () {
  71948. this.isPaused = true;
  71949. if (this._currentIndex !== undefined) {
  71950. this._sounds[this._currentIndex].pause();
  71951. }
  71952. };
  71953. /**
  71954. * Stop playback
  71955. */
  71956. WeightedSound.prototype.stop = function () {
  71957. this.isPlaying = false;
  71958. if (this._currentIndex !== undefined) {
  71959. this._sounds[this._currentIndex].stop();
  71960. }
  71961. };
  71962. /**
  71963. * Start playback.
  71964. * @param startOffset Position the clip head at a specific time in seconds.
  71965. */
  71966. WeightedSound.prototype.play = function (startOffset) {
  71967. if (!this.isPaused) {
  71968. this.stop();
  71969. var randomValue = Math.random();
  71970. var total = 0;
  71971. for (var i = 0; i < this._weights.length; i++) {
  71972. total += this._weights[i];
  71973. if (randomValue <= total) {
  71974. this._currentIndex = i;
  71975. break;
  71976. }
  71977. }
  71978. }
  71979. var sound = this._sounds[this._currentIndex];
  71980. if (sound.isReady()) {
  71981. sound.play(0, this.isPaused ? undefined : startOffset);
  71982. }
  71983. else {
  71984. sound.autoplay = true;
  71985. }
  71986. this.isPlaying = true;
  71987. this.isPaused = false;
  71988. };
  71989. return WeightedSound;
  71990. }());
  71991. BABYLON.WeightedSound = WeightedSound;
  71992. })(BABYLON || (BABYLON = {}));
  71993. //# sourceMappingURL=babylon.weightedsound.js.map
  71994. var BABYLON;
  71995. (function (BABYLON) {
  71996. // Adds the parser to the scene parsers.
  71997. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  71998. // TODO: add sound
  71999. var loadedSounds = [];
  72000. var loadedSound;
  72001. container.sounds = container.sounds || [];
  72002. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72003. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72004. var parsedSound = parsedData.sounds[index];
  72005. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72006. if (!parsedSound.url) {
  72007. parsedSound.url = parsedSound.name;
  72008. }
  72009. if (!loadedSounds[parsedSound.url]) {
  72010. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72011. loadedSounds[parsedSound.url] = loadedSound;
  72012. container.sounds.push(loadedSound);
  72013. }
  72014. else {
  72015. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72016. }
  72017. }
  72018. else {
  72019. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72020. }
  72021. }
  72022. }
  72023. loadedSounds = [];
  72024. });
  72025. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72026. get: function () {
  72027. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72028. if (!compo) {
  72029. compo = new AudioSceneComponent(this);
  72030. this._addComponent(compo);
  72031. }
  72032. if (!this._mainSoundTrack) {
  72033. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72034. }
  72035. return this._mainSoundTrack;
  72036. },
  72037. enumerable: true,
  72038. configurable: true
  72039. });
  72040. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72041. var index;
  72042. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72043. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72044. return this.mainSoundTrack.soundCollection[index];
  72045. }
  72046. }
  72047. if (this.soundTracks) {
  72048. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72049. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72050. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72051. return this.soundTracks[sdIndex].soundCollection[index];
  72052. }
  72053. }
  72054. }
  72055. }
  72056. return null;
  72057. };
  72058. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72059. get: function () {
  72060. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72061. if (!compo) {
  72062. compo = new AudioSceneComponent(this);
  72063. this._addComponent(compo);
  72064. }
  72065. return compo.audioEnabled;
  72066. },
  72067. set: function (value) {
  72068. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72069. if (!compo) {
  72070. compo = new AudioSceneComponent(this);
  72071. this._addComponent(compo);
  72072. }
  72073. if (value) {
  72074. compo.enableAudio();
  72075. }
  72076. else {
  72077. compo.disableAudio();
  72078. }
  72079. },
  72080. enumerable: true,
  72081. configurable: true
  72082. });
  72083. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72084. get: function () {
  72085. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72086. if (!compo) {
  72087. compo = new AudioSceneComponent(this);
  72088. this._addComponent(compo);
  72089. }
  72090. return compo.headphone;
  72091. },
  72092. set: function (value) {
  72093. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72094. if (!compo) {
  72095. compo = new AudioSceneComponent(this);
  72096. this._addComponent(compo);
  72097. }
  72098. if (value) {
  72099. compo.switchAudioModeForHeadphones();
  72100. }
  72101. else {
  72102. compo.switchAudioModeForNormalSpeakers();
  72103. }
  72104. },
  72105. enumerable: true,
  72106. configurable: true
  72107. });
  72108. /**
  72109. * Defines the sound scene component responsible to manage any sounds
  72110. * in a given scene.
  72111. */
  72112. var AudioSceneComponent = /** @class */ (function () {
  72113. /**
  72114. * Creates a new instance of the component for the given scene
  72115. * @param scene Defines the scene to register the component in
  72116. */
  72117. function AudioSceneComponent(scene) {
  72118. /**
  72119. * The component name helpfull to identify the component in the list of scene components.
  72120. */
  72121. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72122. this._audioEnabled = true;
  72123. this._headphone = false;
  72124. this.scene = scene;
  72125. scene.soundTracks = new Array();
  72126. scene.sounds = new Array();
  72127. }
  72128. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72129. /**
  72130. * Gets whether audio is enabled or not.
  72131. * Please use related enable/disable method to switch state.
  72132. */
  72133. get: function () {
  72134. return this._audioEnabled;
  72135. },
  72136. enumerable: true,
  72137. configurable: true
  72138. });
  72139. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72140. /**
  72141. * Gets whether audio is outputing to headphone or not.
  72142. * Please use the according Switch methods to change output.
  72143. */
  72144. get: function () {
  72145. return this._headphone;
  72146. },
  72147. enumerable: true,
  72148. configurable: true
  72149. });
  72150. /**
  72151. * Registers the component in a given scene
  72152. */
  72153. AudioSceneComponent.prototype.register = function () {
  72154. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72155. };
  72156. /**
  72157. * Rebuilds the elements related to this component in case of
  72158. * context lost for instance.
  72159. */
  72160. AudioSceneComponent.prototype.rebuild = function () {
  72161. // Nothing to do here. (Not rendering related)
  72162. };
  72163. /**
  72164. * Serializes the component data to the specified json object
  72165. * @param serializationObject The object to serialize to
  72166. */
  72167. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72168. serializationObject.sounds = [];
  72169. if (this.scene.soundTracks) {
  72170. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72171. var soundtrack = this.scene.soundTracks[index];
  72172. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72173. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72174. }
  72175. }
  72176. }
  72177. };
  72178. /**
  72179. * Adds all the element from the container to the scene
  72180. * @param container the container holding the elements
  72181. */
  72182. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72183. var _this = this;
  72184. if (!container.sounds) {
  72185. return;
  72186. }
  72187. container.sounds.forEach(function (sound) {
  72188. sound.play();
  72189. sound.autoplay = true;
  72190. _this.scene.mainSoundTrack.AddSound(sound);
  72191. });
  72192. };
  72193. /**
  72194. * Removes all the elements in the container from the scene
  72195. * @param container contains the elements to remove
  72196. */
  72197. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72198. var _this = this;
  72199. if (!container.sounds) {
  72200. return;
  72201. }
  72202. container.sounds.forEach(function (sound) {
  72203. sound.stop();
  72204. sound.autoplay = false;
  72205. _this.scene.mainSoundTrack.RemoveSound(sound);
  72206. });
  72207. };
  72208. /**
  72209. * Disposes the component and the associated ressources.
  72210. */
  72211. AudioSceneComponent.prototype.dispose = function () {
  72212. var scene = this.scene;
  72213. if (scene._mainSoundTrack) {
  72214. scene.mainSoundTrack.dispose();
  72215. }
  72216. if (scene.soundTracks) {
  72217. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72218. scene.soundTracks[scIndex].dispose();
  72219. }
  72220. }
  72221. };
  72222. /**
  72223. * Disables audio in the associated scene.
  72224. */
  72225. AudioSceneComponent.prototype.disableAudio = function () {
  72226. var scene = this.scene;
  72227. this._audioEnabled = false;
  72228. var i;
  72229. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72230. scene.mainSoundTrack.soundCollection[i].pause();
  72231. }
  72232. if (scene.soundTracks) {
  72233. for (i = 0; i < scene.soundTracks.length; i++) {
  72234. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72235. scene.soundTracks[i].soundCollection[j].pause();
  72236. }
  72237. }
  72238. }
  72239. };
  72240. /**
  72241. * Enables audio in the associated scene.
  72242. */
  72243. AudioSceneComponent.prototype.enableAudio = function () {
  72244. var scene = this.scene;
  72245. this._audioEnabled = true;
  72246. var i;
  72247. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72248. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72249. scene.mainSoundTrack.soundCollection[i].play();
  72250. }
  72251. }
  72252. if (scene.soundTracks) {
  72253. for (i = 0; i < scene.soundTracks.length; i++) {
  72254. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72255. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72256. scene.soundTracks[i].soundCollection[j].play();
  72257. }
  72258. }
  72259. }
  72260. }
  72261. };
  72262. /**
  72263. * Switch audio to headphone output.
  72264. */
  72265. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72266. var scene = this.scene;
  72267. this._headphone = true;
  72268. scene.mainSoundTrack.switchPanningModelToHRTF();
  72269. if (scene.soundTracks) {
  72270. for (var i = 0; i < scene.soundTracks.length; i++) {
  72271. scene.soundTracks[i].switchPanningModelToHRTF();
  72272. }
  72273. }
  72274. };
  72275. /**
  72276. * Switch audio to normal speakers.
  72277. */
  72278. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72279. var scene = this.scene;
  72280. this._headphone = false;
  72281. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72282. if (scene.soundTracks) {
  72283. for (var i = 0; i < scene.soundTracks.length; i++) {
  72284. scene.soundTracks[i].switchPanningModelToEqualPower();
  72285. }
  72286. }
  72287. };
  72288. AudioSceneComponent.prototype._afterRender = function () {
  72289. var scene = this.scene;
  72290. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72291. return;
  72292. }
  72293. var listeningCamera;
  72294. var audioEngine = BABYLON.Engine.audioEngine;
  72295. if (scene.activeCameras.length > 0) {
  72296. listeningCamera = scene.activeCameras[0];
  72297. }
  72298. else {
  72299. listeningCamera = scene.activeCamera;
  72300. }
  72301. if (listeningCamera && audioEngine.audioContext) {
  72302. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72303. // for VR cameras
  72304. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72305. listeningCamera = listeningCamera.rigCameras[0];
  72306. }
  72307. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72308. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72309. cameraDirection.normalize();
  72310. // To avoid some errors on GearVR
  72311. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72312. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72313. }
  72314. var i;
  72315. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72316. var sound = scene.mainSoundTrack.soundCollection[i];
  72317. if (sound.useCustomAttenuation) {
  72318. sound.updateDistanceFromListener();
  72319. }
  72320. }
  72321. if (scene.soundTracks) {
  72322. for (i = 0; i < scene.soundTracks.length; i++) {
  72323. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72324. sound = scene.soundTracks[i].soundCollection[j];
  72325. if (sound.useCustomAttenuation) {
  72326. sound.updateDistanceFromListener();
  72327. }
  72328. }
  72329. }
  72330. }
  72331. }
  72332. };
  72333. return AudioSceneComponent;
  72334. }());
  72335. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72336. })(BABYLON || (BABYLON = {}));
  72337. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72338. var BABYLON;
  72339. (function (BABYLON) {
  72340. /**
  72341. * This defines an action helpful to play a defined sound on a triggered action.
  72342. */
  72343. var PlaySoundAction = /** @class */ (function (_super) {
  72344. __extends(PlaySoundAction, _super);
  72345. /**
  72346. * Instantiate the action
  72347. * @param triggerOptions defines the trigger options
  72348. * @param sound defines the sound to play
  72349. * @param condition defines the trigger related conditions
  72350. */
  72351. function PlaySoundAction(triggerOptions, sound, condition) {
  72352. var _this = _super.call(this, triggerOptions, condition) || this;
  72353. _this._sound = sound;
  72354. return _this;
  72355. }
  72356. /** @hidden */
  72357. PlaySoundAction.prototype._prepare = function () {
  72358. };
  72359. /**
  72360. * Execute the action and play the sound.
  72361. */
  72362. PlaySoundAction.prototype.execute = function () {
  72363. if (this._sound !== undefined) {
  72364. this._sound.play();
  72365. }
  72366. };
  72367. /**
  72368. * Serializes the actions and its related information.
  72369. * @param parent defines the object to serialize in
  72370. * @returns the serialized object
  72371. */
  72372. PlaySoundAction.prototype.serialize = function (parent) {
  72373. return _super.prototype._serialize.call(this, {
  72374. name: "PlaySoundAction",
  72375. properties: [{ name: "sound", value: this._sound.name }]
  72376. }, parent);
  72377. };
  72378. return PlaySoundAction;
  72379. }(BABYLON.Action));
  72380. BABYLON.PlaySoundAction = PlaySoundAction;
  72381. /**
  72382. * This defines an action helpful to stop a defined sound on a triggered action.
  72383. */
  72384. var StopSoundAction = /** @class */ (function (_super) {
  72385. __extends(StopSoundAction, _super);
  72386. /**
  72387. * Instantiate the action
  72388. * @param triggerOptions defines the trigger options
  72389. * @param sound defines the sound to stop
  72390. * @param condition defines the trigger related conditions
  72391. */
  72392. function StopSoundAction(triggerOptions, sound, condition) {
  72393. var _this = _super.call(this, triggerOptions, condition) || this;
  72394. _this._sound = sound;
  72395. return _this;
  72396. }
  72397. /** @hidden */
  72398. StopSoundAction.prototype._prepare = function () {
  72399. };
  72400. /**
  72401. * Execute the action and stop the sound.
  72402. */
  72403. StopSoundAction.prototype.execute = function () {
  72404. if (this._sound !== undefined) {
  72405. this._sound.stop();
  72406. }
  72407. };
  72408. /**
  72409. * Serializes the actions and its related information.
  72410. * @param parent defines the object to serialize in
  72411. * @returns the serialized object
  72412. */
  72413. StopSoundAction.prototype.serialize = function (parent) {
  72414. return _super.prototype._serialize.call(this, {
  72415. name: "StopSoundAction",
  72416. properties: [{ name: "sound", value: this._sound.name }]
  72417. }, parent);
  72418. };
  72419. return StopSoundAction;
  72420. }(BABYLON.Action));
  72421. BABYLON.StopSoundAction = StopSoundAction;
  72422. })(BABYLON || (BABYLON = {}));
  72423. //# sourceMappingURL=babylon.directAudioActions.js.map
  72424. var BABYLON;
  72425. (function (BABYLON) {
  72426. /**
  72427. * Class for creating a cube texture
  72428. */
  72429. var CubeTexture = /** @class */ (function (_super) {
  72430. __extends(CubeTexture, _super);
  72431. /**
  72432. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72433. * as prefiltered data.
  72434. * @param rootUrl defines the url of the texture or the root name of the six images
  72435. * @param scene defines the scene the texture is attached to
  72436. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72437. * @param noMipmap defines if mipmaps should be created or not
  72438. * @param files defines the six files to load for the different faces
  72439. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72440. * @param onError defines a callback triggered in case of error during load
  72441. * @param format defines the internal format to use for the texture once loaded
  72442. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72443. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72444. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72445. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72446. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72447. * @return the cube texture
  72448. */
  72449. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72450. if (extensions === void 0) { extensions = null; }
  72451. if (noMipmap === void 0) { noMipmap = false; }
  72452. if (files === void 0) { files = null; }
  72453. if (onLoad === void 0) { onLoad = null; }
  72454. if (onError === void 0) { onError = null; }
  72455. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72456. if (prefiltered === void 0) { prefiltered = false; }
  72457. if (forcedExtension === void 0) { forcedExtension = null; }
  72458. if (createPolynomials === void 0) { createPolynomials = false; }
  72459. if (lodScale === void 0) { lodScale = 0.8; }
  72460. if (lodOffset === void 0) { lodOffset = 0; }
  72461. var _this = _super.call(this, scene) || this;
  72462. /**
  72463. * Gets or sets the center of the bounding box associated with the cube texture.
  72464. * It must define where the camera used to render the texture was set
  72465. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72466. */
  72467. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72468. _this._rotationY = 0;
  72469. /** @hidden */
  72470. _this._prefiltered = false;
  72471. _this.name = rootUrl;
  72472. _this.url = rootUrl;
  72473. _this._noMipmap = noMipmap;
  72474. _this.hasAlpha = false;
  72475. _this._format = format;
  72476. _this.isCube = true;
  72477. _this._textureMatrix = BABYLON.Matrix.Identity();
  72478. _this._createPolynomials = createPolynomials;
  72479. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72480. if (!rootUrl && !files) {
  72481. return _this;
  72482. }
  72483. var lastDot = rootUrl.lastIndexOf(".");
  72484. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72485. var isDDS = (extension === ".dds");
  72486. var isEnv = (extension === ".env");
  72487. if (isEnv) {
  72488. _this.gammaSpace = false;
  72489. _this._prefiltered = false;
  72490. }
  72491. else {
  72492. _this._prefiltered = prefiltered;
  72493. if (prefiltered) {
  72494. _this.gammaSpace = false;
  72495. }
  72496. }
  72497. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72498. if (!files) {
  72499. if (!isEnv && !isDDS && !extensions) {
  72500. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72501. }
  72502. files = [];
  72503. if (extensions) {
  72504. for (var index = 0; index < extensions.length; index++) {
  72505. files.push(rootUrl + extensions[index]);
  72506. }
  72507. }
  72508. }
  72509. _this._files = files;
  72510. if (!_this._texture) {
  72511. if (!scene.useDelayedTextureLoading) {
  72512. if (prefiltered) {
  72513. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72514. }
  72515. else {
  72516. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72517. }
  72518. }
  72519. else {
  72520. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72521. }
  72522. }
  72523. else if (onLoad) {
  72524. if (_this._texture.isReady) {
  72525. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72526. }
  72527. else {
  72528. _this._texture.onLoadedObservable.add(onLoad);
  72529. }
  72530. }
  72531. return _this;
  72532. }
  72533. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72534. /**
  72535. * Returns the bounding box size
  72536. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72537. */
  72538. get: function () {
  72539. return this._boundingBoxSize;
  72540. },
  72541. /**
  72542. * Gets or sets the size of the bounding box associated with the cube texture
  72543. * When defined, the cubemap will switch to local mode
  72544. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72545. * @example https://www.babylonjs-playground.com/#RNASML
  72546. */
  72547. set: function (value) {
  72548. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72549. return;
  72550. }
  72551. this._boundingBoxSize = value;
  72552. var scene = this.getScene();
  72553. if (scene) {
  72554. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72555. }
  72556. },
  72557. enumerable: true,
  72558. configurable: true
  72559. });
  72560. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72561. /**
  72562. * Gets texture matrix rotation angle around Y axis radians.
  72563. */
  72564. get: function () {
  72565. return this._rotationY;
  72566. },
  72567. /**
  72568. * Sets texture matrix rotation angle around Y axis in radians.
  72569. */
  72570. set: function (value) {
  72571. this._rotationY = value;
  72572. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72573. },
  72574. enumerable: true,
  72575. configurable: true
  72576. });
  72577. /**
  72578. * Creates a cube texture from an array of image urls
  72579. * @param files defines an array of image urls
  72580. * @param scene defines the hosting scene
  72581. * @param noMipmap specifies if mip maps are not used
  72582. * @returns a cube texture
  72583. */
  72584. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72585. var rootUrlKey = "";
  72586. files.forEach(function (url) { return rootUrlKey += url; });
  72587. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72588. };
  72589. /**
  72590. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72591. * @param url defines the url of the prefiltered texture
  72592. * @param scene defines the scene the texture is attached to
  72593. * @param forcedExtension defines the extension of the file if different from the url
  72594. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72595. * @return the prefiltered texture
  72596. */
  72597. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  72598. if (forcedExtension === void 0) { forcedExtension = null; }
  72599. if (createPolynomials === void 0) { createPolynomials = true; }
  72600. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  72601. };
  72602. /**
  72603. * Delays loading of the cube texture
  72604. */
  72605. CubeTexture.prototype.delayLoad = function () {
  72606. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  72607. return;
  72608. }
  72609. var scene = this.getScene();
  72610. if (!scene) {
  72611. return;
  72612. }
  72613. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  72614. this._texture = this._getFromCache(this.url, this._noMipmap);
  72615. if (!this._texture) {
  72616. if (this._prefiltered) {
  72617. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  72618. }
  72619. else {
  72620. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  72621. }
  72622. }
  72623. };
  72624. /**
  72625. * Returns the reflection texture matrix
  72626. * @returns the reflection texture matrix
  72627. */
  72628. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  72629. return this._textureMatrix;
  72630. };
  72631. /**
  72632. * Sets the reflection texture matrix
  72633. * @param value Reflection texture matrix
  72634. */
  72635. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  72636. this._textureMatrix = value;
  72637. };
  72638. /**
  72639. * Parses text to create a cube texture
  72640. * @param parsedTexture define the serialized text to read from
  72641. * @param scene defines the hosting scene
  72642. * @param rootUrl defines the root url of the cube texture
  72643. * @returns a cube texture
  72644. */
  72645. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72646. var texture = BABYLON.SerializationHelper.Parse(function () {
  72647. var prefiltered = false;
  72648. if (parsedTexture.prefiltered) {
  72649. prefiltered = parsedTexture.prefiltered;
  72650. }
  72651. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  72652. }, parsedTexture, scene);
  72653. // Local Cubemaps
  72654. if (parsedTexture.boundingBoxPosition) {
  72655. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  72656. }
  72657. if (parsedTexture.boundingBoxSize) {
  72658. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  72659. }
  72660. // Animations
  72661. if (parsedTexture.animations) {
  72662. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  72663. var parsedAnimation = parsedTexture.animations[animationIndex];
  72664. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  72665. }
  72666. }
  72667. return texture;
  72668. };
  72669. /**
  72670. * Makes a clone, or deep copy, of the cube texture
  72671. * @returns a new cube texture
  72672. */
  72673. CubeTexture.prototype.clone = function () {
  72674. var _this = this;
  72675. return BABYLON.SerializationHelper.Clone(function () {
  72676. var scene = _this.getScene();
  72677. if (!scene) {
  72678. return _this;
  72679. }
  72680. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  72681. }, this);
  72682. };
  72683. __decorate([
  72684. BABYLON.serialize("rotationY")
  72685. ], CubeTexture.prototype, "rotationY", null);
  72686. return CubeTexture;
  72687. }(BABYLON.BaseTexture));
  72688. BABYLON.CubeTexture = CubeTexture;
  72689. })(BABYLON || (BABYLON = {}));
  72690. //# sourceMappingURL=babylon.cubeTexture.js.map
  72691. var BABYLON;
  72692. (function (BABYLON) {
  72693. /**
  72694. * Raw cube texture where the raw buffers are passed in
  72695. */
  72696. var RawCubeTexture = /** @class */ (function (_super) {
  72697. __extends(RawCubeTexture, _super);
  72698. /**
  72699. * Creates a cube texture where the raw buffers are passed in.
  72700. * @param scene defines the scene the texture is attached to
  72701. * @param data defines the array of data to use to create each face
  72702. * @param size defines the size of the textures
  72703. * @param format defines the format of the data
  72704. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  72705. * @param generateMipMaps defines if the engine should generate the mip levels
  72706. * @param invertY defines if data must be stored with Y axis inverted
  72707. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  72708. * @param compression defines the compression used (null by default)
  72709. */
  72710. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  72711. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72712. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72713. if (generateMipMaps === void 0) { generateMipMaps = false; }
  72714. if (invertY === void 0) { invertY = false; }
  72715. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72716. if (compression === void 0) { compression = null; }
  72717. var _this = _super.call(this, "", scene) || this;
  72718. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  72719. return _this;
  72720. }
  72721. /**
  72722. * Updates the raw cube texture.
  72723. * @param data defines the data to store
  72724. * @param format defines the data format
  72725. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  72726. * @param invertY defines if data must be stored with Y axis inverted
  72727. * @param compression defines the compression used (null by default)
  72728. * @param level defines which level of the texture to update
  72729. */
  72730. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  72731. if (compression === void 0) { compression = null; }
  72732. if (level === void 0) { level = 0; }
  72733. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  72734. };
  72735. /**
  72736. * Updates a raw cube texture with RGBD encoded data.
  72737. * @param data defines the array of data [mipmap][face] to use to create each face
  72738. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  72739. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72740. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72741. * @returns a promsie that resolves when the operation is complete
  72742. */
  72743. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  72744. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  72745. if (lodScale === void 0) { lodScale = 0.8; }
  72746. if (lodOffset === void 0) { lodOffset = 0; }
  72747. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  72748. };
  72749. /**
  72750. * Clones the raw cube texture.
  72751. * @return a new cube texture
  72752. */
  72753. RawCubeTexture.prototype.clone = function () {
  72754. var _this = this;
  72755. return BABYLON.SerializationHelper.Clone(function () {
  72756. var scene = _this.getScene();
  72757. var internalTexture = _this._texture;
  72758. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  72759. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  72760. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  72761. }
  72762. return texture;
  72763. }, this);
  72764. };
  72765. /** @hidden */
  72766. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  72767. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  72768. internalTexture._bufferViewArrayArray = data;
  72769. internalTexture._lodGenerationScale = lodScale;
  72770. internalTexture._lodGenerationOffset = lodOffset;
  72771. internalTexture._sphericalPolynomial = sphericalPolynomial;
  72772. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  72773. internalTexture.isReady = true;
  72774. });
  72775. };
  72776. return RawCubeTexture;
  72777. }(BABYLON.CubeTexture));
  72778. BABYLON.RawCubeTexture = RawCubeTexture;
  72779. })(BABYLON || (BABYLON = {}));
  72780. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  72781. var BABYLON;
  72782. (function (BABYLON) {
  72783. /**
  72784. * This Helps creating a texture that will be created from a camera in your scene.
  72785. * It is basically a dynamic texture that could be used to create special effects for instance.
  72786. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  72787. */
  72788. var RenderTargetTexture = /** @class */ (function (_super) {
  72789. __extends(RenderTargetTexture, _super);
  72790. /**
  72791. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  72792. * or used a shadow, depth texture...
  72793. * @param name The friendly name of the texture
  72794. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  72795. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  72796. * @param generateMipMaps True if mip maps need to be generated after render.
  72797. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  72798. * @param type The type of the buffer in the RTT (int, half float, float...)
  72799. * @param isCube True if a cube texture needs to be created
  72800. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  72801. * @param generateDepthBuffer True to generate a depth buffer
  72802. * @param generateStencilBuffer True to generate a stencil buffer
  72803. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  72804. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  72805. */
  72806. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format) {
  72807. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  72808. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72809. if (isCube === void 0) { isCube = false; }
  72810. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72811. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  72812. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  72813. if (isMulti === void 0) { isMulti = false; }
  72814. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72815. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  72816. _this.isCube = isCube;
  72817. /**
  72818. * Define if particles should be rendered in your texture.
  72819. */
  72820. _this.renderParticles = true;
  72821. /**
  72822. * Define if sprites should be rendered in your texture.
  72823. */
  72824. _this.renderSprites = false;
  72825. /**
  72826. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  72827. */
  72828. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  72829. /**
  72830. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  72831. */
  72832. _this.ignoreCameraViewport = false;
  72833. /**
  72834. * An event triggered when the texture is unbind.
  72835. */
  72836. _this.onBeforeBindObservable = new BABYLON.Observable();
  72837. /**
  72838. * An event triggered when the texture is unbind.
  72839. */
  72840. _this.onAfterUnbindObservable = new BABYLON.Observable();
  72841. /**
  72842. * An event triggered before rendering the texture
  72843. */
  72844. _this.onBeforeRenderObservable = new BABYLON.Observable();
  72845. /**
  72846. * An event triggered after rendering the texture
  72847. */
  72848. _this.onAfterRenderObservable = new BABYLON.Observable();
  72849. /**
  72850. * An event triggered after the texture clear
  72851. */
  72852. _this.onClearObservable = new BABYLON.Observable();
  72853. _this._currentRefreshId = -1;
  72854. _this._refreshRate = 1;
  72855. _this._samples = 1;
  72856. /**
  72857. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  72858. * It must define where the camera used to render the texture is set
  72859. */
  72860. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72861. scene = _this.getScene();
  72862. if (!scene) {
  72863. return _this;
  72864. }
  72865. _this.renderList = new Array();
  72866. _this._engine = scene.getEngine();
  72867. _this.name = name;
  72868. _this.isRenderTarget = true;
  72869. _this._initialSizeParameter = size;
  72870. _this._processSizeParameter(size);
  72871. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  72872. });
  72873. _this._generateMipMaps = generateMipMaps ? true : false;
  72874. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  72875. // Rendering groups
  72876. _this._renderingManager = new BABYLON.RenderingManager(scene);
  72877. _this._renderingManager._useSceneAutoClearSetup = true;
  72878. if (isMulti) {
  72879. return _this;
  72880. }
  72881. _this._renderTargetOptions = {
  72882. generateMipMaps: generateMipMaps,
  72883. type: type,
  72884. format: format,
  72885. samplingMode: samplingMode,
  72886. generateDepthBuffer: generateDepthBuffer,
  72887. generateStencilBuffer: generateStencilBuffer
  72888. };
  72889. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  72890. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72891. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72892. }
  72893. if (isCube) {
  72894. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  72895. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  72896. _this._textureMatrix = BABYLON.Matrix.Identity();
  72897. }
  72898. else {
  72899. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  72900. }
  72901. return _this;
  72902. }
  72903. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  72904. /**
  72905. * Use this list to define the list of mesh you want to render.
  72906. */
  72907. get: function () {
  72908. return this._renderList;
  72909. },
  72910. set: function (value) {
  72911. this._renderList = value;
  72912. if (this._renderList) {
  72913. this._hookArray(this._renderList);
  72914. }
  72915. },
  72916. enumerable: true,
  72917. configurable: true
  72918. });
  72919. RenderTargetTexture.prototype._hookArray = function (array) {
  72920. var _this = this;
  72921. var oldPush = array.push;
  72922. array.push = function () {
  72923. var items = [];
  72924. for (var _i = 0; _i < arguments.length; _i++) {
  72925. items[_i] = arguments[_i];
  72926. }
  72927. var wasEmpty = array.length === 0;
  72928. var result = oldPush.apply(array, items);
  72929. if (wasEmpty) {
  72930. _this.getScene().meshes.forEach(function (mesh) {
  72931. mesh._markSubMeshesAsLightDirty();
  72932. });
  72933. }
  72934. return result;
  72935. };
  72936. var oldSplice = array.splice;
  72937. array.splice = function (index, deleteCount) {
  72938. var deleted = oldSplice.apply(array, [index, deleteCount]);
  72939. if (array.length === 0) {
  72940. _this.getScene().meshes.forEach(function (mesh) {
  72941. mesh._markSubMeshesAsLightDirty();
  72942. });
  72943. }
  72944. return deleted;
  72945. };
  72946. };
  72947. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  72948. /**
  72949. * Set a after unbind callback in the texture.
  72950. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  72951. */
  72952. set: function (callback) {
  72953. if (this._onAfterUnbindObserver) {
  72954. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  72955. }
  72956. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  72957. },
  72958. enumerable: true,
  72959. configurable: true
  72960. });
  72961. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  72962. /**
  72963. * Set a before render callback in the texture.
  72964. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  72965. */
  72966. set: function (callback) {
  72967. if (this._onBeforeRenderObserver) {
  72968. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  72969. }
  72970. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  72971. },
  72972. enumerable: true,
  72973. configurable: true
  72974. });
  72975. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  72976. /**
  72977. * Set a after render callback in the texture.
  72978. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  72979. */
  72980. set: function (callback) {
  72981. if (this._onAfterRenderObserver) {
  72982. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  72983. }
  72984. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  72985. },
  72986. enumerable: true,
  72987. configurable: true
  72988. });
  72989. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  72990. /**
  72991. * Set a clear callback in the texture.
  72992. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  72993. */
  72994. set: function (callback) {
  72995. if (this._onClearObserver) {
  72996. this.onClearObservable.remove(this._onClearObserver);
  72997. }
  72998. this._onClearObserver = this.onClearObservable.add(callback);
  72999. },
  73000. enumerable: true,
  73001. configurable: true
  73002. });
  73003. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73004. /**
  73005. * Gets render target creation options that were used.
  73006. */
  73007. get: function () {
  73008. return this._renderTargetOptions;
  73009. },
  73010. enumerable: true,
  73011. configurable: true
  73012. });
  73013. RenderTargetTexture.prototype._onRatioRescale = function () {
  73014. if (this._sizeRatio) {
  73015. this.resize(this._initialSizeParameter);
  73016. }
  73017. };
  73018. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73019. get: function () {
  73020. return this._boundingBoxSize;
  73021. },
  73022. /**
  73023. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73024. * When defined, the cubemap will switch to local mode
  73025. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73026. * @example https://www.babylonjs-playground.com/#RNASML
  73027. */
  73028. set: function (value) {
  73029. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73030. return;
  73031. }
  73032. this._boundingBoxSize = value;
  73033. var scene = this.getScene();
  73034. if (scene) {
  73035. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73036. }
  73037. },
  73038. enumerable: true,
  73039. configurable: true
  73040. });
  73041. /**
  73042. * Creates a depth stencil texture.
  73043. * This is only available in WebGL 2 or with the depth texture extension available.
  73044. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73045. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73046. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73047. */
  73048. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73049. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73050. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73051. if (generateStencil === void 0) { generateStencil = false; }
  73052. if (!this.getScene()) {
  73053. return;
  73054. }
  73055. var engine = this.getScene().getEngine();
  73056. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73057. bilinearFiltering: bilinearFiltering,
  73058. comparisonFunction: comparisonFunction,
  73059. generateStencil: generateStencil,
  73060. isCube: this.isCube
  73061. });
  73062. engine.setFrameBufferDepthStencilTexture(this);
  73063. };
  73064. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73065. if (size.ratio) {
  73066. this._sizeRatio = size.ratio;
  73067. this._size = {
  73068. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73069. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73070. };
  73071. }
  73072. else {
  73073. this._size = size;
  73074. }
  73075. };
  73076. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73077. /**
  73078. * Define the number of samples to use in case of MSAA.
  73079. * It defaults to one meaning no MSAA has been enabled.
  73080. */
  73081. get: function () {
  73082. return this._samples;
  73083. },
  73084. set: function (value) {
  73085. if (this._samples === value) {
  73086. return;
  73087. }
  73088. var scene = this.getScene();
  73089. if (!scene) {
  73090. return;
  73091. }
  73092. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73093. },
  73094. enumerable: true,
  73095. configurable: true
  73096. });
  73097. /**
  73098. * Resets the refresh counter of the texture and start bak from scratch.
  73099. * Could be usefull to regenerate the texture if it is setup to render only once.
  73100. */
  73101. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73102. this._currentRefreshId = -1;
  73103. };
  73104. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73105. /**
  73106. * Define the refresh rate of the texture or the rendering frequency.
  73107. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73108. */
  73109. get: function () {
  73110. return this._refreshRate;
  73111. },
  73112. set: function (value) {
  73113. this._refreshRate = value;
  73114. this.resetRefreshCounter();
  73115. },
  73116. enumerable: true,
  73117. configurable: true
  73118. });
  73119. /**
  73120. * Adds a post process to the render target rendering passes.
  73121. * @param postProcess define the post process to add
  73122. */
  73123. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73124. if (!this._postProcessManager) {
  73125. var scene = this.getScene();
  73126. if (!scene) {
  73127. return;
  73128. }
  73129. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73130. this._postProcesses = new Array();
  73131. }
  73132. this._postProcesses.push(postProcess);
  73133. this._postProcesses[0].autoClear = false;
  73134. };
  73135. /**
  73136. * Clear all the post processes attached to the render target
  73137. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73138. */
  73139. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73140. if (dispose === void 0) { dispose = false; }
  73141. if (!this._postProcesses) {
  73142. return;
  73143. }
  73144. if (dispose) {
  73145. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73146. var postProcess = _a[_i];
  73147. postProcess.dispose();
  73148. }
  73149. }
  73150. this._postProcesses = [];
  73151. };
  73152. /**
  73153. * Remove one of the post process from the list of attached post processes to the texture
  73154. * @param postProcess define the post process to remove from the list
  73155. */
  73156. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73157. if (!this._postProcesses) {
  73158. return;
  73159. }
  73160. var index = this._postProcesses.indexOf(postProcess);
  73161. if (index === -1) {
  73162. return;
  73163. }
  73164. this._postProcesses.splice(index, 1);
  73165. if (this._postProcesses.length > 0) {
  73166. this._postProcesses[0].autoClear = false;
  73167. }
  73168. };
  73169. /** @hidden */
  73170. RenderTargetTexture.prototype._shouldRender = function () {
  73171. if (this._currentRefreshId === -1) { // At least render once
  73172. this._currentRefreshId = 1;
  73173. return true;
  73174. }
  73175. if (this.refreshRate === this._currentRefreshId) {
  73176. this._currentRefreshId = 1;
  73177. return true;
  73178. }
  73179. this._currentRefreshId++;
  73180. return false;
  73181. };
  73182. /**
  73183. * Gets the actual render size of the texture.
  73184. * @returns the width of the render size
  73185. */
  73186. RenderTargetTexture.prototype.getRenderSize = function () {
  73187. return this.getRenderWidth();
  73188. };
  73189. /**
  73190. * Gets the actual render width of the texture.
  73191. * @returns the width of the render size
  73192. */
  73193. RenderTargetTexture.prototype.getRenderWidth = function () {
  73194. if (this._size.width) {
  73195. return this._size.width;
  73196. }
  73197. return this._size;
  73198. };
  73199. /**
  73200. * Gets the actual render height of the texture.
  73201. * @returns the height of the render size
  73202. */
  73203. RenderTargetTexture.prototype.getRenderHeight = function () {
  73204. if (this._size.width) {
  73205. return this._size.height;
  73206. }
  73207. return this._size;
  73208. };
  73209. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73210. /**
  73211. * Get if the texture can be rescaled or not.
  73212. */
  73213. get: function () {
  73214. return true;
  73215. },
  73216. enumerable: true,
  73217. configurable: true
  73218. });
  73219. /**
  73220. * Resize the texture using a ratio.
  73221. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73222. */
  73223. RenderTargetTexture.prototype.scale = function (ratio) {
  73224. var newSize = this.getRenderSize() * ratio;
  73225. this.resize(newSize);
  73226. };
  73227. /**
  73228. * Get the texture reflection matrix used to rotate/transform the reflection.
  73229. * @returns the reflection matrix
  73230. */
  73231. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73232. if (this.isCube) {
  73233. return this._textureMatrix;
  73234. }
  73235. return _super.prototype.getReflectionTextureMatrix.call(this);
  73236. };
  73237. /**
  73238. * Resize the texture to a new desired size.
  73239. * Be carrefull as it will recreate all the data in the new texture.
  73240. * @param size Define the new size. It can be:
  73241. * - a number for squared texture,
  73242. * - an object containing { width: number, height: number }
  73243. * - or an object containing a ratio { ratio: number }
  73244. */
  73245. RenderTargetTexture.prototype.resize = function (size) {
  73246. this.releaseInternalTexture();
  73247. var scene = this.getScene();
  73248. if (!scene) {
  73249. return;
  73250. }
  73251. this._processSizeParameter(size);
  73252. if (this.isCube) {
  73253. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73254. }
  73255. else {
  73256. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73257. }
  73258. };
  73259. /**
  73260. * Renders all the objects from the render list into the texture.
  73261. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73262. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73263. */
  73264. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73265. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73266. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73267. var scene = this.getScene();
  73268. if (!scene) {
  73269. return;
  73270. }
  73271. var engine = scene.getEngine();
  73272. if (this.useCameraPostProcesses !== undefined) {
  73273. useCameraPostProcess = this.useCameraPostProcesses;
  73274. }
  73275. if (this._waitingRenderList) {
  73276. this.renderList = [];
  73277. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73278. var id = this._waitingRenderList[index];
  73279. var mesh_1 = scene.getMeshByID(id);
  73280. if (mesh_1) {
  73281. this.renderList.push(mesh_1);
  73282. }
  73283. }
  73284. delete this._waitingRenderList;
  73285. }
  73286. // Is predicate defined?
  73287. if (this.renderListPredicate) {
  73288. if (this.renderList) {
  73289. this.renderList.splice(0); // Clear previous renderList
  73290. }
  73291. else {
  73292. this.renderList = [];
  73293. }
  73294. var scene = this.getScene();
  73295. if (!scene) {
  73296. return;
  73297. }
  73298. var sceneMeshes = scene.meshes;
  73299. for (var index = 0; index < sceneMeshes.length; index++) {
  73300. var mesh = sceneMeshes[index];
  73301. if (this.renderListPredicate(mesh)) {
  73302. this.renderList.push(mesh);
  73303. }
  73304. }
  73305. }
  73306. this.onBeforeBindObservable.notifyObservers(this);
  73307. // Set custom projection.
  73308. // Needs to be before binding to prevent changing the aspect ratio.
  73309. var camera;
  73310. if (this.activeCamera) {
  73311. camera = this.activeCamera;
  73312. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73313. if (this.activeCamera !== scene.activeCamera) {
  73314. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73315. }
  73316. }
  73317. else {
  73318. camera = scene.activeCamera;
  73319. if (camera) {
  73320. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73321. }
  73322. }
  73323. // Prepare renderingManager
  73324. this._renderingManager.reset();
  73325. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73326. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73327. var sceneRenderId = scene.getRenderId();
  73328. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73329. var mesh = currentRenderList[meshIndex];
  73330. if (mesh) {
  73331. if (!mesh.isReady(this.refreshRate === 0)) {
  73332. this.resetRefreshCounter();
  73333. continue;
  73334. }
  73335. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73336. var isMasked = void 0;
  73337. if (!this.renderList && camera) {
  73338. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73339. }
  73340. else {
  73341. isMasked = false;
  73342. }
  73343. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73344. mesh._activate(sceneRenderId);
  73345. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73346. var subMesh = mesh.subMeshes[subIndex];
  73347. scene._activeIndices.addCount(subMesh.indexCount, false);
  73348. this._renderingManager.dispatch(subMesh, mesh);
  73349. }
  73350. }
  73351. }
  73352. }
  73353. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73354. var particleSystem = scene.particleSystems[particleIndex];
  73355. var emitter = particleSystem.emitter;
  73356. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73357. continue;
  73358. }
  73359. if (currentRenderList.indexOf(emitter) >= 0) {
  73360. this._renderingManager.dispatchParticles(particleSystem);
  73361. }
  73362. }
  73363. if (this.isCube) {
  73364. for (var face = 0; face < 6; face++) {
  73365. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73366. scene.incrementRenderId();
  73367. scene.resetCachedMaterial();
  73368. }
  73369. }
  73370. else {
  73371. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73372. }
  73373. this.onAfterUnbindObservable.notifyObservers(this);
  73374. if (scene.activeCamera) {
  73375. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73376. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73377. }
  73378. engine.setViewport(scene.activeCamera.viewport);
  73379. }
  73380. scene.resetCachedMaterial();
  73381. };
  73382. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73383. var minimum = 128;
  73384. var x = renderDimension * scale;
  73385. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73386. // Ensure we don't exceed the render dimension (while staying POT)
  73387. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73388. };
  73389. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73390. var _this = this;
  73391. if (!this._texture) {
  73392. return;
  73393. }
  73394. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73395. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73396. });
  73397. };
  73398. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73399. var scene = this.getScene();
  73400. if (!scene) {
  73401. return;
  73402. }
  73403. var engine = scene.getEngine();
  73404. if (!this._texture) {
  73405. return;
  73406. }
  73407. // Bind
  73408. if (this._postProcessManager) {
  73409. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73410. }
  73411. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73412. if (this._texture) {
  73413. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73414. }
  73415. }
  73416. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73417. // Clear
  73418. if (this.onClearObservable.hasObservers()) {
  73419. this.onClearObservable.notifyObservers(engine);
  73420. }
  73421. else {
  73422. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73423. }
  73424. if (!this._doNotChangeAspectRatio) {
  73425. scene.updateTransformMatrix(true);
  73426. }
  73427. // Render
  73428. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73429. if (this._postProcessManager) {
  73430. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73431. }
  73432. else if (useCameraPostProcess) {
  73433. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73434. }
  73435. if (!this._doNotChangeAspectRatio) {
  73436. scene.updateTransformMatrix(true);
  73437. }
  73438. // Dump ?
  73439. if (dumpForDebug) {
  73440. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73441. }
  73442. // Unbind
  73443. if (!this.isCube || faceIndex === 5) {
  73444. if (this.isCube) {
  73445. if (faceIndex === 5) {
  73446. engine.generateMipMapsForCubemap(this._texture);
  73447. }
  73448. }
  73449. this.unbindFrameBuffer(engine, faceIndex);
  73450. }
  73451. else {
  73452. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73453. }
  73454. };
  73455. /**
  73456. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73457. * This allowed control for front to back rendering or reversly depending of the special needs.
  73458. *
  73459. * @param renderingGroupId The rendering group id corresponding to its index
  73460. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73461. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73462. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73463. */
  73464. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73465. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73466. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73467. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73468. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73469. };
  73470. /**
  73471. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73472. *
  73473. * @param renderingGroupId The rendering group id corresponding to its index
  73474. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73475. */
  73476. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73477. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73478. this._renderingManager._useSceneAutoClearSetup = false;
  73479. };
  73480. /**
  73481. * Clones the texture.
  73482. * @returns the cloned texture
  73483. */
  73484. RenderTargetTexture.prototype.clone = function () {
  73485. var textureSize = this.getSize();
  73486. var newTexture = new RenderTargetTexture(this.name, textureSize, this.getScene(), this._renderTargetOptions.generateMipMaps, this._doNotChangeAspectRatio, this._renderTargetOptions.type, this.isCube, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer, this._renderTargetOptions.generateStencilBuffer);
  73487. // Base texture
  73488. newTexture.hasAlpha = this.hasAlpha;
  73489. newTexture.level = this.level;
  73490. // RenderTarget Texture
  73491. newTexture.coordinatesMode = this.coordinatesMode;
  73492. if (this.renderList) {
  73493. newTexture.renderList = this.renderList.slice(0);
  73494. }
  73495. return newTexture;
  73496. };
  73497. /**
  73498. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73499. * @returns The JSON representation of the texture
  73500. */
  73501. RenderTargetTexture.prototype.serialize = function () {
  73502. if (!this.name) {
  73503. return null;
  73504. }
  73505. var serializationObject = _super.prototype.serialize.call(this);
  73506. serializationObject.renderTargetSize = this.getRenderSize();
  73507. serializationObject.renderList = [];
  73508. if (this.renderList) {
  73509. for (var index = 0; index < this.renderList.length; index++) {
  73510. serializationObject.renderList.push(this.renderList[index].id);
  73511. }
  73512. }
  73513. return serializationObject;
  73514. };
  73515. /**
  73516. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73517. */
  73518. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73519. var objBuffer = this.getInternalTexture();
  73520. var scene = this.getScene();
  73521. if (objBuffer && scene) {
  73522. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73523. }
  73524. };
  73525. /**
  73526. * Dispose the texture and release its associated resources.
  73527. */
  73528. RenderTargetTexture.prototype.dispose = function () {
  73529. if (this._postProcessManager) {
  73530. this._postProcessManager.dispose();
  73531. this._postProcessManager = null;
  73532. }
  73533. this.clearPostProcesses(true);
  73534. if (this._resizeObserver) {
  73535. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73536. this._resizeObserver = null;
  73537. }
  73538. this.renderList = null;
  73539. // Remove from custom render targets
  73540. var scene = this.getScene();
  73541. if (!scene) {
  73542. return;
  73543. }
  73544. var index = scene.customRenderTargets.indexOf(this);
  73545. if (index >= 0) {
  73546. scene.customRenderTargets.splice(index, 1);
  73547. }
  73548. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73549. var camera = _a[_i];
  73550. index = camera.customRenderTargets.indexOf(this);
  73551. if (index >= 0) {
  73552. camera.customRenderTargets.splice(index, 1);
  73553. }
  73554. }
  73555. _super.prototype.dispose.call(this);
  73556. };
  73557. /** @hidden */
  73558. RenderTargetTexture.prototype._rebuild = function () {
  73559. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73560. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73561. }
  73562. if (this._postProcessManager) {
  73563. this._postProcessManager._rebuild();
  73564. }
  73565. };
  73566. /**
  73567. * Clear the info related to rendering groups preventing retention point in material dispose.
  73568. */
  73569. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73570. if (this._renderingManager) {
  73571. this._renderingManager.freeRenderingGroups();
  73572. }
  73573. };
  73574. /**
  73575. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73576. */
  73577. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73578. /**
  73579. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73580. */
  73581. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73582. /**
  73583. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73584. * the central point of your effect and can save a lot of performances.
  73585. */
  73586. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  73587. return RenderTargetTexture;
  73588. }(BABYLON.Texture));
  73589. BABYLON.RenderTargetTexture = RenderTargetTexture;
  73590. })(BABYLON || (BABYLON = {}));
  73591. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  73592. var BABYLON;
  73593. (function (BABYLON) {
  73594. /**
  73595. * A multi render target, like a render target provides the ability to render to a texture.
  73596. * Unlike the render target, it can render to several draw buffers in one draw.
  73597. * This is specially interesting in deferred rendering or for any effects requiring more than
  73598. * just one color from a single pass.
  73599. */
  73600. var MultiRenderTarget = /** @class */ (function (_super) {
  73601. __extends(MultiRenderTarget, _super);
  73602. /**
  73603. * Instantiate a new multi render target texture.
  73604. * A multi render target, like a render target provides the ability to render to a texture.
  73605. * Unlike the render target, it can render to several draw buffers in one draw.
  73606. * This is specially interesting in deferred rendering or for any effects requiring more than
  73607. * just one color from a single pass.
  73608. * @param name Define the name of the texture
  73609. * @param size Define the size of the buffers to render to
  73610. * @param count Define the number of target we are rendering into
  73611. * @param scene Define the scene the texture belongs to
  73612. * @param options Define the options used to create the multi render target
  73613. */
  73614. function MultiRenderTarget(name, size, count, scene, options) {
  73615. var _this = this;
  73616. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  73617. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  73618. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  73619. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  73620. _this._engine = scene.getEngine();
  73621. if (!_this.isSupported) {
  73622. _this.dispose();
  73623. return;
  73624. }
  73625. var types = [];
  73626. var samplingModes = [];
  73627. for (var i = 0; i < count; i++) {
  73628. if (options && options.types && options.types[i] !== undefined) {
  73629. types.push(options.types[i]);
  73630. }
  73631. else {
  73632. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  73633. }
  73634. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  73635. samplingModes.push(options.samplingModes[i]);
  73636. }
  73637. else {
  73638. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73639. }
  73640. }
  73641. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  73642. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  73643. _this._size = size;
  73644. _this._multiRenderTargetOptions = {
  73645. samplingModes: samplingModes,
  73646. generateMipMaps: generateMipMaps,
  73647. generateDepthBuffer: generateDepthBuffer,
  73648. generateStencilBuffer: generateStencilBuffer,
  73649. generateDepthTexture: generateDepthTexture,
  73650. types: types,
  73651. textureCount: count
  73652. };
  73653. _this._createInternalTextures();
  73654. _this._createTextures();
  73655. return _this;
  73656. }
  73657. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  73658. /**
  73659. * Get if draw buffers are currently supported by the used hardware and browser.
  73660. */
  73661. get: function () {
  73662. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  73663. },
  73664. enumerable: true,
  73665. configurable: true
  73666. });
  73667. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  73668. /**
  73669. * Get the list of textures generated by the multi render target.
  73670. */
  73671. get: function () {
  73672. return this._textures;
  73673. },
  73674. enumerable: true,
  73675. configurable: true
  73676. });
  73677. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  73678. /**
  73679. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  73680. */
  73681. get: function () {
  73682. return this._textures[this._textures.length - 1];
  73683. },
  73684. enumerable: true,
  73685. configurable: true
  73686. });
  73687. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  73688. /**
  73689. * Set the wrapping mode on U of all the textures we are rendering to.
  73690. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73691. */
  73692. set: function (wrap) {
  73693. if (this._textures) {
  73694. for (var i = 0; i < this._textures.length; i++) {
  73695. this._textures[i].wrapU = wrap;
  73696. }
  73697. }
  73698. },
  73699. enumerable: true,
  73700. configurable: true
  73701. });
  73702. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  73703. /**
  73704. * Set the wrapping mode on V of all the textures we are rendering to.
  73705. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73706. */
  73707. set: function (wrap) {
  73708. if (this._textures) {
  73709. for (var i = 0; i < this._textures.length; i++) {
  73710. this._textures[i].wrapV = wrap;
  73711. }
  73712. }
  73713. },
  73714. enumerable: true,
  73715. configurable: true
  73716. });
  73717. /** @hidden */
  73718. MultiRenderTarget.prototype._rebuild = function () {
  73719. this.releaseInternalTextures();
  73720. this._createInternalTextures();
  73721. for (var i = 0; i < this._internalTextures.length; i++) {
  73722. var texture = this._textures[i];
  73723. texture._texture = this._internalTextures[i];
  73724. }
  73725. // Keeps references to frame buffer and stencil/depth buffer
  73726. this._texture = this._internalTextures[0];
  73727. };
  73728. MultiRenderTarget.prototype._createInternalTextures = function () {
  73729. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  73730. };
  73731. MultiRenderTarget.prototype._createTextures = function () {
  73732. this._textures = [];
  73733. for (var i = 0; i < this._internalTextures.length; i++) {
  73734. var texture = new BABYLON.Texture(null, this.getScene());
  73735. texture._texture = this._internalTextures[i];
  73736. this._textures.push(texture);
  73737. }
  73738. // Keeps references to frame buffer and stencil/depth buffer
  73739. this._texture = this._internalTextures[0];
  73740. };
  73741. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  73742. /**
  73743. * Define the number of samples used if MSAA is enabled.
  73744. */
  73745. get: function () {
  73746. return this._samples;
  73747. },
  73748. set: function (value) {
  73749. if (this._samples === value) {
  73750. return;
  73751. }
  73752. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  73753. },
  73754. enumerable: true,
  73755. configurable: true
  73756. });
  73757. /**
  73758. * Resize all the textures in the multi render target.
  73759. * Be carrefull as it will recreate all the data in the new texture.
  73760. * @param size Define the new size
  73761. */
  73762. MultiRenderTarget.prototype.resize = function (size) {
  73763. this.releaseInternalTextures();
  73764. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  73765. this._createInternalTextures();
  73766. };
  73767. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73768. var _this = this;
  73769. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  73770. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73771. });
  73772. };
  73773. /**
  73774. * Dispose the render targets and their associated resources
  73775. */
  73776. MultiRenderTarget.prototype.dispose = function () {
  73777. this.releaseInternalTextures();
  73778. _super.prototype.dispose.call(this);
  73779. };
  73780. /**
  73781. * Release all the underlying texture used as draw buffers.
  73782. */
  73783. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  73784. if (!this._internalTextures) {
  73785. return;
  73786. }
  73787. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  73788. if (this._internalTextures[i] !== undefined) {
  73789. this._internalTextures[i].dispose();
  73790. this._internalTextures.splice(i, 1);
  73791. }
  73792. }
  73793. };
  73794. return MultiRenderTarget;
  73795. }(BABYLON.RenderTargetTexture));
  73796. BABYLON.MultiRenderTarget = MultiRenderTarget;
  73797. })(BABYLON || (BABYLON = {}));
  73798. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  73799. var BABYLON;
  73800. (function (BABYLON) {
  73801. /**
  73802. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73803. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73804. * You can then easily use it as a reflectionTexture on a flat surface.
  73805. * In case the surface is not a plane, please consider relying on reflection probes.
  73806. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73807. */
  73808. var MirrorTexture = /** @class */ (function (_super) {
  73809. __extends(MirrorTexture, _super);
  73810. /**
  73811. * Instantiates a Mirror Texture.
  73812. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73813. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73814. * You can then easily use it as a reflectionTexture on a flat surface.
  73815. * In case the surface is not a plane, please consider relying on reflection probes.
  73816. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73817. * @param name
  73818. * @param size
  73819. * @param scene
  73820. * @param generateMipMaps
  73821. * @param type
  73822. * @param samplingMode
  73823. * @param generateDepthBuffer
  73824. */
  73825. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  73826. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73827. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  73828. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73829. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  73830. _this.scene = scene;
  73831. /**
  73832. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  73833. * It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  73834. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73835. */
  73836. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  73837. _this._transformMatrix = BABYLON.Matrix.Zero();
  73838. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  73839. _this._adaptiveBlurKernel = 0;
  73840. _this._blurKernelX = 0;
  73841. _this._blurKernelY = 0;
  73842. _this._blurRatio = 1.0;
  73843. _this.ignoreCameraViewport = true;
  73844. _this._updateGammaSpace();
  73845. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  73846. _this._updateGammaSpace;
  73847. });
  73848. _this.onBeforeRenderObservable.add(function () {
  73849. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  73850. _this._savedViewMatrix = scene.getViewMatrix();
  73851. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  73852. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  73853. scene.clipPlane = _this.mirrorPlane;
  73854. scene.getEngine().cullBackFaces = false;
  73855. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  73856. });
  73857. _this.onAfterRenderObservable.add(function () {
  73858. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  73859. scene.getEngine().cullBackFaces = true;
  73860. scene._mirroredCameraPosition = null;
  73861. delete scene.clipPlane;
  73862. });
  73863. return _this;
  73864. }
  73865. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  73866. get: function () {
  73867. return this._blurRatio;
  73868. },
  73869. /**
  73870. * Define the blur ratio used to blur the reflection if needed.
  73871. */
  73872. set: function (value) {
  73873. if (this._blurRatio === value) {
  73874. return;
  73875. }
  73876. this._blurRatio = value;
  73877. this._preparePostProcesses();
  73878. },
  73879. enumerable: true,
  73880. configurable: true
  73881. });
  73882. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  73883. /**
  73884. * Define the adaptive blur kernel used to blur the reflection if needed.
  73885. * This will autocompute the closest best match for the `blurKernel`
  73886. */
  73887. set: function (value) {
  73888. this._adaptiveBlurKernel = value;
  73889. this._autoComputeBlurKernel();
  73890. },
  73891. enumerable: true,
  73892. configurable: true
  73893. });
  73894. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  73895. /**
  73896. * Define the blur kernel used to blur the reflection if needed.
  73897. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73898. */
  73899. set: function (value) {
  73900. this.blurKernelX = value;
  73901. this.blurKernelY = value;
  73902. },
  73903. enumerable: true,
  73904. configurable: true
  73905. });
  73906. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  73907. get: function () {
  73908. return this._blurKernelX;
  73909. },
  73910. /**
  73911. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  73912. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73913. */
  73914. set: function (value) {
  73915. if (this._blurKernelX === value) {
  73916. return;
  73917. }
  73918. this._blurKernelX = value;
  73919. this._preparePostProcesses();
  73920. },
  73921. enumerable: true,
  73922. configurable: true
  73923. });
  73924. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  73925. get: function () {
  73926. return this._blurKernelY;
  73927. },
  73928. /**
  73929. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  73930. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73931. */
  73932. set: function (value) {
  73933. if (this._blurKernelY === value) {
  73934. return;
  73935. }
  73936. this._blurKernelY = value;
  73937. this._preparePostProcesses();
  73938. },
  73939. enumerable: true,
  73940. configurable: true
  73941. });
  73942. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  73943. var engine = this.getScene().getEngine();
  73944. var dw = this.getRenderWidth() / engine.getRenderWidth();
  73945. var dh = this.getRenderHeight() / engine.getRenderHeight();
  73946. this.blurKernelX = this._adaptiveBlurKernel * dw;
  73947. this.blurKernelY = this._adaptiveBlurKernel * dh;
  73948. };
  73949. MirrorTexture.prototype._onRatioRescale = function () {
  73950. if (this._sizeRatio) {
  73951. this.resize(this._initialSizeParameter);
  73952. if (!this._adaptiveBlurKernel) {
  73953. this._preparePostProcesses();
  73954. }
  73955. }
  73956. if (this._adaptiveBlurKernel) {
  73957. this._autoComputeBlurKernel();
  73958. }
  73959. };
  73960. MirrorTexture.prototype._updateGammaSpace = function () {
  73961. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  73962. };
  73963. MirrorTexture.prototype._preparePostProcesses = function () {
  73964. this.clearPostProcesses(true);
  73965. if (this._blurKernelX && this._blurKernelY) {
  73966. var engine = this.getScene().getEngine();
  73967. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  73968. this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  73969. this._blurX.autoClear = false;
  73970. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  73971. this._blurX.inputTexture = this._texture;
  73972. }
  73973. else {
  73974. this._blurX.alwaysForcePOT = true;
  73975. }
  73976. this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  73977. this._blurY.autoClear = false;
  73978. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  73979. this.addPostProcess(this._blurX);
  73980. this.addPostProcess(this._blurY);
  73981. }
  73982. else {
  73983. if (this._blurY) {
  73984. this.removePostProcess(this._blurY);
  73985. this._blurY.dispose();
  73986. this._blurY = null;
  73987. }
  73988. if (this._blurX) {
  73989. this.removePostProcess(this._blurX);
  73990. this._blurX.dispose();
  73991. this._blurX = null;
  73992. }
  73993. }
  73994. };
  73995. /**
  73996. * Clone the mirror texture.
  73997. * @returns the cloned texture
  73998. */
  73999. MirrorTexture.prototype.clone = function () {
  74000. var scene = this.getScene();
  74001. if (!scene) {
  74002. return this;
  74003. }
  74004. var textureSize = this.getSize();
  74005. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74006. // Base texture
  74007. newTexture.hasAlpha = this.hasAlpha;
  74008. newTexture.level = this.level;
  74009. // Mirror Texture
  74010. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74011. if (this.renderList) {
  74012. newTexture.renderList = this.renderList.slice(0);
  74013. }
  74014. return newTexture;
  74015. };
  74016. /**
  74017. * Serialize the texture to a JSON representation you could use in Parse later on
  74018. * @returns the serialized JSON representation
  74019. */
  74020. MirrorTexture.prototype.serialize = function () {
  74021. if (!this.name) {
  74022. return null;
  74023. }
  74024. var serializationObject = _super.prototype.serialize.call(this);
  74025. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74026. return serializationObject;
  74027. };
  74028. /**
  74029. * Dispose the texture and release its associated resources.
  74030. */
  74031. MirrorTexture.prototype.dispose = function () {
  74032. _super.prototype.dispose.call(this);
  74033. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74034. };
  74035. return MirrorTexture;
  74036. }(BABYLON.RenderTargetTexture));
  74037. BABYLON.MirrorTexture = MirrorTexture;
  74038. })(BABYLON || (BABYLON = {}));
  74039. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74040. var BABYLON;
  74041. (function (BABYLON) {
  74042. /**
  74043. * Creates a refraction texture used by refraction channel of the standard material.
  74044. * It is like a mirror but to see through a material.
  74045. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74046. */
  74047. var RefractionTexture = /** @class */ (function (_super) {
  74048. __extends(RefractionTexture, _super);
  74049. /**
  74050. * Creates a refraction texture used by refraction channel of the standard material.
  74051. * It is like a mirror but to see through a material.
  74052. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74053. * @param name Define the texture name
  74054. * @param size Define the size of the underlying texture
  74055. * @param scene Define the scene the refraction belongs to
  74056. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74057. */
  74058. function RefractionTexture(name, size, scene, generateMipMaps) {
  74059. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74060. /**
  74061. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74062. * It is possible to directly set the refractionPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  74063. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74064. */
  74065. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74066. /**
  74067. * Define how deep under the surface we should see.
  74068. */
  74069. _this.depth = 2.0;
  74070. _this.onBeforeRenderObservable.add(function () {
  74071. scene.clipPlane = _this.refractionPlane;
  74072. });
  74073. _this.onAfterRenderObservable.add(function () {
  74074. delete scene.clipPlane;
  74075. });
  74076. return _this;
  74077. }
  74078. /**
  74079. * Clone the refraction texture.
  74080. * @returns the cloned texture
  74081. */
  74082. RefractionTexture.prototype.clone = function () {
  74083. var scene = this.getScene();
  74084. if (!scene) {
  74085. return this;
  74086. }
  74087. var textureSize = this.getSize();
  74088. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74089. // Base texture
  74090. newTexture.hasAlpha = this.hasAlpha;
  74091. newTexture.level = this.level;
  74092. // Refraction Texture
  74093. newTexture.refractionPlane = this.refractionPlane.clone();
  74094. if (this.renderList) {
  74095. newTexture.renderList = this.renderList.slice(0);
  74096. }
  74097. newTexture.depth = this.depth;
  74098. return newTexture;
  74099. };
  74100. /**
  74101. * Serialize the texture to a JSON representation you could use in Parse later on
  74102. * @returns the serialized JSON representation
  74103. */
  74104. RefractionTexture.prototype.serialize = function () {
  74105. if (!this.name) {
  74106. return null;
  74107. }
  74108. var serializationObject = _super.prototype.serialize.call(this);
  74109. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74110. serializationObject.depth = this.depth;
  74111. return serializationObject;
  74112. };
  74113. return RefractionTexture;
  74114. }(BABYLON.RenderTargetTexture));
  74115. BABYLON.RefractionTexture = RefractionTexture;
  74116. })(BABYLON || (BABYLON = {}));
  74117. //# sourceMappingURL=babylon.refractionTexture.js.map
  74118. var BABYLON;
  74119. (function (BABYLON) {
  74120. /**
  74121. * A class extending Texture allowing drawing on a texture
  74122. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74123. */
  74124. var DynamicTexture = /** @class */ (function (_super) {
  74125. __extends(DynamicTexture, _super);
  74126. /**
  74127. * Creates a DynamicTexture
  74128. * @param name defines the name of the texture
  74129. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  74130. * @param scene defines the scene where you want the texture
  74131. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74132. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74133. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74134. */
  74135. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74136. if (scene === void 0) { scene = null; }
  74137. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74138. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74139. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74140. _this.name = name;
  74141. _this._engine = _this.getScene().getEngine();
  74142. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74143. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74144. _this._generateMipMaps = generateMipMaps;
  74145. if (options.getContext) {
  74146. _this._canvas = options;
  74147. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74148. }
  74149. else {
  74150. _this._canvas = document.createElement("canvas");
  74151. if (options.width || options.width === 0) {
  74152. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74153. }
  74154. else {
  74155. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74156. }
  74157. }
  74158. var textureSize = _this.getSize();
  74159. _this._canvas.width = textureSize.width;
  74160. _this._canvas.height = textureSize.height;
  74161. _this._context = _this._canvas.getContext("2d");
  74162. return _this;
  74163. }
  74164. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74165. /**
  74166. * Gets the current state of canRescale
  74167. */
  74168. get: function () {
  74169. return true;
  74170. },
  74171. enumerable: true,
  74172. configurable: true
  74173. });
  74174. DynamicTexture.prototype._recreate = function (textureSize) {
  74175. this._canvas.width = textureSize.width;
  74176. this._canvas.height = textureSize.height;
  74177. this.releaseInternalTexture();
  74178. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74179. };
  74180. /**
  74181. * Scales the texture
  74182. * @param ratio the scale factor to apply to both width and height
  74183. */
  74184. DynamicTexture.prototype.scale = function (ratio) {
  74185. var textureSize = this.getSize();
  74186. textureSize.width *= ratio;
  74187. textureSize.height *= ratio;
  74188. this._recreate(textureSize);
  74189. };
  74190. /**
  74191. * Resizes the texture
  74192. * @param width the new width
  74193. * @param height the new height
  74194. */
  74195. DynamicTexture.prototype.scaleTo = function (width, height) {
  74196. var textureSize = this.getSize();
  74197. textureSize.width = width;
  74198. textureSize.height = height;
  74199. this._recreate(textureSize);
  74200. };
  74201. /**
  74202. * Gets the context of the canvas used by the texture
  74203. * @returns the canvas context of the dynamic texture
  74204. */
  74205. DynamicTexture.prototype.getContext = function () {
  74206. return this._context;
  74207. };
  74208. /**
  74209. * Clears the texture
  74210. */
  74211. DynamicTexture.prototype.clear = function () {
  74212. var size = this.getSize();
  74213. this._context.fillRect(0, 0, size.width, size.height);
  74214. };
  74215. /**
  74216. * Updates the texture
  74217. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74218. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74219. */
  74220. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74221. if (premulAlpha === void 0) { premulAlpha = false; }
  74222. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74223. };
  74224. /**
  74225. * Draws text onto the texture
  74226. * @param text defines the text to be drawn
  74227. * @param x defines the placement of the text from the left
  74228. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74229. * @param font defines the font to be used with font-style, font-size, font-name
  74230. * @param color defines the color used for the text
  74231. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74232. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74233. * @param update defines whether texture is immediately update (default is true)
  74234. */
  74235. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74236. if (update === void 0) { update = true; }
  74237. var size = this.getSize();
  74238. if (clearColor) {
  74239. this._context.fillStyle = clearColor;
  74240. this._context.fillRect(0, 0, size.width, size.height);
  74241. }
  74242. this._context.font = font;
  74243. if (x === null || x === undefined) {
  74244. var textSize = this._context.measureText(text);
  74245. x = (size.width - textSize.width) / 2;
  74246. }
  74247. if (y === null || y === undefined) {
  74248. var fontSize = parseInt((font.replace(/\D/g, '')));
  74249. y = (size.height / 2) + (fontSize / 3.65);
  74250. }
  74251. this._context.fillStyle = color;
  74252. this._context.fillText(text, x, y);
  74253. if (update) {
  74254. this.update(invertY);
  74255. }
  74256. };
  74257. /**
  74258. * Clones the texture
  74259. * @returns the clone of the texture.
  74260. */
  74261. DynamicTexture.prototype.clone = function () {
  74262. var scene = this.getScene();
  74263. if (!scene) {
  74264. return this;
  74265. }
  74266. var textureSize = this.getSize();
  74267. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74268. // Base texture
  74269. newTexture.hasAlpha = this.hasAlpha;
  74270. newTexture.level = this.level;
  74271. // Dynamic Texture
  74272. newTexture.wrapU = this.wrapU;
  74273. newTexture.wrapV = this.wrapV;
  74274. return newTexture;
  74275. };
  74276. /**
  74277. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74278. * @returns a serialized dynamic texture object
  74279. */
  74280. DynamicTexture.prototype.serialize = function () {
  74281. var scene = this.getScene();
  74282. if (scene && !scene.isReady()) {
  74283. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74284. }
  74285. var serializationObject = _super.prototype.serialize.call(this);
  74286. serializationObject.base64String = this._canvas.toDataURL();
  74287. serializationObject.invertY = this._invertY;
  74288. serializationObject.samplingMode = this.samplingMode;
  74289. return serializationObject;
  74290. };
  74291. /** @hidden */
  74292. DynamicTexture.prototype._rebuild = function () {
  74293. this.update();
  74294. };
  74295. return DynamicTexture;
  74296. }(BABYLON.Texture));
  74297. BABYLON.DynamicTexture = DynamicTexture;
  74298. })(BABYLON || (BABYLON = {}));
  74299. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74300. var BABYLON;
  74301. (function (BABYLON) {
  74302. /**
  74303. * If you want to display a video in your scene, this is the special texture for that.
  74304. * This special texture works similar to other textures, with the exception of a few parameters.
  74305. * @see https://doc.babylonjs.com/how_to/video_texture
  74306. */
  74307. var VideoTexture = /** @class */ (function (_super) {
  74308. __extends(VideoTexture, _super);
  74309. /**
  74310. * Creates a video texture.
  74311. * If you want to display a video in your scene, this is the special texture for that.
  74312. * This special texture works similar to other textures, with the exception of a few parameters.
  74313. * @see https://doc.babylonjs.com/how_to/video_texture
  74314. * @param name optional name, will detect from video source, if not defined
  74315. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74316. * @param scene is obviously the current scene.
  74317. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74318. * @param invertY is false by default but can be used to invert video on Y axis
  74319. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74320. * @param settings allows finer control over video usage
  74321. */
  74322. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74323. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74324. if (invertY === void 0) { invertY = false; }
  74325. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74326. if (settings === void 0) { settings = {
  74327. autoPlay: true,
  74328. loop: true,
  74329. autoUpdateTexture: true,
  74330. }; }
  74331. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74332. _this._onUserActionRequestedObservable = null;
  74333. _this._stillImageCaptured = false;
  74334. _this._poster = false;
  74335. _this._createInternalTexture = function () {
  74336. if (_this._texture != null) {
  74337. if (_this._poster) {
  74338. _this._texture.dispose();
  74339. _this._poster = false;
  74340. }
  74341. else {
  74342. return;
  74343. }
  74344. }
  74345. if (!_this._engine.needPOTTextures ||
  74346. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74347. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74348. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74349. }
  74350. else {
  74351. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74352. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74353. _this._generateMipMaps = false;
  74354. }
  74355. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74356. if (!_this.video.autoplay) {
  74357. var oldHandler_1 = _this.video.onplaying;
  74358. var error_1 = false;
  74359. _this.video.onplaying = function () {
  74360. _this.video.onplaying = oldHandler_1;
  74361. _this._texture.isReady = true;
  74362. _this._updateInternalTexture();
  74363. if (!error_1) {
  74364. _this.video.pause();
  74365. }
  74366. if (_this.onLoadObservable.hasObservers()) {
  74367. _this.onLoadObservable.notifyObservers(_this);
  74368. }
  74369. };
  74370. var playing = _this.video.play();
  74371. if (playing) {
  74372. playing.then(function () {
  74373. // Everything is good.
  74374. })
  74375. .catch(function () {
  74376. error_1 = true;
  74377. // On Chrome for instance, new policies might prevent playing without user interaction.
  74378. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74379. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74380. }
  74381. });
  74382. }
  74383. else {
  74384. _this.video.onplaying = oldHandler_1;
  74385. _this._texture.isReady = true;
  74386. _this._updateInternalTexture();
  74387. if (_this.onLoadObservable.hasObservers()) {
  74388. _this.onLoadObservable.notifyObservers(_this);
  74389. }
  74390. }
  74391. }
  74392. else {
  74393. _this._texture.isReady = true;
  74394. _this._updateInternalTexture();
  74395. if (_this.onLoadObservable.hasObservers()) {
  74396. _this.onLoadObservable.notifyObservers(_this);
  74397. }
  74398. }
  74399. };
  74400. _this.reset = function () {
  74401. if (_this._texture == null) {
  74402. return;
  74403. }
  74404. if (!_this._poster) {
  74405. _this._texture.dispose();
  74406. _this._texture = null;
  74407. }
  74408. };
  74409. _this._updateInternalTexture = function (e) {
  74410. if (_this._texture == null || !_this._texture.isReady) {
  74411. return;
  74412. }
  74413. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74414. return;
  74415. }
  74416. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74417. };
  74418. _this._engine = _this.getScene().getEngine();
  74419. _this._generateMipMaps = generateMipMaps;
  74420. _this._samplingMode = samplingMode;
  74421. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74422. _this.name = name || _this._getName(src);
  74423. _this.video = _this._getVideo(src);
  74424. if (settings.poster) {
  74425. _this.video.poster = settings.poster;
  74426. }
  74427. if (settings.autoPlay !== undefined) {
  74428. _this.video.autoplay = settings.autoPlay;
  74429. }
  74430. if (settings.loop !== undefined) {
  74431. _this.video.loop = settings.loop;
  74432. }
  74433. _this.video.setAttribute("playsinline", "");
  74434. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74435. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74436. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74437. _this.video.addEventListener("emptied", _this.reset);
  74438. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74439. _this._createInternalTexture();
  74440. }
  74441. if (settings.poster) {
  74442. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74443. _this._poster = true;
  74444. }
  74445. return _this;
  74446. }
  74447. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74448. /**
  74449. * Event triggerd when a dom action is required by the user to play the video.
  74450. * This happens due to recent changes in browser policies preventing video to auto start.
  74451. */
  74452. get: function () {
  74453. if (!this._onUserActionRequestedObservable) {
  74454. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74455. }
  74456. return this._onUserActionRequestedObservable;
  74457. },
  74458. enumerable: true,
  74459. configurable: true
  74460. });
  74461. VideoTexture.prototype._getName = function (src) {
  74462. if (src instanceof HTMLVideoElement) {
  74463. return src.currentSrc;
  74464. }
  74465. if (typeof src === "object") {
  74466. return src.toString();
  74467. }
  74468. return src;
  74469. };
  74470. VideoTexture.prototype._getVideo = function (src) {
  74471. if (src instanceof HTMLVideoElement) {
  74472. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74473. return src;
  74474. }
  74475. var video = document.createElement("video");
  74476. if (typeof src === "string") {
  74477. BABYLON.Tools.SetCorsBehavior(src, video);
  74478. video.src = src;
  74479. }
  74480. else {
  74481. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74482. src.forEach(function (url) {
  74483. var source = document.createElement("source");
  74484. source.src = url;
  74485. video.appendChild(source);
  74486. });
  74487. }
  74488. return video;
  74489. };
  74490. /**
  74491. * @hidden Internal method to initiate `update`.
  74492. */
  74493. VideoTexture.prototype._rebuild = function () {
  74494. this.update();
  74495. };
  74496. /**
  74497. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74498. */
  74499. VideoTexture.prototype.update = function () {
  74500. if (!this.autoUpdateTexture) {
  74501. // Expecting user to call `updateTexture` manually
  74502. return;
  74503. }
  74504. this.updateTexture(true);
  74505. };
  74506. /**
  74507. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74508. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74509. */
  74510. VideoTexture.prototype.updateTexture = function (isVisible) {
  74511. if (!isVisible) {
  74512. return;
  74513. }
  74514. if (this.video.paused && this._stillImageCaptured) {
  74515. return;
  74516. }
  74517. this._stillImageCaptured = true;
  74518. this._updateInternalTexture();
  74519. };
  74520. /**
  74521. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74522. * @param url New url.
  74523. */
  74524. VideoTexture.prototype.updateURL = function (url) {
  74525. this.video.src = url;
  74526. };
  74527. /**
  74528. * Dispose the texture and release its associated resources.
  74529. */
  74530. VideoTexture.prototype.dispose = function () {
  74531. _super.prototype.dispose.call(this);
  74532. if (this._onUserActionRequestedObservable) {
  74533. this._onUserActionRequestedObservable.clear();
  74534. this._onUserActionRequestedObservable = null;
  74535. }
  74536. this.video.removeEventListener("canplay", this._createInternalTexture);
  74537. this.video.removeEventListener("paused", this._updateInternalTexture);
  74538. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74539. this.video.removeEventListener("emptied", this.reset);
  74540. this.video.pause();
  74541. };
  74542. /**
  74543. * Creates a video texture straight from your WebCam video feed.
  74544. * @param scene Define the scene the texture should be created in
  74545. * @param onReady Define a callback to triggered once the texture will be ready
  74546. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74547. */
  74548. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74549. var video = document.createElement("video");
  74550. video.setAttribute('autoplay', '');
  74551. video.setAttribute('muted', '');
  74552. video.setAttribute('playsinline', '');
  74553. var constraintsDeviceId;
  74554. if (constraints && constraints.deviceId) {
  74555. constraintsDeviceId = {
  74556. exact: constraints.deviceId,
  74557. };
  74558. }
  74559. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74560. if (navigator.mediaDevices) {
  74561. navigator.mediaDevices.getUserMedia({ video: constraints })
  74562. .then(function (stream) {
  74563. if (video.mozSrcObject !== undefined) {
  74564. // hack for Firefox < 19
  74565. video.mozSrcObject = stream;
  74566. }
  74567. else {
  74568. video.srcObject = stream;
  74569. }
  74570. var onPlaying = function () {
  74571. if (onReady) {
  74572. onReady(new VideoTexture("video", video, scene, true, true));
  74573. }
  74574. video.removeEventListener("playing", onPlaying);
  74575. };
  74576. video.addEventListener("playing", onPlaying);
  74577. video.play();
  74578. })
  74579. .catch(function (err) {
  74580. BABYLON.Tools.Error(err.name);
  74581. });
  74582. }
  74583. else {
  74584. navigator.getUserMedia =
  74585. navigator.getUserMedia ||
  74586. navigator.webkitGetUserMedia ||
  74587. navigator.mozGetUserMedia ||
  74588. navigator.msGetUserMedia;
  74589. if (navigator.getUserMedia) {
  74590. navigator.getUserMedia({
  74591. video: {
  74592. deviceId: constraintsDeviceId,
  74593. width: {
  74594. min: (constraints && constraints.minWidth) || 256,
  74595. max: (constraints && constraints.maxWidth) || 640,
  74596. },
  74597. height: {
  74598. min: (constraints && constraints.minHeight) || 256,
  74599. max: (constraints && constraints.maxHeight) || 480,
  74600. },
  74601. },
  74602. }, function (stream) {
  74603. if (video.mozSrcObject !== undefined) {
  74604. // hack for Firefox < 19
  74605. video.mozSrcObject = stream;
  74606. }
  74607. else {
  74608. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  74609. }
  74610. video.play();
  74611. if (onReady) {
  74612. onReady(new VideoTexture("video", video, scene, true, true));
  74613. }
  74614. }, function (e) {
  74615. BABYLON.Tools.Error(e.name);
  74616. });
  74617. }
  74618. }
  74619. };
  74620. return VideoTexture;
  74621. }(BABYLON.Texture));
  74622. BABYLON.VideoTexture = VideoTexture;
  74623. })(BABYLON || (BABYLON = {}));
  74624. //# sourceMappingURL=babylon.videoTexture.js.map
  74625. var BABYLON;
  74626. (function (BABYLON) {
  74627. /**
  74628. * Raw texture can help creating a texture directly from an array of data.
  74629. * This can be super useful if you either get the data from an uncompressed source or
  74630. * if you wish to create your texture pixel by pixel.
  74631. */
  74632. var RawTexture = /** @class */ (function (_super) {
  74633. __extends(RawTexture, _super);
  74634. /**
  74635. * Instantiates a new RawTexture.
  74636. * Raw texture can help creating a texture directly from an array of data.
  74637. * This can be super useful if you either get the data from an uncompressed source or
  74638. * if you wish to create your texture pixel by pixel.
  74639. * @param data define the array of data to use to create the texture
  74640. * @param width define the width of the texture
  74641. * @param height define the height of the texture
  74642. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74643. * @param scene define the scene the texture belongs to
  74644. * @param generateMipMaps define whether mip maps should be generated or not
  74645. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74646. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74647. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74648. */
  74649. function RawTexture(data, width, height,
  74650. /**
  74651. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74652. */
  74653. format, scene, generateMipMaps, invertY, samplingMode, type) {
  74654. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74655. if (invertY === void 0) { invertY = false; }
  74656. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74657. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74658. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74659. _this.format = format;
  74660. _this._engine = scene.getEngine();
  74661. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  74662. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74663. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74664. return _this;
  74665. }
  74666. /**
  74667. * Updates the texture underlying data.
  74668. * @param data Define the new data of the texture
  74669. */
  74670. RawTexture.prototype.update = function (data) {
  74671. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74672. };
  74673. /**
  74674. * Creates a luminance texture from some data.
  74675. * @param data Define the texture data
  74676. * @param width Define the width of the texture
  74677. * @param height Define the height of the texture
  74678. * @param scene Define the scene the texture belongs to
  74679. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74680. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74681. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74682. * @returns the luminance texture
  74683. */
  74684. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74685. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74686. if (invertY === void 0) { invertY = false; }
  74687. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74688. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  74689. };
  74690. /**
  74691. * Creates a luminance alpha texture from some data.
  74692. * @param data Define the texture data
  74693. * @param width Define the width of the texture
  74694. * @param height Define the height of the texture
  74695. * @param scene Define the scene the texture belongs to
  74696. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74697. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74698. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74699. * @returns the luminance alpha texture
  74700. */
  74701. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74702. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74703. if (invertY === void 0) { invertY = false; }
  74704. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74705. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74706. };
  74707. /**
  74708. * Creates an alpha texture from some data.
  74709. * @param data Define the texture data
  74710. * @param width Define the width of the texture
  74711. * @param height Define the height of the texture
  74712. * @param scene Define the scene the texture belongs to
  74713. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74714. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74715. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74716. * @returns the alpha texture
  74717. */
  74718. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74719. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74720. if (invertY === void 0) { invertY = false; }
  74721. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74722. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74723. };
  74724. /**
  74725. * Creates a RGB texture from some data.
  74726. * @param data Define the texture data
  74727. * @param width Define the width of the texture
  74728. * @param height Define the height of the texture
  74729. * @param scene Define the scene the texture belongs to
  74730. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74731. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74732. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74733. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74734. * @returns the RGB alpha texture
  74735. */
  74736. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74737. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74738. if (invertY === void 0) { invertY = false; }
  74739. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74740. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74741. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  74742. };
  74743. /**
  74744. * Creates a RGBA texture from some data.
  74745. * @param data Define the texture data
  74746. * @param width Define the width of the texture
  74747. * @param height Define the height of the texture
  74748. * @param scene Define the scene the texture belongs to
  74749. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74750. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74751. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74752. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74753. * @returns the RGBA texture
  74754. */
  74755. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74756. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74757. if (invertY === void 0) { invertY = false; }
  74758. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74759. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74760. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  74761. };
  74762. /**
  74763. * Creates a R texture from some data.
  74764. * @param data Define the texture data
  74765. * @param width Define the width of the texture
  74766. * @param height Define the height of the texture
  74767. * @param scene Define the scene the texture belongs to
  74768. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74769. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74770. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74771. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74772. * @returns the R texture
  74773. */
  74774. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74775. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74776. if (invertY === void 0) { invertY = false; }
  74777. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74778. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  74779. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  74780. };
  74781. return RawTexture;
  74782. }(BABYLON.Texture));
  74783. BABYLON.RawTexture = RawTexture;
  74784. })(BABYLON || (BABYLON = {}));
  74785. //# sourceMappingURL=babylon.rawTexture.js.map
  74786. var BABYLON;
  74787. (function (BABYLON) {
  74788. /**
  74789. * Class used to store 3D textures containing user data
  74790. */
  74791. var RawTexture3D = /** @class */ (function (_super) {
  74792. __extends(RawTexture3D, _super);
  74793. /**
  74794. * Create a new RawTexture3D
  74795. * @param data defines the data of the texture
  74796. * @param width defines the width of the texture
  74797. * @param height defines the height of the texture
  74798. * @param depth defines the depth of the texture
  74799. * @param format defines the texture format to use
  74800. * @param scene defines the hosting scene
  74801. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  74802. * @param invertY defines if texture must be stored with Y axis inverted
  74803. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  74804. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  74805. */
  74806. function RawTexture3D(data, width, height, depth,
  74807. /** Gets or sets the texture format to use */
  74808. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  74809. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74810. if (invertY === void 0) { invertY = false; }
  74811. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74812. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74813. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74814. _this.format = format;
  74815. _this._engine = scene.getEngine();
  74816. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  74817. _this.is3D = true;
  74818. return _this;
  74819. }
  74820. /**
  74821. * Update the texture with new data
  74822. * @param data defines the data to store in the texture
  74823. */
  74824. RawTexture3D.prototype.update = function (data) {
  74825. if (!this._texture) {
  74826. return;
  74827. }
  74828. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74829. };
  74830. return RawTexture3D;
  74831. }(BABYLON.Texture));
  74832. BABYLON.RawTexture3D = RawTexture3D;
  74833. })(BABYLON || (BABYLON = {}));
  74834. //# sourceMappingURL=babylon.rawTexture3D.js.map
  74835. var BABYLON;
  74836. (function (BABYLON) {
  74837. /**
  74838. * PostProcessManager is used to manage one or more post processes or post process pipelines
  74839. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74840. */
  74841. var PostProcessManager = /** @class */ (function () {
  74842. /**
  74843. * Creates a new instance PostProcess
  74844. * @param scene The scene that the post process is associated with.
  74845. */
  74846. function PostProcessManager(scene) {
  74847. this._vertexBuffers = {};
  74848. this._scene = scene;
  74849. }
  74850. PostProcessManager.prototype._prepareBuffers = function () {
  74851. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  74852. return;
  74853. }
  74854. // VBO
  74855. var vertices = [];
  74856. vertices.push(1, 1);
  74857. vertices.push(-1, 1);
  74858. vertices.push(-1, -1);
  74859. vertices.push(1, -1);
  74860. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  74861. this._buildIndexBuffer();
  74862. };
  74863. PostProcessManager.prototype._buildIndexBuffer = function () {
  74864. // Indices
  74865. var indices = [];
  74866. indices.push(0);
  74867. indices.push(1);
  74868. indices.push(2);
  74869. indices.push(0);
  74870. indices.push(2);
  74871. indices.push(3);
  74872. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  74873. };
  74874. /**
  74875. * Rebuilds the vertex buffers of the manager.
  74876. * @hidden
  74877. */
  74878. PostProcessManager.prototype._rebuild = function () {
  74879. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74880. if (!vb) {
  74881. return;
  74882. }
  74883. vb._rebuild();
  74884. this._buildIndexBuffer();
  74885. };
  74886. // Methods
  74887. /**
  74888. * Prepares a frame to be run through a post process.
  74889. * @param sourceTexture The input texture to the post procesess. (default: null)
  74890. * @param postProcesses An array of post processes to be run. (default: null)
  74891. * @returns True if the post processes were able to be run.
  74892. * @hidden
  74893. */
  74894. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  74895. if (sourceTexture === void 0) { sourceTexture = null; }
  74896. if (postProcesses === void 0) { postProcesses = null; }
  74897. var camera = this._scene.activeCamera;
  74898. if (!camera) {
  74899. return false;
  74900. }
  74901. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74902. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74903. return false;
  74904. }
  74905. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  74906. return true;
  74907. };
  74908. /**
  74909. * Manually render a set of post processes to a texture.
  74910. * @param postProcesses An array of post processes to be run.
  74911. * @param targetTexture The target texture to render to.
  74912. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  74913. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  74914. * @param lodLevel defines which lod of the texture to render to
  74915. */
  74916. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  74917. if (targetTexture === void 0) { targetTexture = null; }
  74918. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74919. if (faceIndex === void 0) { faceIndex = 0; }
  74920. if (lodLevel === void 0) { lodLevel = 0; }
  74921. var engine = this._scene.getEngine();
  74922. for (var index = 0; index < postProcesses.length; index++) {
  74923. if (index < postProcesses.length - 1) {
  74924. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  74925. }
  74926. else {
  74927. if (targetTexture) {
  74928. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  74929. }
  74930. else {
  74931. engine.restoreDefaultFramebuffer();
  74932. }
  74933. }
  74934. var pp = postProcesses[index];
  74935. var effect = pp.apply();
  74936. if (effect) {
  74937. pp.onBeforeRenderObservable.notifyObservers(effect);
  74938. // VBOs
  74939. this._prepareBuffers();
  74940. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74941. // Draw order
  74942. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74943. pp.onAfterRenderObservable.notifyObservers(effect);
  74944. }
  74945. }
  74946. // Restore depth buffer
  74947. engine.setDepthBuffer(true);
  74948. engine.setDepthWrite(true);
  74949. };
  74950. /**
  74951. * Finalize the result of the output of the postprocesses.
  74952. * @param doNotPresent If true the result will not be displayed to the screen.
  74953. * @param targetTexture The target texture to render to.
  74954. * @param faceIndex The index of the face to bind the target texture to.
  74955. * @param postProcesses The array of post processes to render.
  74956. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  74957. * @hidden
  74958. */
  74959. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  74960. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74961. var camera = this._scene.activeCamera;
  74962. if (!camera) {
  74963. return;
  74964. }
  74965. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74966. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74967. return;
  74968. }
  74969. var engine = this._scene.getEngine();
  74970. for (var index = 0, len = postProcesses.length; index < len; index++) {
  74971. var pp = postProcesses[index];
  74972. if (index < len - 1) {
  74973. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  74974. }
  74975. else {
  74976. if (targetTexture) {
  74977. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  74978. pp._outputTexture = targetTexture;
  74979. }
  74980. else {
  74981. engine.restoreDefaultFramebuffer();
  74982. pp._outputTexture = null;
  74983. }
  74984. }
  74985. if (doNotPresent) {
  74986. break;
  74987. }
  74988. var effect = pp.apply();
  74989. if (effect) {
  74990. pp.onBeforeRenderObservable.notifyObservers(effect);
  74991. // VBOs
  74992. this._prepareBuffers();
  74993. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74994. // Draw order
  74995. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74996. pp.onAfterRenderObservable.notifyObservers(effect);
  74997. }
  74998. }
  74999. // Restore states
  75000. engine.setDepthBuffer(true);
  75001. engine.setDepthWrite(true);
  75002. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75003. };
  75004. /**
  75005. * Disposes of the post process manager.
  75006. */
  75007. PostProcessManager.prototype.dispose = function () {
  75008. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75009. if (buffer) {
  75010. buffer.dispose();
  75011. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75012. }
  75013. if (this._indexBuffer) {
  75014. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75015. this._indexBuffer = null;
  75016. }
  75017. };
  75018. return PostProcessManager;
  75019. }());
  75020. BABYLON.PostProcessManager = PostProcessManager;
  75021. })(BABYLON || (BABYLON = {}));
  75022. //# sourceMappingURL=babylon.postProcessManager.js.map
  75023. var BABYLON;
  75024. (function (BABYLON) {
  75025. /**
  75026. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75027. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75028. */
  75029. var PostProcess = /** @class */ (function () {
  75030. /**
  75031. * Creates a new instance PostProcess
  75032. * @param name The name of the PostProcess.
  75033. * @param fragmentUrl The url of the fragment shader to be used.
  75034. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75035. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75036. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75037. * @param camera The camera to apply the render pass to.
  75038. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75039. * @param engine The engine which the post process will be applied. (default: current engine)
  75040. * @param reusable If the post process can be reused on the same frame. (default: false)
  75041. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75042. * @param textureType Type of textures used when performing the post process. (default: 0)
  75043. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75044. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  75045. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75046. */
  75047. function PostProcess(
  75048. /** Name of the PostProcess. */
  75049. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75050. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75051. if (defines === void 0) { defines = null; }
  75052. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75053. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75054. if (blockCompilation === void 0) { blockCompilation = false; }
  75055. this.name = name;
  75056. /**
  75057. * Width of the texture to apply the post process on
  75058. */
  75059. this.width = -1;
  75060. /**
  75061. * Height of the texture to apply the post process on
  75062. */
  75063. this.height = -1;
  75064. /**
  75065. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75066. * @hidden
  75067. */
  75068. this._outputTexture = null;
  75069. /**
  75070. * If the buffer needs to be cleared before applying the post process. (default: true)
  75071. * Should be set to false if shader will overwrite all previous pixels.
  75072. */
  75073. this.autoClear = true;
  75074. /**
  75075. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75076. */
  75077. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75078. /**
  75079. * Animations to be used for the post processing
  75080. */
  75081. this.animations = new Array();
  75082. /**
  75083. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75084. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75085. */
  75086. this.enablePixelPerfectMode = false;
  75087. /**
  75088. * Force the postprocess to be applied without taking in account viewport
  75089. */
  75090. this.forceFullscreenViewport = true;
  75091. /**
  75092. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75093. *
  75094. * | Value | Type | Description |
  75095. * | ----- | ----------------------------------- | ----------- |
  75096. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75097. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75098. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75099. *
  75100. */
  75101. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75102. /**
  75103. * Force textures to be a power of two (default: false)
  75104. */
  75105. this.alwaysForcePOT = false;
  75106. this._samples = 1;
  75107. /**
  75108. * Modify the scale of the post process to be the same as the viewport (default: false)
  75109. */
  75110. this.adaptScaleToCurrentViewport = false;
  75111. this._reusable = false;
  75112. /**
  75113. * Smart array of input and output textures for the post process.
  75114. * @hidden
  75115. */
  75116. this._textures = new BABYLON.SmartArray(2);
  75117. /**
  75118. * The index in _textures that corresponds to the output texture.
  75119. * @hidden
  75120. */
  75121. this._currentRenderTextureInd = 0;
  75122. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75123. this._texelSize = BABYLON.Vector2.Zero();
  75124. // Events
  75125. /**
  75126. * An event triggered when the postprocess is activated.
  75127. */
  75128. this.onActivateObservable = new BABYLON.Observable();
  75129. /**
  75130. * An event triggered when the postprocess changes its size.
  75131. */
  75132. this.onSizeChangedObservable = new BABYLON.Observable();
  75133. /**
  75134. * An event triggered when the postprocess applies its effect.
  75135. */
  75136. this.onApplyObservable = new BABYLON.Observable();
  75137. /**
  75138. * An event triggered before rendering the postprocess
  75139. */
  75140. this.onBeforeRenderObservable = new BABYLON.Observable();
  75141. /**
  75142. * An event triggered after rendering the postprocess
  75143. */
  75144. this.onAfterRenderObservable = new BABYLON.Observable();
  75145. if (camera != null) {
  75146. this._camera = camera;
  75147. this._scene = camera.getScene();
  75148. camera.attachPostProcess(this);
  75149. this._engine = this._scene.getEngine();
  75150. this._scene.postProcesses.push(this);
  75151. }
  75152. else if (engine) {
  75153. this._engine = engine;
  75154. this._engine.postProcesses.push(this);
  75155. }
  75156. this._options = options;
  75157. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75158. this._reusable = reusable || false;
  75159. this._textureType = textureType;
  75160. this._samplers = samplers || [];
  75161. this._samplers.push("textureSampler");
  75162. this._fragmentUrl = fragmentUrl;
  75163. this._vertexUrl = vertexUrl;
  75164. this._parameters = parameters || [];
  75165. this._parameters.push("scale");
  75166. this._indexParameters = indexParameters;
  75167. if (!blockCompilation) {
  75168. this.updateEffect(defines);
  75169. }
  75170. }
  75171. Object.defineProperty(PostProcess.prototype, "samples", {
  75172. /**
  75173. * Number of sample textures (default: 1)
  75174. */
  75175. get: function () {
  75176. return this._samples;
  75177. },
  75178. set: function (n) {
  75179. var _this = this;
  75180. this._samples = n;
  75181. this._textures.forEach(function (texture) {
  75182. if (texture.samples !== _this._samples) {
  75183. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75184. }
  75185. });
  75186. },
  75187. enumerable: true,
  75188. configurable: true
  75189. });
  75190. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75191. /**
  75192. * A function that is added to the onActivateObservable
  75193. */
  75194. set: function (callback) {
  75195. if (this._onActivateObserver) {
  75196. this.onActivateObservable.remove(this._onActivateObserver);
  75197. }
  75198. if (callback) {
  75199. this._onActivateObserver = this.onActivateObservable.add(callback);
  75200. }
  75201. },
  75202. enumerable: true,
  75203. configurable: true
  75204. });
  75205. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75206. /**
  75207. * A function that is added to the onSizeChangedObservable
  75208. */
  75209. set: function (callback) {
  75210. if (this._onSizeChangedObserver) {
  75211. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75212. }
  75213. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75214. },
  75215. enumerable: true,
  75216. configurable: true
  75217. });
  75218. Object.defineProperty(PostProcess.prototype, "onApply", {
  75219. /**
  75220. * A function that is added to the onApplyObservable
  75221. */
  75222. set: function (callback) {
  75223. if (this._onApplyObserver) {
  75224. this.onApplyObservable.remove(this._onApplyObserver);
  75225. }
  75226. this._onApplyObserver = this.onApplyObservable.add(callback);
  75227. },
  75228. enumerable: true,
  75229. configurable: true
  75230. });
  75231. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75232. /**
  75233. * A function that is added to the onBeforeRenderObservable
  75234. */
  75235. set: function (callback) {
  75236. if (this._onBeforeRenderObserver) {
  75237. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75238. }
  75239. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75240. },
  75241. enumerable: true,
  75242. configurable: true
  75243. });
  75244. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75245. /**
  75246. * A function that is added to the onAfterRenderObservable
  75247. */
  75248. set: function (callback) {
  75249. if (this._onAfterRenderObserver) {
  75250. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75251. }
  75252. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75253. },
  75254. enumerable: true,
  75255. configurable: true
  75256. });
  75257. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75258. /**
  75259. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  75260. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75261. */
  75262. get: function () {
  75263. return this._textures.data[this._currentRenderTextureInd];
  75264. },
  75265. set: function (value) {
  75266. this._forcedOutputTexture = value;
  75267. },
  75268. enumerable: true,
  75269. configurable: true
  75270. });
  75271. /**
  75272. * Gets the camera which post process is applied to.
  75273. * @returns The camera the post process is applied to.
  75274. */
  75275. PostProcess.prototype.getCamera = function () {
  75276. return this._camera;
  75277. };
  75278. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75279. /**
  75280. * Gets the texel size of the postprocess.
  75281. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75282. */
  75283. get: function () {
  75284. if (this._shareOutputWithPostProcess) {
  75285. return this._shareOutputWithPostProcess.texelSize;
  75286. }
  75287. if (this._forcedOutputTexture) {
  75288. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75289. }
  75290. return this._texelSize;
  75291. },
  75292. enumerable: true,
  75293. configurable: true
  75294. });
  75295. /**
  75296. * Gets the engine which this post process belongs to.
  75297. * @returns The engine the post process was enabled with.
  75298. */
  75299. PostProcess.prototype.getEngine = function () {
  75300. return this._engine;
  75301. };
  75302. /**
  75303. * The effect that is created when initializing the post process.
  75304. * @returns The created effect corrisponding the the postprocess.
  75305. */
  75306. PostProcess.prototype.getEffect = function () {
  75307. return this._effect;
  75308. };
  75309. /**
  75310. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75311. * @param postProcess The post process to share the output with.
  75312. * @returns This post process.
  75313. */
  75314. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75315. this._disposeTextures();
  75316. this._shareOutputWithPostProcess = postProcess;
  75317. return this;
  75318. };
  75319. /**
  75320. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75321. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75322. */
  75323. PostProcess.prototype.useOwnOutput = function () {
  75324. if (this._textures.length == 0) {
  75325. this._textures = new BABYLON.SmartArray(2);
  75326. }
  75327. this._shareOutputWithPostProcess = null;
  75328. };
  75329. /**
  75330. * Updates the effect with the current post process compile time values and recompiles the shader.
  75331. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75332. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75333. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75334. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  75335. * @param onCompiled Called when the shader has been compiled.
  75336. * @param onError Called if there is an error when compiling a shader.
  75337. */
  75338. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75339. if (defines === void 0) { defines = null; }
  75340. if (uniforms === void 0) { uniforms = null; }
  75341. if (samplers === void 0) { samplers = null; }
  75342. this._effect = this._engine.createEffect({ vertex: this._vertexUrl, fragment: this._fragmentUrl }, ["position"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : "", undefined, onCompiled, onError, indexParameters || this._indexParameters);
  75343. };
  75344. /**
  75345. * The post process is reusable if it can be used multiple times within one frame.
  75346. * @returns If the post process is reusable
  75347. */
  75348. PostProcess.prototype.isReusable = function () {
  75349. return this._reusable;
  75350. };
  75351. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75352. PostProcess.prototype.markTextureDirty = function () {
  75353. this.width = -1;
  75354. };
  75355. /**
  75356. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75357. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  75358. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75359. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75360. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75361. * @returns The target texture that was bound to be written to.
  75362. */
  75363. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75364. var _this = this;
  75365. if (sourceTexture === void 0) { sourceTexture = null; }
  75366. camera = camera || this._camera;
  75367. var scene = camera.getScene();
  75368. var engine = scene.getEngine();
  75369. var maxSize = engine.getCaps().maxTextureSize;
  75370. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75371. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75372. // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen
  75373. var webVRCamera = camera.parent;
  75374. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75375. requiredWidth /= 2;
  75376. }
  75377. var desiredWidth = (this._options.width || requiredWidth);
  75378. var desiredHeight = this._options.height || requiredHeight;
  75379. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75380. if (this.adaptScaleToCurrentViewport) {
  75381. var currentViewport = engine.currentViewport;
  75382. if (currentViewport) {
  75383. desiredWidth *= currentViewport.width;
  75384. desiredHeight *= currentViewport.height;
  75385. }
  75386. }
  75387. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75388. if (!this._options.width) {
  75389. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75390. }
  75391. if (!this._options.height) {
  75392. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75393. }
  75394. }
  75395. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75396. if (this._textures.length > 0) {
  75397. for (var i = 0; i < this._textures.length; i++) {
  75398. this._engine._releaseTexture(this._textures.data[i]);
  75399. }
  75400. this._textures.reset();
  75401. }
  75402. this.width = desiredWidth;
  75403. this.height = desiredHeight;
  75404. var textureSize = { width: this.width, height: this.height };
  75405. var textureOptions = {
  75406. generateMipMaps: false,
  75407. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75408. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75409. samplingMode: this.renderTargetSamplingMode,
  75410. type: this._textureType
  75411. };
  75412. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75413. if (this._reusable) {
  75414. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75415. }
  75416. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75417. this.onSizeChangedObservable.notifyObservers(this);
  75418. }
  75419. this._textures.forEach(function (texture) {
  75420. if (texture.samples !== _this.samples) {
  75421. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75422. }
  75423. });
  75424. }
  75425. var target;
  75426. if (this._shareOutputWithPostProcess) {
  75427. target = this._shareOutputWithPostProcess.inputTexture;
  75428. }
  75429. else if (this._forcedOutputTexture) {
  75430. target = this._forcedOutputTexture;
  75431. this.width = this._forcedOutputTexture.width;
  75432. this.height = this._forcedOutputTexture.height;
  75433. }
  75434. else {
  75435. target = this.inputTexture;
  75436. }
  75437. // Bind the input of this post process to be used as the output of the previous post process.
  75438. if (this.enablePixelPerfectMode) {
  75439. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75440. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75441. }
  75442. else {
  75443. this._scaleRatio.copyFromFloats(1, 1);
  75444. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75445. }
  75446. this.onActivateObservable.notifyObservers(camera);
  75447. // Clear
  75448. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75449. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75450. }
  75451. if (this._reusable) {
  75452. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75453. }
  75454. return target;
  75455. };
  75456. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75457. /**
  75458. * If the post process is supported.
  75459. */
  75460. get: function () {
  75461. return this._effect.isSupported;
  75462. },
  75463. enumerable: true,
  75464. configurable: true
  75465. });
  75466. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75467. /**
  75468. * The aspect ratio of the output texture.
  75469. */
  75470. get: function () {
  75471. if (this._shareOutputWithPostProcess) {
  75472. return this._shareOutputWithPostProcess.aspectRatio;
  75473. }
  75474. if (this._forcedOutputTexture) {
  75475. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75476. }
  75477. return this.width / this.height;
  75478. },
  75479. enumerable: true,
  75480. configurable: true
  75481. });
  75482. /**
  75483. * Get a value indicating if the post-process is ready to be used
  75484. * @returns true if the post-process is ready (shader is compiled)
  75485. */
  75486. PostProcess.prototype.isReady = function () {
  75487. return this._effect && this._effect.isReady();
  75488. };
  75489. /**
  75490. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75491. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75492. */
  75493. PostProcess.prototype.apply = function () {
  75494. // Check
  75495. if (!this._effect || !this._effect.isReady()) {
  75496. return null;
  75497. }
  75498. // States
  75499. this._engine.enableEffect(this._effect);
  75500. this._engine.setState(false);
  75501. this._engine.setDepthBuffer(false);
  75502. this._engine.setDepthWrite(false);
  75503. // Alpha
  75504. this._engine.setAlphaMode(this.alphaMode);
  75505. if (this.alphaConstants) {
  75506. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75507. }
  75508. // Bind the output texture of the preivous post process as the input to this post process.
  75509. var source;
  75510. if (this._shareOutputWithPostProcess) {
  75511. source = this._shareOutputWithPostProcess.inputTexture;
  75512. }
  75513. else if (this._forcedOutputTexture) {
  75514. source = this._forcedOutputTexture;
  75515. }
  75516. else {
  75517. source = this.inputTexture;
  75518. }
  75519. this._effect._bindTexture("textureSampler", source);
  75520. // Parameters
  75521. this._effect.setVector2("scale", this._scaleRatio);
  75522. this.onApplyObservable.notifyObservers(this._effect);
  75523. return this._effect;
  75524. };
  75525. PostProcess.prototype._disposeTextures = function () {
  75526. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75527. return;
  75528. }
  75529. if (this._textures.length > 0) {
  75530. for (var i = 0; i < this._textures.length; i++) {
  75531. this._engine._releaseTexture(this._textures.data[i]);
  75532. }
  75533. }
  75534. this._textures.dispose();
  75535. };
  75536. /**
  75537. * Disposes the post process.
  75538. * @param camera The camera to dispose the post process on.
  75539. */
  75540. PostProcess.prototype.dispose = function (camera) {
  75541. camera = camera || this._camera;
  75542. this._disposeTextures();
  75543. if (this._scene) {
  75544. var index_1 = this._scene.postProcesses.indexOf(this);
  75545. if (index_1 !== -1) {
  75546. this._scene.postProcesses.splice(index_1, 1);
  75547. }
  75548. }
  75549. else {
  75550. var index_2 = this._engine.postProcesses.indexOf(this);
  75551. if (index_2 !== -1) {
  75552. this._engine.postProcesses.splice(index_2, 1);
  75553. }
  75554. }
  75555. if (!camera) {
  75556. return;
  75557. }
  75558. camera.detachPostProcess(this);
  75559. var index = camera._postProcesses.indexOf(this);
  75560. if (index === 0 && camera._postProcesses.length > 0) {
  75561. var firstPostProcess = this._camera._getFirstPostProcess();
  75562. if (firstPostProcess) {
  75563. firstPostProcess.markTextureDirty();
  75564. }
  75565. }
  75566. this.onActivateObservable.clear();
  75567. this.onAfterRenderObservable.clear();
  75568. this.onApplyObservable.clear();
  75569. this.onBeforeRenderObservable.clear();
  75570. this.onSizeChangedObservable.clear();
  75571. };
  75572. return PostProcess;
  75573. }());
  75574. BABYLON.PostProcess = PostProcess;
  75575. })(BABYLON || (BABYLON = {}));
  75576. //# sourceMappingURL=babylon.postProcess.js.map
  75577. var BABYLON;
  75578. (function (BABYLON) {
  75579. /**
  75580. * PassPostProcess which produces an output the same as it's input
  75581. */
  75582. var PassPostProcess = /** @class */ (function (_super) {
  75583. __extends(PassPostProcess, _super);
  75584. /**
  75585. * Creates the PassPostProcess
  75586. * @param name The name of the effect.
  75587. * @param options The required width/height ratio to downsize to before computing the render pass.
  75588. * @param camera The camera to apply the render pass to.
  75589. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75590. * @param engine The engine which the post process will be applied. (default: current engine)
  75591. * @param reusable If the post process can be reused on the same frame. (default: false)
  75592. * @param textureType The type of texture to be used when performing the post processing.
  75593. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  75594. */
  75595. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75596. if (camera === void 0) { camera = null; }
  75597. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75598. if (blockCompilation === void 0) { blockCompilation = false; }
  75599. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  75600. }
  75601. return PassPostProcess;
  75602. }(BABYLON.PostProcess));
  75603. BABYLON.PassPostProcess = PassPostProcess;
  75604. })(BABYLON || (BABYLON = {}));
  75605. //# sourceMappingURL=babylon.passPostProcess.js.map
  75606. var __assign = (this && this.__assign) || function () {
  75607. __assign = Object.assign || function(t) {
  75608. for (var s, i = 1, n = arguments.length; i < n; i++) {
  75609. s = arguments[i];
  75610. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  75611. t[p] = s[p];
  75612. }
  75613. return t;
  75614. };
  75615. return __assign.apply(this, arguments);
  75616. };
  75617. var BABYLON;
  75618. (function (BABYLON) {
  75619. /**
  75620. * Default implementation IShadowGenerator.
  75621. * This is the main object responsible of generating shadows in the framework.
  75622. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  75623. */
  75624. var ShadowGenerator = /** @class */ (function () {
  75625. /**
  75626. * Creates a ShadowGenerator object.
  75627. * A ShadowGenerator is the required tool to use the shadows.
  75628. * Each light casting shadows needs to use its own ShadowGenerator.
  75629. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  75630. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75631. * @param light The light object generating the shadows.
  75632. * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  75633. */
  75634. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  75635. this._bias = 0.00005;
  75636. this._normalBias = 0;
  75637. this._blurBoxOffset = 1;
  75638. this._blurScale = 2;
  75639. this._blurKernel = 1;
  75640. this._useKernelBlur = false;
  75641. this._filter = ShadowGenerator.FILTER_NONE;
  75642. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  75643. this._contactHardeningLightSizeUVRatio = 0.1;
  75644. this._darkness = 0;
  75645. this._transparencyShadow = false;
  75646. /**
  75647. * Controls the extent to which the shadows fade out at the edge of the frustum
  75648. * Used only by directionals and spots
  75649. */
  75650. this.frustumEdgeFalloff = 0;
  75651. /**
  75652. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75653. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75654. * It might on the other hand introduce peter panning.
  75655. */
  75656. this.forceBackFacesOnly = false;
  75657. this._lightDirection = BABYLON.Vector3.Zero();
  75658. this._viewMatrix = BABYLON.Matrix.Zero();
  75659. this._projectionMatrix = BABYLON.Matrix.Zero();
  75660. this._transformMatrix = BABYLON.Matrix.Zero();
  75661. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75662. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75663. this._currentFaceIndex = 0;
  75664. this._currentFaceIndexCache = 0;
  75665. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  75666. this._mapSize = mapSize;
  75667. this._light = light;
  75668. this._scene = light.getScene();
  75669. light._shadowGenerator = this;
  75670. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  75671. if (!component) {
  75672. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  75673. this._scene._addComponent(component);
  75674. }
  75675. // Texture type fallback from float to int if not supported.
  75676. var caps = this._scene.getEngine().getCaps();
  75677. if (!useFullFloatFirst) {
  75678. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75679. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75680. }
  75681. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75682. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75683. }
  75684. else {
  75685. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75686. }
  75687. }
  75688. else {
  75689. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75690. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75691. }
  75692. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75693. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75694. }
  75695. else {
  75696. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75697. }
  75698. }
  75699. this._initializeGenerator();
  75700. this._applyFilterValues();
  75701. }
  75702. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  75703. /**
  75704. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75705. */
  75706. get: function () {
  75707. return this._bias;
  75708. },
  75709. /**
  75710. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75711. */
  75712. set: function (bias) {
  75713. this._bias = bias;
  75714. },
  75715. enumerable: true,
  75716. configurable: true
  75717. });
  75718. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  75719. /**
  75720. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75721. */
  75722. get: function () {
  75723. return this._normalBias;
  75724. },
  75725. /**
  75726. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75727. */
  75728. set: function (normalBias) {
  75729. this._normalBias = normalBias;
  75730. },
  75731. enumerable: true,
  75732. configurable: true
  75733. });
  75734. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  75735. /**
  75736. * Gets the blur box offset: offset applied during the blur pass.
  75737. * Only usefull if useKernelBlur = false
  75738. */
  75739. get: function () {
  75740. return this._blurBoxOffset;
  75741. },
  75742. /**
  75743. * Sets the blur box offset: offset applied during the blur pass.
  75744. * Only usefull if useKernelBlur = false
  75745. */
  75746. set: function (value) {
  75747. if (this._blurBoxOffset === value) {
  75748. return;
  75749. }
  75750. this._blurBoxOffset = value;
  75751. this._disposeBlurPostProcesses();
  75752. },
  75753. enumerable: true,
  75754. configurable: true
  75755. });
  75756. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  75757. /**
  75758. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75759. * 2 means half of the size.
  75760. */
  75761. get: function () {
  75762. return this._blurScale;
  75763. },
  75764. /**
  75765. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75766. * 2 means half of the size.
  75767. */
  75768. set: function (value) {
  75769. if (this._blurScale === value) {
  75770. return;
  75771. }
  75772. this._blurScale = value;
  75773. this._disposeBlurPostProcesses();
  75774. },
  75775. enumerable: true,
  75776. configurable: true
  75777. });
  75778. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  75779. /**
  75780. * Gets the blur kernel: kernel size of the blur pass.
  75781. * Only usefull if useKernelBlur = true
  75782. */
  75783. get: function () {
  75784. return this._blurKernel;
  75785. },
  75786. /**
  75787. * Sets the blur kernel: kernel size of the blur pass.
  75788. * Only usefull if useKernelBlur = true
  75789. */
  75790. set: function (value) {
  75791. if (this._blurKernel === value) {
  75792. return;
  75793. }
  75794. this._blurKernel = value;
  75795. this._disposeBlurPostProcesses();
  75796. },
  75797. enumerable: true,
  75798. configurable: true
  75799. });
  75800. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  75801. /**
  75802. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75803. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75804. */
  75805. get: function () {
  75806. return this._useKernelBlur;
  75807. },
  75808. /**
  75809. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75810. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75811. */
  75812. set: function (value) {
  75813. if (this._useKernelBlur === value) {
  75814. return;
  75815. }
  75816. this._useKernelBlur = value;
  75817. this._disposeBlurPostProcesses();
  75818. },
  75819. enumerable: true,
  75820. configurable: true
  75821. });
  75822. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  75823. /**
  75824. * Gets the depth scale used in ESM mode.
  75825. */
  75826. get: function () {
  75827. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  75828. },
  75829. /**
  75830. * Sets the depth scale used in ESM mode.
  75831. * This can override the scale stored on the light.
  75832. */
  75833. set: function (value) {
  75834. this._depthScale = value;
  75835. },
  75836. enumerable: true,
  75837. configurable: true
  75838. });
  75839. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  75840. /**
  75841. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75842. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75843. */
  75844. get: function () {
  75845. return this._filter;
  75846. },
  75847. /**
  75848. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75849. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75850. */
  75851. set: function (value) {
  75852. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  75853. if (this._light.needCube()) {
  75854. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75855. this.useExponentialShadowMap = true;
  75856. return;
  75857. }
  75858. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  75859. this.useCloseExponentialShadowMap = true;
  75860. return;
  75861. }
  75862. // PCF on cubemap would also be expensive
  75863. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75864. this.usePoissonSampling = true;
  75865. return;
  75866. }
  75867. }
  75868. // Weblg1 fallback for PCF.
  75869. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75870. if (this._scene.getEngine().webGLVersion === 1) {
  75871. this.usePoissonSampling = true;
  75872. return;
  75873. }
  75874. }
  75875. if (this._filter === value) {
  75876. return;
  75877. }
  75878. this._filter = value;
  75879. this._disposeBlurPostProcesses();
  75880. this._applyFilterValues();
  75881. this._light._markMeshesAsLightDirty();
  75882. },
  75883. enumerable: true,
  75884. configurable: true
  75885. });
  75886. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  75887. /**
  75888. * Gets if the current filter is set to Poisson Sampling.
  75889. */
  75890. get: function () {
  75891. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  75892. },
  75893. /**
  75894. * Sets the current filter to Poisson Sampling.
  75895. */
  75896. set: function (value) {
  75897. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  75898. return;
  75899. }
  75900. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  75901. },
  75902. enumerable: true,
  75903. configurable: true
  75904. });
  75905. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  75906. /**
  75907. * Gets if the current filter is set to VSM.
  75908. * DEPRECATED. Should use useExponentialShadowMap instead.
  75909. */
  75910. get: function () {
  75911. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75912. return this.useExponentialShadowMap;
  75913. },
  75914. /**
  75915. * Sets the current filter is to VSM.
  75916. * DEPRECATED. Should use useExponentialShadowMap instead.
  75917. */
  75918. set: function (value) {
  75919. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75920. this.useExponentialShadowMap = value;
  75921. },
  75922. enumerable: true,
  75923. configurable: true
  75924. });
  75925. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  75926. /**
  75927. * Gets if the current filter is set to blurred VSM.
  75928. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75929. */
  75930. get: function () {
  75931. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75932. return this.useBlurExponentialShadowMap;
  75933. },
  75934. /**
  75935. * Sets the current filter is to blurred VSM.
  75936. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75937. */
  75938. set: function (value) {
  75939. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75940. this.useBlurExponentialShadowMap = value;
  75941. },
  75942. enumerable: true,
  75943. configurable: true
  75944. });
  75945. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  75946. /**
  75947. * Gets if the current filter is set to ESM.
  75948. */
  75949. get: function () {
  75950. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  75951. },
  75952. /**
  75953. * Sets the current filter is to ESM.
  75954. */
  75955. set: function (value) {
  75956. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  75957. return;
  75958. }
  75959. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75960. },
  75961. enumerable: true,
  75962. configurable: true
  75963. });
  75964. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  75965. /**
  75966. * Gets if the current filter is set to filtered ESM.
  75967. */
  75968. get: function () {
  75969. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  75970. },
  75971. /**
  75972. * Gets if the current filter is set to filtered ESM.
  75973. */
  75974. set: function (value) {
  75975. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75976. return;
  75977. }
  75978. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75979. },
  75980. enumerable: true,
  75981. configurable: true
  75982. });
  75983. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  75984. /**
  75985. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75986. * exponential to prevent steep falloff artifacts).
  75987. */
  75988. get: function () {
  75989. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  75990. },
  75991. /**
  75992. * Sets the current filter to "close ESM" (using the inverse of the
  75993. * exponential to prevent steep falloff artifacts).
  75994. */
  75995. set: function (value) {
  75996. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  75997. return;
  75998. }
  75999. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76000. },
  76001. enumerable: true,
  76002. configurable: true
  76003. });
  76004. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76005. /**
  76006. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76007. * exponential to prevent steep falloff artifacts).
  76008. */
  76009. get: function () {
  76010. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76011. },
  76012. /**
  76013. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76014. * exponential to prevent steep falloff artifacts).
  76015. */
  76016. set: function (value) {
  76017. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76018. return;
  76019. }
  76020. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76021. },
  76022. enumerable: true,
  76023. configurable: true
  76024. });
  76025. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76026. /**
  76027. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76028. */
  76029. get: function () {
  76030. return this.filter === ShadowGenerator.FILTER_PCF;
  76031. },
  76032. /**
  76033. * Sets the current filter to "PCF" (percentage closer filtering).
  76034. */
  76035. set: function (value) {
  76036. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76037. return;
  76038. }
  76039. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76040. },
  76041. enumerable: true,
  76042. configurable: true
  76043. });
  76044. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76045. /**
  76046. * Gets the PCF or PCSS Quality.
  76047. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76048. */
  76049. get: function () {
  76050. return this._filteringQuality;
  76051. },
  76052. /**
  76053. * Sets the PCF or PCSS Quality.
  76054. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76055. */
  76056. set: function (filteringQuality) {
  76057. this._filteringQuality = filteringQuality;
  76058. },
  76059. enumerable: true,
  76060. configurable: true
  76061. });
  76062. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76063. /**
  76064. * Gets if the current filter is set to "PCSS" (contact hardening).
  76065. */
  76066. get: function () {
  76067. return this.filter === ShadowGenerator.FILTER_PCSS;
  76068. },
  76069. /**
  76070. * Sets the current filter to "PCSS" (contact hardening).
  76071. */
  76072. set: function (value) {
  76073. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76074. return;
  76075. }
  76076. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76077. },
  76078. enumerable: true,
  76079. configurable: true
  76080. });
  76081. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76082. /**
  76083. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76084. * Using a ratio helps keeping shape stability independently of the map size.
  76085. *
  76086. * It does not account for the light projection as it was having too much
  76087. * instability during the light setup or during light position changes.
  76088. *
  76089. * Only valid if useContactHardeningShadow is true.
  76090. */
  76091. get: function () {
  76092. return this._contactHardeningLightSizeUVRatio;
  76093. },
  76094. /**
  76095. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76096. * Using a ratio helps keeping shape stability independently of the map size.
  76097. *
  76098. * It does not account for the light projection as it was having too much
  76099. * instability during the light setup or during light position changes.
  76100. *
  76101. * Only valid if useContactHardeningShadow is true.
  76102. */
  76103. set: function (contactHardeningLightSizeUVRatio) {
  76104. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76105. },
  76106. enumerable: true,
  76107. configurable: true
  76108. });
  76109. /**
  76110. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76111. * 0 means strongest and 1 would means no shadow.
  76112. * @returns the darkness.
  76113. */
  76114. ShadowGenerator.prototype.getDarkness = function () {
  76115. return this._darkness;
  76116. };
  76117. /**
  76118. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76119. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76120. * @returns the shadow generator allowing fluent coding.
  76121. */
  76122. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76123. if (darkness >= 1.0) {
  76124. this._darkness = 1.0;
  76125. }
  76126. else if (darkness <= 0.0) {
  76127. this._darkness = 0.0;
  76128. }
  76129. else {
  76130. this._darkness = darkness;
  76131. }
  76132. return this;
  76133. };
  76134. /**
  76135. * Sets the ability to have transparent shadow (boolean).
  76136. * @param transparent True if transparent else False
  76137. * @returns the shadow generator allowing fluent coding
  76138. */
  76139. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76140. this._transparencyShadow = transparent;
  76141. return this;
  76142. };
  76143. /**
  76144. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76145. * @returns The render target texture if present otherwise, null
  76146. */
  76147. ShadowGenerator.prototype.getShadowMap = function () {
  76148. return this._shadowMap;
  76149. };
  76150. /**
  76151. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76152. * @returns The render target texture if the shadow map is present otherwise, null
  76153. */
  76154. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76155. if (this._shadowMap2) {
  76156. return this._shadowMap2;
  76157. }
  76158. return this._shadowMap;
  76159. };
  76160. /**
  76161. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76162. * @param mesh Mesh to add
  76163. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76164. * @returns the Shadow Generator itself
  76165. */
  76166. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76167. if (includeDescendants === void 0) { includeDescendants = true; }
  76168. var _a;
  76169. if (!this._shadowMap) {
  76170. return this;
  76171. }
  76172. if (!this._shadowMap.renderList) {
  76173. this._shadowMap.renderList = [];
  76174. }
  76175. this._shadowMap.renderList.push(mesh);
  76176. if (includeDescendants) {
  76177. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76178. }
  76179. return this;
  76180. };
  76181. /**
  76182. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76183. * @param mesh Mesh to remove
  76184. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76185. * @returns the Shadow Generator itself
  76186. */
  76187. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76188. if (includeDescendants === void 0) { includeDescendants = true; }
  76189. if (!this._shadowMap || !this._shadowMap.renderList) {
  76190. return this;
  76191. }
  76192. var index = this._shadowMap.renderList.indexOf(mesh);
  76193. if (index !== -1) {
  76194. this._shadowMap.renderList.splice(index, 1);
  76195. }
  76196. if (includeDescendants) {
  76197. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76198. var child = _a[_i];
  76199. this.removeShadowCaster(child);
  76200. }
  76201. }
  76202. return this;
  76203. };
  76204. /**
  76205. * Returns the associated light object.
  76206. * @returns the light generating the shadow
  76207. */
  76208. ShadowGenerator.prototype.getLight = function () {
  76209. return this._light;
  76210. };
  76211. ShadowGenerator.prototype._initializeGenerator = function () {
  76212. this._light._markMeshesAsLightDirty();
  76213. this._initializeShadowMap();
  76214. };
  76215. ShadowGenerator.prototype._initializeShadowMap = function () {
  76216. var _this = this;
  76217. // Render target
  76218. var engine = this._scene.getEngine();
  76219. if (engine.webGLVersion > 1) {
  76220. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76221. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76222. }
  76223. else {
  76224. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76225. }
  76226. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76227. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76228. this._shadowMap.anisotropicFilteringLevel = 1;
  76229. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76230. this._shadowMap.renderParticles = false;
  76231. this._shadowMap.ignoreCameraViewport = true;
  76232. // Record Face Index before render.
  76233. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76234. _this._currentFaceIndex = faceIndex;
  76235. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76236. engine.setColorWrite(false);
  76237. }
  76238. });
  76239. // Custom render function.
  76240. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76241. // Blur if required afer render.
  76242. this._shadowMap.onAfterUnbindObservable.add(function () {
  76243. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76244. engine.setColorWrite(true);
  76245. }
  76246. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76247. return;
  76248. }
  76249. var shadowMap = _this.getShadowMapForRendering();
  76250. if (shadowMap) {
  76251. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76252. }
  76253. });
  76254. // Clear according to the chosen filter.
  76255. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76256. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76257. this._shadowMap.onClearObservable.add(function (engine) {
  76258. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76259. engine.clear(clearOne, false, true, false);
  76260. }
  76261. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76262. engine.clear(clearZero, true, true, false);
  76263. }
  76264. else {
  76265. engine.clear(clearOne, true, true, false);
  76266. }
  76267. });
  76268. };
  76269. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76270. var _this = this;
  76271. var engine = this._scene.getEngine();
  76272. var targetSize = this._mapSize / this.blurScale;
  76273. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76274. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76275. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76276. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76277. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76278. }
  76279. if (this.useKernelBlur) {
  76280. this._kernelBlurXPostprocess = new BABYLON.BlurPostProcess(this._light.name + "KernelBlurX", new BABYLON.Vector2(1, 0), this.blurKernel, 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);
  76281. this._kernelBlurXPostprocess.width = targetSize;
  76282. this._kernelBlurXPostprocess.height = targetSize;
  76283. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76284. effect.setTexture("textureSampler", _this._shadowMap);
  76285. });
  76286. this._kernelBlurYPostprocess = new BABYLON.BlurPostProcess(this._light.name + "KernelBlurY", new BABYLON.Vector2(0, 1), this.blurKernel, 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);
  76287. this._kernelBlurXPostprocess.autoClear = false;
  76288. this._kernelBlurYPostprocess.autoClear = false;
  76289. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76290. this._kernelBlurXPostprocess.packedFloat = true;
  76291. this._kernelBlurYPostprocess.packedFloat = true;
  76292. }
  76293. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76294. }
  76295. else {
  76296. this._boxBlurPostprocess = new BABYLON.PostProcess(this._light.name + "DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, "#define OFFSET " + this._blurBoxOffset, this._textureType);
  76297. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76298. effect.setFloat2("screenSize", targetSize, targetSize);
  76299. effect.setTexture("textureSampler", _this._shadowMap);
  76300. });
  76301. this._boxBlurPostprocess.autoClear = false;
  76302. this._blurPostProcesses = [this._boxBlurPostprocess];
  76303. }
  76304. };
  76305. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76306. var index;
  76307. var engine = this._scene.getEngine();
  76308. if (depthOnlySubMeshes.length) {
  76309. engine.setColorWrite(false);
  76310. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76311. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76312. }
  76313. engine.setColorWrite(true);
  76314. }
  76315. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76316. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76317. }
  76318. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76319. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76320. }
  76321. if (this._transparencyShadow) {
  76322. for (index = 0; index < transparentSubMeshes.length; index++) {
  76323. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76324. }
  76325. }
  76326. };
  76327. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76328. var _this = this;
  76329. var mesh = subMesh.getRenderingMesh();
  76330. var scene = this._scene;
  76331. var engine = scene.getEngine();
  76332. var material = subMesh.getMaterial();
  76333. if (!material) {
  76334. return;
  76335. }
  76336. // Culling
  76337. engine.setState(material.backFaceCulling);
  76338. // Managing instances
  76339. var batch = mesh._getInstancesRenderList(subMesh._id);
  76340. if (batch.mustReturn) {
  76341. return;
  76342. }
  76343. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76344. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76345. engine.enableEffect(this._effect);
  76346. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76347. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76348. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76349. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76350. this._effect.setVector3("lightData", this._cachedDirection);
  76351. }
  76352. else {
  76353. this._effect.setVector3("lightData", this._cachedPosition);
  76354. }
  76355. if (scene.activeCamera) {
  76356. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76357. }
  76358. // Alpha test
  76359. if (material && material.needAlphaTesting()) {
  76360. var alphaTexture = material.getAlphaTestTexture();
  76361. if (alphaTexture) {
  76362. this._effect.setTexture("diffuseSampler", alphaTexture);
  76363. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76364. }
  76365. }
  76366. // Bones
  76367. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76368. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  76369. }
  76370. // Morph targets
  76371. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76372. if (this.forceBackFacesOnly) {
  76373. engine.setState(true, 0, false, true);
  76374. }
  76375. // Draw
  76376. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76377. if (this.forceBackFacesOnly) {
  76378. engine.setState(true, 0, false, false);
  76379. }
  76380. }
  76381. else {
  76382. // Need to reset refresh rate of the shadowMap
  76383. if (this._shadowMap) {
  76384. this._shadowMap.resetRefreshCounter();
  76385. }
  76386. }
  76387. };
  76388. ShadowGenerator.prototype._applyFilterValues = function () {
  76389. if (!this._shadowMap) {
  76390. return;
  76391. }
  76392. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76393. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76394. }
  76395. else {
  76396. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76397. }
  76398. };
  76399. /**
  76400. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76401. * @param onCompiled Callback triggered at the and of the effects compilation
  76402. * @param options Sets of optional options forcing the compilation with different modes
  76403. */
  76404. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76405. var _this = this;
  76406. var localOptions = __assign({ useInstances: false }, options);
  76407. var shadowMap = this.getShadowMap();
  76408. if (!shadowMap) {
  76409. if (onCompiled) {
  76410. onCompiled(this);
  76411. }
  76412. return;
  76413. }
  76414. var renderList = shadowMap.renderList;
  76415. if (!renderList) {
  76416. if (onCompiled) {
  76417. onCompiled(this);
  76418. }
  76419. return;
  76420. }
  76421. var subMeshes = new Array();
  76422. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76423. var mesh = renderList_1[_i];
  76424. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76425. }
  76426. if (subMeshes.length === 0) {
  76427. if (onCompiled) {
  76428. onCompiled(this);
  76429. }
  76430. return;
  76431. }
  76432. var currentIndex = 0;
  76433. var checkReady = function () {
  76434. if (!_this._scene || !_this._scene.getEngine()) {
  76435. return;
  76436. }
  76437. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76438. currentIndex++;
  76439. if (currentIndex >= subMeshes.length) {
  76440. if (onCompiled) {
  76441. onCompiled(_this);
  76442. }
  76443. return;
  76444. }
  76445. }
  76446. setTimeout(checkReady, 16);
  76447. };
  76448. checkReady();
  76449. };
  76450. /**
  76451. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76452. * @param options Sets of optional options forcing the compilation with different modes
  76453. * @returns A promise that resolves when the compilation completes
  76454. */
  76455. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76456. var _this = this;
  76457. return new Promise(function (resolve) {
  76458. _this.forceCompilation(function () {
  76459. resolve();
  76460. }, options);
  76461. });
  76462. };
  76463. /**
  76464. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76465. * @param subMesh The submesh we want to render in the shadow map
  76466. * @param useInstances Defines wether will draw in the map using instances
  76467. * @returns true if ready otherwise, false
  76468. */
  76469. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76470. var defines = [];
  76471. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76472. defines.push("#define FLOAT");
  76473. }
  76474. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76475. defines.push("#define ESM");
  76476. }
  76477. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76478. defines.push("#define DEPTHTEXTURE");
  76479. }
  76480. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76481. var mesh = subMesh.getMesh();
  76482. var material = subMesh.getMaterial();
  76483. // Normal bias.
  76484. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76485. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76486. defines.push("#define NORMAL");
  76487. if (mesh.nonUniformScaling) {
  76488. defines.push("#define NONUNIFORMSCALING");
  76489. }
  76490. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76491. defines.push("#define DIRECTIONINLIGHTDATA");
  76492. }
  76493. }
  76494. // Alpha test
  76495. if (material && material.needAlphaTesting()) {
  76496. var alphaTexture = material.getAlphaTestTexture();
  76497. if (alphaTexture) {
  76498. defines.push("#define ALPHATEST");
  76499. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76500. attribs.push(BABYLON.VertexBuffer.UVKind);
  76501. defines.push("#define UV1");
  76502. }
  76503. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76504. if (alphaTexture.coordinatesIndex === 1) {
  76505. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76506. defines.push("#define UV2");
  76507. }
  76508. }
  76509. }
  76510. }
  76511. // Bones
  76512. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76513. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76514. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76515. if (mesh.numBoneInfluencers > 4) {
  76516. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76517. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76518. }
  76519. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76520. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  76521. }
  76522. else {
  76523. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76524. }
  76525. // Morph targets
  76526. var manager = mesh.morphTargetManager;
  76527. var morphInfluencers = 0;
  76528. if (manager) {
  76529. if (manager.numInfluencers > 0) {
  76530. defines.push("#define MORPHTARGETS");
  76531. morphInfluencers = manager.numInfluencers;
  76532. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76533. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76534. }
  76535. }
  76536. // Instances
  76537. if (useInstances) {
  76538. defines.push("#define INSTANCES");
  76539. attribs.push("world0");
  76540. attribs.push("world1");
  76541. attribs.push("world2");
  76542. attribs.push("world3");
  76543. }
  76544. // Get correct effect
  76545. var join = defines.join("\n");
  76546. if (this._cachedDefines !== join) {
  76547. this._cachedDefines = join;
  76548. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  76549. }
  76550. if (!this._effect.isReady()) {
  76551. return false;
  76552. }
  76553. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76554. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76555. this._initializeBlurRTTAndPostProcesses();
  76556. }
  76557. }
  76558. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76559. return false;
  76560. }
  76561. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76562. return false;
  76563. }
  76564. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76565. return false;
  76566. }
  76567. return true;
  76568. };
  76569. /**
  76570. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76571. * @param defines Defines of the material we want to update
  76572. * @param lightIndex Index of the light in the enabled light list of the material
  76573. */
  76574. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76575. var scene = this._scene;
  76576. var light = this._light;
  76577. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76578. return;
  76579. }
  76580. defines["SHADOW" + lightIndex] = true;
  76581. if (this.useContactHardeningShadow) {
  76582. defines["SHADOWPCSS" + lightIndex] = true;
  76583. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76584. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76585. }
  76586. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76587. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76588. }
  76589. // else default to high.
  76590. }
  76591. if (this.usePercentageCloserFiltering) {
  76592. defines["SHADOWPCF" + lightIndex] = true;
  76593. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76594. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76595. }
  76596. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76597. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76598. }
  76599. // else default to high.
  76600. }
  76601. else if (this.usePoissonSampling) {
  76602. defines["SHADOWPOISSON" + lightIndex] = true;
  76603. }
  76604. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76605. defines["SHADOWESM" + lightIndex] = true;
  76606. }
  76607. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76608. defines["SHADOWCLOSEESM" + lightIndex] = true;
  76609. }
  76610. if (light.needCube()) {
  76611. defines["SHADOWCUBE" + lightIndex] = true;
  76612. }
  76613. };
  76614. /**
  76615. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76616. * defined in the generator but impacting the effect).
  76617. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76618. * @param effect The effect we are binfing the information for
  76619. */
  76620. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  76621. var light = this._light;
  76622. var scene = this._scene;
  76623. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76624. return;
  76625. }
  76626. var camera = scene.activeCamera;
  76627. if (!camera) {
  76628. return;
  76629. }
  76630. var shadowMap = this.getShadowMap();
  76631. if (!shadowMap) {
  76632. return;
  76633. }
  76634. if (!light.needCube()) {
  76635. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  76636. }
  76637. // Only PCF uses depth stencil texture.
  76638. if (this._filter === ShadowGenerator.FILTER_PCF) {
  76639. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76640. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76641. }
  76642. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  76643. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76644. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  76645. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76646. }
  76647. else {
  76648. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76649. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  76650. }
  76651. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  76652. };
  76653. /**
  76654. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76655. * (eq to shadow prjection matrix * light transform matrix)
  76656. * @returns The transform matrix used to create the shadow map
  76657. */
  76658. ShadowGenerator.prototype.getTransformMatrix = function () {
  76659. var scene = this._scene;
  76660. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  76661. return this._transformMatrix;
  76662. }
  76663. this._currentRenderID = scene.getRenderId();
  76664. this._currentFaceIndexCache = this._currentFaceIndex;
  76665. var lightPosition = this._light.position;
  76666. if (this._light.computeTransformedInformation()) {
  76667. lightPosition = this._light.transformedPosition;
  76668. }
  76669. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  76670. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  76671. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  76672. }
  76673. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  76674. this._cachedPosition.copyFrom(lightPosition);
  76675. this._cachedDirection.copyFrom(this._lightDirection);
  76676. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  76677. var shadowMap = this.getShadowMap();
  76678. if (shadowMap) {
  76679. var renderList = shadowMap.renderList;
  76680. if (renderList) {
  76681. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  76682. }
  76683. }
  76684. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  76685. }
  76686. return this._transformMatrix;
  76687. };
  76688. /**
  76689. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76690. * Cube and 2D textures for instance.
  76691. */
  76692. ShadowGenerator.prototype.recreateShadowMap = function () {
  76693. var shadowMap = this._shadowMap;
  76694. if (!shadowMap) {
  76695. return;
  76696. }
  76697. // Track render list.
  76698. var renderList = shadowMap.renderList;
  76699. // Clean up existing data.
  76700. this._disposeRTTandPostProcesses();
  76701. // Reinitializes.
  76702. this._initializeGenerator();
  76703. // Reaffect the filter to ensure a correct fallback if necessary.
  76704. this.filter = this.filter;
  76705. // Reaffect the filter.
  76706. this._applyFilterValues();
  76707. // Reaffect Render List.
  76708. this._shadowMap.renderList = renderList;
  76709. };
  76710. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  76711. if (this._shadowMap2) {
  76712. this._shadowMap2.dispose();
  76713. this._shadowMap2 = null;
  76714. }
  76715. if (this._boxBlurPostprocess) {
  76716. this._boxBlurPostprocess.dispose();
  76717. this._boxBlurPostprocess = null;
  76718. }
  76719. if (this._kernelBlurXPostprocess) {
  76720. this._kernelBlurXPostprocess.dispose();
  76721. this._kernelBlurXPostprocess = null;
  76722. }
  76723. if (this._kernelBlurYPostprocess) {
  76724. this._kernelBlurYPostprocess.dispose();
  76725. this._kernelBlurYPostprocess = null;
  76726. }
  76727. this._blurPostProcesses = [];
  76728. };
  76729. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  76730. if (this._shadowMap) {
  76731. this._shadowMap.dispose();
  76732. this._shadowMap = null;
  76733. }
  76734. this._disposeBlurPostProcesses();
  76735. };
  76736. /**
  76737. * Disposes the ShadowGenerator.
  76738. * Returns nothing.
  76739. */
  76740. ShadowGenerator.prototype.dispose = function () {
  76741. this._disposeRTTandPostProcesses();
  76742. if (this._light) {
  76743. this._light._shadowGenerator = null;
  76744. this._light._markMeshesAsLightDirty();
  76745. }
  76746. };
  76747. /**
  76748. * Serializes the shadow generator setup to a json object.
  76749. * @returns The serialized JSON object
  76750. */
  76751. ShadowGenerator.prototype.serialize = function () {
  76752. var serializationObject = {};
  76753. var shadowMap = this.getShadowMap();
  76754. if (!shadowMap) {
  76755. return serializationObject;
  76756. }
  76757. serializationObject.lightId = this._light.id;
  76758. serializationObject.mapSize = shadowMap.getRenderSize();
  76759. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  76760. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  76761. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76762. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76763. serializationObject.usePoissonSampling = this.usePoissonSampling;
  76764. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  76765. serializationObject.depthScale = this.depthScale;
  76766. serializationObject.darkness = this.getDarkness();
  76767. serializationObject.blurBoxOffset = this.blurBoxOffset;
  76768. serializationObject.blurKernel = this.blurKernel;
  76769. serializationObject.blurScale = this.blurScale;
  76770. serializationObject.useKernelBlur = this.useKernelBlur;
  76771. serializationObject.transparencyShadow = this._transparencyShadow;
  76772. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  76773. serializationObject.bias = this.bias;
  76774. serializationObject.normalBias = this.normalBias;
  76775. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  76776. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  76777. serializationObject.filteringQuality = this.filteringQuality;
  76778. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  76779. serializationObject.renderList = [];
  76780. if (shadowMap.renderList) {
  76781. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  76782. var mesh = shadowMap.renderList[meshIndex];
  76783. serializationObject.renderList.push(mesh.id);
  76784. }
  76785. }
  76786. return serializationObject;
  76787. };
  76788. /**
  76789. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  76790. * @param parsedShadowGenerator The JSON object to parse
  76791. * @param scene The scene to create the shadow map for
  76792. * @returns The parsed shadow generator
  76793. */
  76794. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  76795. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  76796. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  76797. var shadowMap = shadowGenerator.getShadowMap();
  76798. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  76799. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  76800. meshes.forEach(function (mesh) {
  76801. if (!shadowMap) {
  76802. return;
  76803. }
  76804. if (!shadowMap.renderList) {
  76805. shadowMap.renderList = [];
  76806. }
  76807. shadowMap.renderList.push(mesh);
  76808. });
  76809. }
  76810. if (parsedShadowGenerator.usePoissonSampling) {
  76811. shadowGenerator.usePoissonSampling = true;
  76812. }
  76813. else if (parsedShadowGenerator.useExponentialShadowMap) {
  76814. shadowGenerator.useExponentialShadowMap = true;
  76815. }
  76816. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  76817. shadowGenerator.useBlurExponentialShadowMap = true;
  76818. }
  76819. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  76820. shadowGenerator.useCloseExponentialShadowMap = true;
  76821. }
  76822. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  76823. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  76824. }
  76825. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  76826. shadowGenerator.usePercentageCloserFiltering = true;
  76827. }
  76828. else if (parsedShadowGenerator.useContactHardeningShadow) {
  76829. shadowGenerator.useContactHardeningShadow = true;
  76830. }
  76831. if (parsedShadowGenerator.filteringQuality) {
  76832. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  76833. }
  76834. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  76835. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  76836. }
  76837. // Backward compat
  76838. else if (parsedShadowGenerator.useVarianceShadowMap) {
  76839. shadowGenerator.useExponentialShadowMap = true;
  76840. }
  76841. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  76842. shadowGenerator.useBlurExponentialShadowMap = true;
  76843. }
  76844. if (parsedShadowGenerator.depthScale) {
  76845. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  76846. }
  76847. if (parsedShadowGenerator.blurScale) {
  76848. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  76849. }
  76850. if (parsedShadowGenerator.blurBoxOffset) {
  76851. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  76852. }
  76853. if (parsedShadowGenerator.useKernelBlur) {
  76854. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  76855. }
  76856. if (parsedShadowGenerator.blurKernel) {
  76857. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  76858. }
  76859. if (parsedShadowGenerator.bias !== undefined) {
  76860. shadowGenerator.bias = parsedShadowGenerator.bias;
  76861. }
  76862. if (parsedShadowGenerator.normalBias !== undefined) {
  76863. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  76864. }
  76865. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  76866. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  76867. }
  76868. if (parsedShadowGenerator.darkness) {
  76869. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  76870. }
  76871. if (parsedShadowGenerator.transparencyShadow) {
  76872. shadowGenerator.setTransparencyShadow(true);
  76873. }
  76874. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  76875. return shadowGenerator;
  76876. };
  76877. /**
  76878. * Shadow generator mode None: no filtering applied.
  76879. */
  76880. ShadowGenerator.FILTER_NONE = 0;
  76881. /**
  76882. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76883. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76884. */
  76885. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  76886. /**
  76887. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76888. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76889. */
  76890. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  76891. /**
  76892. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  76893. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76894. */
  76895. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  76896. /**
  76897. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  76898. * edge artifacts on steep falloff.
  76899. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76900. */
  76901. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  76902. /**
  76903. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  76904. * edge artifacts on steep falloff.
  76905. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76906. */
  76907. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  76908. /**
  76909. * Shadow generator mode PCF: Percentage Closer Filtering
  76910. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76911. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  76912. */
  76913. ShadowGenerator.FILTER_PCF = 6;
  76914. /**
  76915. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  76916. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76917. * Contact Hardening
  76918. */
  76919. ShadowGenerator.FILTER_PCSS = 7;
  76920. /**
  76921. * Reserved for PCF and PCSS
  76922. * Highest Quality.
  76923. *
  76924. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  76925. *
  76926. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  76927. */
  76928. ShadowGenerator.QUALITY_HIGH = 0;
  76929. /**
  76930. * Reserved for PCF and PCSS
  76931. * Good tradeoff for quality/perf cross devices
  76932. *
  76933. * Execute PCF on a 3*3 kernel.
  76934. *
  76935. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  76936. */
  76937. ShadowGenerator.QUALITY_MEDIUM = 1;
  76938. /**
  76939. * Reserved for PCF and PCSS
  76940. * The lowest quality but the fastest.
  76941. *
  76942. * Execute PCF on a 1*1 kernel.
  76943. *
  76944. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  76945. */
  76946. ShadowGenerator.QUALITY_LOW = 2;
  76947. return ShadowGenerator;
  76948. }());
  76949. BABYLON.ShadowGenerator = ShadowGenerator;
  76950. })(BABYLON || (BABYLON = {}));
  76951. //# sourceMappingURL=babylon.shadowGenerator.js.map
  76952. var BABYLON;
  76953. (function (BABYLON) {
  76954. // Adds the parser to the scene parsers.
  76955. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  76956. // Shadows
  76957. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  76958. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  76959. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  76960. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  76961. // SG would be available on their associated lights
  76962. }
  76963. }
  76964. });
  76965. /**
  76966. * Defines the shadow generator component responsible to manage any shadow generators
  76967. * in a given scene.
  76968. */
  76969. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  76970. /**
  76971. * Creates a new instance of the component for the given scene
  76972. * @param scene Defines the scene to register the component in
  76973. */
  76974. function ShadowGeneratorSceneComponent(scene) {
  76975. /**
  76976. * The component name helpfull to identify the component in the list of scene components.
  76977. */
  76978. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  76979. this.scene = scene;
  76980. }
  76981. /**
  76982. * Registers the component in a given scene
  76983. */
  76984. ShadowGeneratorSceneComponent.prototype.register = function () {
  76985. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  76986. };
  76987. /**
  76988. * Rebuilds the elements related to this component in case of
  76989. * context lost for instance.
  76990. */
  76991. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  76992. // Nothing To Do Here.
  76993. };
  76994. /**
  76995. * Serializes the component data to the specified json object
  76996. * @param serializationObject The object to serialize to
  76997. */
  76998. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  76999. // Shadows
  77000. serializationObject.shadowGenerators = [];
  77001. var lights = this.scene.lights;
  77002. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77003. var light = lights_1[_i];
  77004. var shadowGenerator = light.getShadowGenerator();
  77005. if (shadowGenerator) {
  77006. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77007. }
  77008. }
  77009. };
  77010. /**
  77011. * Adds all the element from the container to the scene
  77012. * @param container the container holding the elements
  77013. */
  77014. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77015. // Nothing To Do Here. (directly attached to a light)
  77016. };
  77017. /**
  77018. * Removes all the elements in the container from the scene
  77019. * @param container contains the elements to remove
  77020. */
  77021. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77022. // Nothing To Do Here. (directly attached to a light)
  77023. };
  77024. /**
  77025. * Rebuilds the elements related to this component in case of
  77026. * context lost for instance.
  77027. */
  77028. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77029. // Nothing To Do Here.
  77030. };
  77031. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77032. // Shadows
  77033. var scene = this.scene;
  77034. if (this.scene.shadowsEnabled) {
  77035. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77036. var light = scene.lights[lightIndex];
  77037. var shadowGenerator = light.getShadowGenerator();
  77038. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77039. var shadowMap = (shadowGenerator.getShadowMap());
  77040. if (scene.textures.indexOf(shadowMap) !== -1) {
  77041. renderTargets.push(shadowMap);
  77042. }
  77043. }
  77044. }
  77045. }
  77046. };
  77047. return ShadowGeneratorSceneComponent;
  77048. }());
  77049. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77050. })(BABYLON || (BABYLON = {}));
  77051. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77052. var BABYLON;
  77053. (function (BABYLON) {
  77054. /**
  77055. * Class used for the default loading screen
  77056. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77057. */
  77058. var DefaultLoadingScreen = /** @class */ (function () {
  77059. /**
  77060. * Creates a new default loading screen
  77061. * @param _renderingCanvas defines the canvas used to render the scene
  77062. * @param _loadingText defines the default text to display
  77063. * @param _loadingDivBackgroundColor defines the default background color
  77064. */
  77065. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77066. if (_loadingText === void 0) { _loadingText = ""; }
  77067. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77068. var _this = this;
  77069. this._renderingCanvas = _renderingCanvas;
  77070. this._loadingText = _loadingText;
  77071. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77072. // Resize
  77073. this._resizeLoadingUI = function () {
  77074. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77075. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77076. if (!_this._loadingDiv) {
  77077. return;
  77078. }
  77079. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77080. _this._loadingDiv.style.left = canvasRect.left + "px";
  77081. _this._loadingDiv.style.top = canvasRect.top + "px";
  77082. _this._loadingDiv.style.width = canvasRect.width + "px";
  77083. _this._loadingDiv.style.height = canvasRect.height + "px";
  77084. };
  77085. }
  77086. /**
  77087. * Function called to display the loading screen
  77088. */
  77089. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77090. if (this._loadingDiv) {
  77091. // Do not add a loading screen if there is already one
  77092. return;
  77093. }
  77094. this._loadingDiv = document.createElement("div");
  77095. this._loadingDiv.id = "babylonjsLoadingDiv";
  77096. this._loadingDiv.style.opacity = "0";
  77097. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77098. this._loadingDiv.style.pointerEvents = "none";
  77099. // Loading text
  77100. this._loadingTextDiv = document.createElement("div");
  77101. this._loadingTextDiv.style.position = "absolute";
  77102. this._loadingTextDiv.style.left = "0";
  77103. this._loadingTextDiv.style.top = "50%";
  77104. this._loadingTextDiv.style.marginTop = "80px";
  77105. this._loadingTextDiv.style.width = "100%";
  77106. this._loadingTextDiv.style.height = "20px";
  77107. this._loadingTextDiv.style.fontFamily = "Arial";
  77108. this._loadingTextDiv.style.fontSize = "14px";
  77109. this._loadingTextDiv.style.color = "white";
  77110. this._loadingTextDiv.style.textAlign = "center";
  77111. this._loadingTextDiv.innerHTML = "Loading";
  77112. this._loadingDiv.appendChild(this._loadingTextDiv);
  77113. //set the predefined text
  77114. this._loadingTextDiv.innerHTML = this._loadingText;
  77115. // Generating keyframes
  77116. var style = document.createElement('style');
  77117. style.type = 'text/css';
  77118. var keyFrames = "@-webkit-keyframes spin1 { 0% { -webkit-transform: rotate(0deg);}\n 100% { -webkit-transform: rotate(360deg);}\n } @keyframes spin1 { 0% { transform: rotate(0deg);}\n 100% { transform: rotate(360deg);}\n }";
  77119. style.innerHTML = keyFrames;
  77120. document.getElementsByTagName('head')[0].appendChild(style);
  77121. // Loading img
  77122. var imgBack = new Image();
  77123. imgBack.src = "data:image/png;base64,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";
  77124. imgBack.style.position = "absolute";
  77125. imgBack.style.left = "50%";
  77126. imgBack.style.top = "50%";
  77127. imgBack.style.marginLeft = "-60px";
  77128. imgBack.style.marginTop = "-60px";
  77129. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77130. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77131. imgBack.style.transformOrigin = "50% 50%";
  77132. imgBack.style.webkitTransformOrigin = "50% 50%";
  77133. this._loadingDiv.appendChild(imgBack);
  77134. this._resizeLoadingUI();
  77135. window.addEventListener("resize", this._resizeLoadingUI);
  77136. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77137. document.body.appendChild(this._loadingDiv);
  77138. this._loadingDiv.style.opacity = "1";
  77139. };
  77140. /**
  77141. * Function called to hide the loading screen
  77142. */
  77143. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77144. var _this = this;
  77145. if (!this._loadingDiv) {
  77146. return;
  77147. }
  77148. var onTransitionEnd = function () {
  77149. if (!_this._loadingDiv) {
  77150. return;
  77151. }
  77152. document.body.removeChild(_this._loadingDiv);
  77153. window.removeEventListener("resize", _this._resizeLoadingUI);
  77154. _this._loadingDiv = null;
  77155. };
  77156. this._loadingDiv.style.opacity = "0";
  77157. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77158. };
  77159. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77160. get: function () {
  77161. return this._loadingText;
  77162. },
  77163. /**
  77164. * Gets or sets the text to display while loading
  77165. */
  77166. set: function (text) {
  77167. this._loadingText = text;
  77168. if (this._loadingTextDiv) {
  77169. this._loadingTextDiv.innerHTML = this._loadingText;
  77170. }
  77171. },
  77172. enumerable: true,
  77173. configurable: true
  77174. });
  77175. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77176. /**
  77177. * Gets or sets the color to use for the background
  77178. */
  77179. get: function () {
  77180. return this._loadingDivBackgroundColor;
  77181. },
  77182. set: function (color) {
  77183. this._loadingDivBackgroundColor = color;
  77184. if (!this._loadingDiv) {
  77185. return;
  77186. }
  77187. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77188. },
  77189. enumerable: true,
  77190. configurable: true
  77191. });
  77192. return DefaultLoadingScreen;
  77193. }());
  77194. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77195. })(BABYLON || (BABYLON = {}));
  77196. //# sourceMappingURL=babylon.loadingScreen.js.map
  77197. var BABYLON;
  77198. (function (BABYLON) {
  77199. /**
  77200. * Class used to represent data loading progression
  77201. */
  77202. var SceneLoaderProgressEvent = /** @class */ (function () {
  77203. /**
  77204. * Create a new progress event
  77205. * @param lengthComputable defines if data length to load can be evaluated
  77206. * @param loaded defines the loaded data length
  77207. * @param total defines the data length to load
  77208. */
  77209. function SceneLoaderProgressEvent(
  77210. /** defines if data length to load can be evaluated */
  77211. lengthComputable,
  77212. /** defines the loaded data length */
  77213. loaded,
  77214. /** defines the data length to load */
  77215. total) {
  77216. this.lengthComputable = lengthComputable;
  77217. this.loaded = loaded;
  77218. this.total = total;
  77219. }
  77220. /**
  77221. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77222. * @param event defines the source event
  77223. * @returns a new SceneLoaderProgressEvent
  77224. */
  77225. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77226. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77227. };
  77228. return SceneLoaderProgressEvent;
  77229. }());
  77230. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77231. /**
  77232. * Class used to load scene from various file formats using registered plugins
  77233. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77234. */
  77235. var SceneLoader = /** @class */ (function () {
  77236. function SceneLoader() {
  77237. }
  77238. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77239. /**
  77240. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77241. */
  77242. get: function () {
  77243. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77244. },
  77245. set: function (value) {
  77246. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77247. },
  77248. enumerable: true,
  77249. configurable: true
  77250. });
  77251. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77252. /**
  77253. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77254. */
  77255. get: function () {
  77256. return SceneLoader._ShowLoadingScreen;
  77257. },
  77258. set: function (value) {
  77259. SceneLoader._ShowLoadingScreen = value;
  77260. },
  77261. enumerable: true,
  77262. configurable: true
  77263. });
  77264. Object.defineProperty(SceneLoader, "loggingLevel", {
  77265. /**
  77266. * Defines the current logging level (while loading the scene)
  77267. * @ignorenaming
  77268. */
  77269. get: function () {
  77270. return SceneLoader._loggingLevel;
  77271. },
  77272. set: function (value) {
  77273. SceneLoader._loggingLevel = value;
  77274. },
  77275. enumerable: true,
  77276. configurable: true
  77277. });
  77278. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77279. /**
  77280. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77281. */
  77282. get: function () {
  77283. return SceneLoader._CleanBoneMatrixWeights;
  77284. },
  77285. set: function (value) {
  77286. SceneLoader._CleanBoneMatrixWeights = value;
  77287. },
  77288. enumerable: true,
  77289. configurable: true
  77290. });
  77291. SceneLoader._getDefaultPlugin = function () {
  77292. return SceneLoader._registeredPlugins[".babylon"];
  77293. };
  77294. SceneLoader._getPluginForExtension = function (extension) {
  77295. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77296. if (registeredPlugin) {
  77297. return registeredPlugin;
  77298. }
  77299. BABYLON.Tools.Warn("Unable to find a plugin to load " + extension + " files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: http://doc.babylonjs.com/how_to/load_from_any_file_type");
  77300. return SceneLoader._getDefaultPlugin();
  77301. };
  77302. SceneLoader._getPluginForDirectLoad = function (data) {
  77303. for (var extension in SceneLoader._registeredPlugins) {
  77304. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77305. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77306. return SceneLoader._registeredPlugins[extension];
  77307. }
  77308. }
  77309. return SceneLoader._getDefaultPlugin();
  77310. };
  77311. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77312. var queryStringPosition = sceneFilename.indexOf("?");
  77313. if (queryStringPosition !== -1) {
  77314. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77315. }
  77316. var dotPosition = sceneFilename.lastIndexOf(".");
  77317. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77318. return SceneLoader._getPluginForExtension(extension);
  77319. };
  77320. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77321. SceneLoader._getDirectLoad = function (sceneFilename) {
  77322. if (sceneFilename.substr(0, 5) === "data:") {
  77323. return sceneFilename.substr(5);
  77324. }
  77325. return null;
  77326. };
  77327. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77328. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77329. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77330. var plugin;
  77331. if (registeredPlugin.plugin.createPlugin) {
  77332. plugin = registeredPlugin.plugin.createPlugin();
  77333. }
  77334. else {
  77335. plugin = registeredPlugin.plugin;
  77336. }
  77337. var useArrayBuffer = registeredPlugin.isBinary;
  77338. var offlineProvider;
  77339. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77340. var dataCallback = function (data, responseURL) {
  77341. if (scene.isDisposed) {
  77342. onError("Scene has been disposed");
  77343. return;
  77344. }
  77345. scene.offlineProvider = offlineProvider;
  77346. onSuccess(plugin, data, responseURL);
  77347. };
  77348. var request = null;
  77349. var pluginDisposed = false;
  77350. var onDisposeObservable = plugin.onDisposeObservable;
  77351. if (onDisposeObservable) {
  77352. onDisposeObservable.add(function () {
  77353. pluginDisposed = true;
  77354. if (request) {
  77355. request.abort();
  77356. request = null;
  77357. }
  77358. onDispose();
  77359. });
  77360. }
  77361. var manifestChecked = function () {
  77362. if (pluginDisposed) {
  77363. return;
  77364. }
  77365. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77366. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77367. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77368. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77369. });
  77370. };
  77371. if (directLoad) {
  77372. dataCallback(directLoad);
  77373. return plugin;
  77374. }
  77375. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77376. var engine = scene.getEngine();
  77377. var canUseOfflineSupport = engine.enableOfflineSupport;
  77378. if (canUseOfflineSupport) {
  77379. // Also check for exceptions
  77380. var exceptionFound = false;
  77381. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77382. var regex = _a[_i];
  77383. if (regex.test(fileInfo.url)) {
  77384. exceptionFound = true;
  77385. break;
  77386. }
  77387. }
  77388. canUseOfflineSupport = !exceptionFound;
  77389. }
  77390. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77391. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77392. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77393. }
  77394. else {
  77395. manifestChecked();
  77396. }
  77397. }
  77398. // Loading file from disk via input file or drag'n'drop
  77399. else {
  77400. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77401. if (file) {
  77402. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77403. }
  77404. else {
  77405. onError("Unable to find file named " + fileInfo.name);
  77406. }
  77407. }
  77408. return plugin;
  77409. };
  77410. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77411. var url;
  77412. var name;
  77413. if (!sceneFilename) {
  77414. url = rootUrl;
  77415. name = BABYLON.Tools.GetFilename(rootUrl);
  77416. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77417. }
  77418. else {
  77419. if (sceneFilename.substr(0, 1) === "/") {
  77420. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77421. return null;
  77422. }
  77423. url = rootUrl + sceneFilename;
  77424. name = sceneFilename;
  77425. }
  77426. return {
  77427. url: url,
  77428. rootUrl: rootUrl,
  77429. name: name
  77430. };
  77431. };
  77432. // Public functions
  77433. /**
  77434. * Gets a plugin that can load the given extension
  77435. * @param extension defines the extension to load
  77436. * @returns a plugin or null if none works
  77437. */
  77438. SceneLoader.GetPluginForExtension = function (extension) {
  77439. return SceneLoader._getPluginForExtension(extension).plugin;
  77440. };
  77441. /**
  77442. * Gets a boolean indicating that the given extension can be loaded
  77443. * @param extension defines the extension to load
  77444. * @returns true if the extension is supported
  77445. */
  77446. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77447. return !!SceneLoader._registeredPlugins[extension];
  77448. };
  77449. /**
  77450. * Adds a new plugin to the list of registered plugins
  77451. * @param plugin defines the plugin to add
  77452. */
  77453. SceneLoader.RegisterPlugin = function (plugin) {
  77454. if (typeof plugin.extensions === "string") {
  77455. var extension = plugin.extensions;
  77456. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77457. plugin: plugin,
  77458. isBinary: false
  77459. };
  77460. }
  77461. else {
  77462. var extensions = plugin.extensions;
  77463. Object.keys(extensions).forEach(function (extension) {
  77464. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77465. plugin: plugin,
  77466. isBinary: extensions[extension].isBinary
  77467. };
  77468. });
  77469. }
  77470. };
  77471. /**
  77472. * Import meshes into a scene
  77473. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77474. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77475. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77476. * @param scene the instance of BABYLON.Scene to append to
  77477. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77478. * @param onProgress a callback with a progress event for each file being loaded
  77479. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77480. * @param pluginExtension the extension used to determine the plugin
  77481. * @returns The loaded plugin
  77482. */
  77483. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77484. if (sceneFilename === void 0) { sceneFilename = ""; }
  77485. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77486. if (onSuccess === void 0) { onSuccess = null; }
  77487. if (onProgress === void 0) { onProgress = null; }
  77488. if (onError === void 0) { onError = null; }
  77489. if (pluginExtension === void 0) { pluginExtension = null; }
  77490. if (!scene) {
  77491. BABYLON.Tools.Error("No scene available to import mesh to");
  77492. return null;
  77493. }
  77494. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77495. if (!fileInfo) {
  77496. return null;
  77497. }
  77498. var loadingToken = {};
  77499. scene._addPendingData(loadingToken);
  77500. var disposeHandler = function () {
  77501. scene._removePendingData(loadingToken);
  77502. };
  77503. var errorHandler = function (message, exception) {
  77504. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77505. if (onError) {
  77506. onError(scene, errorMessage, exception);
  77507. }
  77508. else {
  77509. BABYLON.Tools.Error(errorMessage);
  77510. // should the exception be thrown?
  77511. }
  77512. disposeHandler();
  77513. };
  77514. var progressHandler = onProgress ? function (event) {
  77515. try {
  77516. onProgress(event);
  77517. }
  77518. catch (e) {
  77519. errorHandler("Error in onProgress callback", e);
  77520. }
  77521. } : undefined;
  77522. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77523. scene.importedMeshesFiles.push(fileInfo.url);
  77524. if (onSuccess) {
  77525. try {
  77526. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77527. }
  77528. catch (e) {
  77529. errorHandler("Error in onSuccess callback", e);
  77530. }
  77531. }
  77532. scene._removePendingData(loadingToken);
  77533. };
  77534. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77535. if (plugin.rewriteRootURL) {
  77536. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77537. }
  77538. if (plugin.importMesh) {
  77539. var syncedPlugin = plugin;
  77540. var meshes = new Array();
  77541. var particleSystems = new Array();
  77542. var skeletons = new Array();
  77543. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77544. return;
  77545. }
  77546. scene.loadingPluginName = plugin.name;
  77547. successHandler(meshes, particleSystems, skeletons, []);
  77548. }
  77549. else {
  77550. var asyncedPlugin = plugin;
  77551. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77552. scene.loadingPluginName = plugin.name;
  77553. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77554. }).catch(function (error) {
  77555. errorHandler(error.message, error);
  77556. });
  77557. }
  77558. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77559. };
  77560. /**
  77561. * Import meshes into a scene
  77562. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77563. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77564. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77565. * @param scene the instance of BABYLON.Scene to append to
  77566. * @param onProgress a callback with a progress event for each file being loaded
  77567. * @param pluginExtension the extension used to determine the plugin
  77568. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77569. */
  77570. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77571. if (sceneFilename === void 0) { sceneFilename = ""; }
  77572. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77573. if (onProgress === void 0) { onProgress = null; }
  77574. if (pluginExtension === void 0) { pluginExtension = null; }
  77575. return new Promise(function (resolve, reject) {
  77576. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77577. resolve({
  77578. meshes: meshes,
  77579. particleSystems: particleSystems,
  77580. skeletons: skeletons,
  77581. animationGroups: animationGroups
  77582. });
  77583. }, onProgress, function (scene, message, exception) {
  77584. reject(exception || new Error(message));
  77585. }, pluginExtension);
  77586. });
  77587. };
  77588. /**
  77589. * Load a scene
  77590. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77591. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77592. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77593. * @param onSuccess a callback with the scene when import succeeds
  77594. * @param onProgress a callback with a progress event for each file being loaded
  77595. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77596. * @param pluginExtension the extension used to determine the plugin
  77597. * @returns The loaded plugin
  77598. */
  77599. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77600. if (onSuccess === void 0) { onSuccess = null; }
  77601. if (onProgress === void 0) { onProgress = null; }
  77602. if (onError === void 0) { onError = null; }
  77603. if (pluginExtension === void 0) { pluginExtension = null; }
  77604. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77605. };
  77606. /**
  77607. * Load a scene
  77608. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77609. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77610. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77611. * @param onProgress a callback with a progress event for each file being loaded
  77612. * @param pluginExtension the extension used to determine the plugin
  77613. * @returns The loaded scene
  77614. */
  77615. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  77616. if (onProgress === void 0) { onProgress = null; }
  77617. if (pluginExtension === void 0) { pluginExtension = null; }
  77618. return new Promise(function (resolve, reject) {
  77619. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  77620. resolve(scene);
  77621. }, onProgress, function (scene, message, exception) {
  77622. reject(exception || new Error(message));
  77623. }, pluginExtension);
  77624. });
  77625. };
  77626. /**
  77627. * Append a scene
  77628. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77629. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77630. * @param scene is the instance of BABYLON.Scene to append to
  77631. * @param onSuccess a callback with the scene when import succeeds
  77632. * @param onProgress a callback with a progress event for each file being loaded
  77633. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77634. * @param pluginExtension the extension used to determine the plugin
  77635. * @returns The loaded plugin
  77636. */
  77637. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77638. if (sceneFilename === void 0) { sceneFilename = ""; }
  77639. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77640. if (onSuccess === void 0) { onSuccess = null; }
  77641. if (onProgress === void 0) { onProgress = null; }
  77642. if (onError === void 0) { onError = null; }
  77643. if (pluginExtension === void 0) { pluginExtension = null; }
  77644. if (!scene) {
  77645. BABYLON.Tools.Error("No scene available to append to");
  77646. return null;
  77647. }
  77648. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77649. if (!fileInfo) {
  77650. return null;
  77651. }
  77652. if (SceneLoader.ShowLoadingScreen) {
  77653. scene.getEngine().displayLoadingUI();
  77654. }
  77655. var loadingToken = {};
  77656. scene._addPendingData(loadingToken);
  77657. var disposeHandler = function () {
  77658. scene._removePendingData(loadingToken);
  77659. scene.getEngine().hideLoadingUI();
  77660. };
  77661. var errorHandler = function (message, exception) {
  77662. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  77663. if (onError) {
  77664. onError(scene, errorMessage, exception);
  77665. }
  77666. else {
  77667. BABYLON.Tools.Error(errorMessage);
  77668. // should the exception be thrown?
  77669. }
  77670. disposeHandler();
  77671. };
  77672. var progressHandler = onProgress ? function (event) {
  77673. try {
  77674. onProgress(event);
  77675. }
  77676. catch (e) {
  77677. errorHandler("Error in onProgress callback", e);
  77678. }
  77679. } : undefined;
  77680. var successHandler = function () {
  77681. if (onSuccess) {
  77682. try {
  77683. onSuccess(scene);
  77684. }
  77685. catch (e) {
  77686. errorHandler("Error in onSuccess callback", e);
  77687. }
  77688. }
  77689. scene._removePendingData(loadingToken);
  77690. };
  77691. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77692. if (plugin.load) {
  77693. var syncedPlugin = plugin;
  77694. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  77695. return;
  77696. }
  77697. scene.loadingPluginName = plugin.name;
  77698. successHandler();
  77699. }
  77700. else {
  77701. var asyncedPlugin = plugin;
  77702. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  77703. scene.loadingPluginName = plugin.name;
  77704. successHandler();
  77705. }).catch(function (error) {
  77706. errorHandler(error.message, error);
  77707. });
  77708. }
  77709. if (SceneLoader.ShowLoadingScreen) {
  77710. scene.executeWhenReady(function () {
  77711. scene.getEngine().hideLoadingUI();
  77712. });
  77713. }
  77714. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77715. };
  77716. /**
  77717. * Append a scene
  77718. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77719. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77720. * @param scene is the instance of BABYLON.Scene to append to
  77721. * @param onProgress a callback with a progress event for each file being loaded
  77722. * @param pluginExtension the extension used to determine the plugin
  77723. * @returns The given scene
  77724. */
  77725. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77726. if (sceneFilename === void 0) { sceneFilename = ""; }
  77727. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77728. if (onProgress === void 0) { onProgress = null; }
  77729. if (pluginExtension === void 0) { pluginExtension = null; }
  77730. return new Promise(function (resolve, reject) {
  77731. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  77732. resolve(scene);
  77733. }, onProgress, function (scene, message, exception) {
  77734. reject(exception || new Error(message));
  77735. }, pluginExtension);
  77736. });
  77737. };
  77738. /**
  77739. * Load a scene into an asset container
  77740. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77741. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77742. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  77743. * @param onSuccess a callback with the scene when import succeeds
  77744. * @param onProgress a callback with a progress event for each file being loaded
  77745. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77746. * @param pluginExtension the extension used to determine the plugin
  77747. * @returns The loaded plugin
  77748. */
  77749. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77750. if (sceneFilename === void 0) { sceneFilename = ""; }
  77751. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77752. if (onSuccess === void 0) { onSuccess = null; }
  77753. if (onProgress === void 0) { onProgress = null; }
  77754. if (onError === void 0) { onError = null; }
  77755. if (pluginExtension === void 0) { pluginExtension = null; }
  77756. if (!scene) {
  77757. BABYLON.Tools.Error("No scene available to load asset container to");
  77758. return null;
  77759. }
  77760. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77761. if (!fileInfo) {
  77762. return null;
  77763. }
  77764. var loadingToken = {};
  77765. scene._addPendingData(loadingToken);
  77766. var disposeHandler = function () {
  77767. scene._removePendingData(loadingToken);
  77768. };
  77769. var errorHandler = function (message, exception) {
  77770. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  77771. if (onError) {
  77772. onError(scene, errorMessage, exception);
  77773. }
  77774. else {
  77775. BABYLON.Tools.Error(errorMessage);
  77776. // should the exception be thrown?
  77777. }
  77778. disposeHandler();
  77779. };
  77780. var progressHandler = onProgress ? function (event) {
  77781. try {
  77782. onProgress(event);
  77783. }
  77784. catch (e) {
  77785. errorHandler("Error in onProgress callback", e);
  77786. }
  77787. } : undefined;
  77788. var successHandler = function (assets) {
  77789. if (onSuccess) {
  77790. try {
  77791. onSuccess(assets);
  77792. }
  77793. catch (e) {
  77794. errorHandler("Error in onSuccess callback", e);
  77795. }
  77796. }
  77797. scene._removePendingData(loadingToken);
  77798. };
  77799. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77800. if (plugin.loadAssetContainer) {
  77801. var syncedPlugin = plugin;
  77802. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  77803. if (!assetContainer) {
  77804. return;
  77805. }
  77806. scene.loadingPluginName = plugin.name;
  77807. successHandler(assetContainer);
  77808. }
  77809. else if (plugin.loadAssetContainerAsync) {
  77810. var asyncedPlugin = plugin;
  77811. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  77812. scene.loadingPluginName = plugin.name;
  77813. successHandler(assetContainer);
  77814. }).catch(function (error) {
  77815. errorHandler(error.message, error);
  77816. });
  77817. }
  77818. else {
  77819. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  77820. }
  77821. if (SceneLoader.ShowLoadingScreen) {
  77822. scene.executeWhenReady(function () {
  77823. scene.getEngine().hideLoadingUI();
  77824. });
  77825. }
  77826. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77827. };
  77828. /**
  77829. * Load a scene into an asset container
  77830. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  77831. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  77832. * @param scene is the instance of BABYLON.Scene to append to
  77833. * @param onProgress a callback with a progress event for each file being loaded
  77834. * @param pluginExtension the extension used to determine the plugin
  77835. * @returns The loaded asset container
  77836. */
  77837. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77838. if (sceneFilename === void 0) { sceneFilename = ""; }
  77839. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77840. if (onProgress === void 0) { onProgress = null; }
  77841. if (pluginExtension === void 0) { pluginExtension = null; }
  77842. return new Promise(function (resolve, reject) {
  77843. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  77844. resolve(assetContainer);
  77845. }, onProgress, function (scene, message, exception) {
  77846. reject(exception || new Error(message));
  77847. }, pluginExtension);
  77848. });
  77849. };
  77850. // Flags
  77851. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  77852. SceneLoader._ShowLoadingScreen = true;
  77853. SceneLoader._CleanBoneMatrixWeights = false;
  77854. /**
  77855. * No logging while loading
  77856. */
  77857. SceneLoader.NO_LOGGING = 0;
  77858. /**
  77859. * Minimal logging while loading
  77860. */
  77861. SceneLoader.MINIMAL_LOGGING = 1;
  77862. /**
  77863. * Summary logging while loading
  77864. */
  77865. SceneLoader.SUMMARY_LOGGING = 2;
  77866. /**
  77867. * Detailled logging while loading
  77868. */
  77869. SceneLoader.DETAILED_LOGGING = 3;
  77870. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  77871. // Members
  77872. /**
  77873. * Event raised when a plugin is used to load a scene
  77874. */
  77875. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  77876. SceneLoader._registeredPlugins = {};
  77877. return SceneLoader;
  77878. }());
  77879. BABYLON.SceneLoader = SceneLoader;
  77880. })(BABYLON || (BABYLON = {}));
  77881. //# sourceMappingURL=babylon.sceneLoader.js.map
  77882. var BABYLON;
  77883. (function (BABYLON) {
  77884. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  77885. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77886. var parsedMaterial = parsedData.materials[index];
  77887. if (parsedMaterial.id === id) {
  77888. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77889. }
  77890. }
  77891. return null;
  77892. };
  77893. var isDescendantOf = function (mesh, names, hierarchyIds) {
  77894. for (var i in names) {
  77895. if (mesh.name === names[i]) {
  77896. hierarchyIds.push(mesh.id);
  77897. return true;
  77898. }
  77899. }
  77900. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  77901. hierarchyIds.push(mesh.id);
  77902. return true;
  77903. }
  77904. return false;
  77905. };
  77906. var logOperation = function (operation, producer) {
  77907. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  77908. };
  77909. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  77910. if (addToScene === void 0) { addToScene = false; }
  77911. var container = new BABYLON.AssetContainer(scene);
  77912. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  77913. // when SceneLoader.debugLogging = true (default), or exception encountered.
  77914. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  77915. // and avoid problems with multiple concurrent .babylon loads.
  77916. var log = "importScene has failed JSON parse";
  77917. try {
  77918. var parsedData = JSON.parse(data);
  77919. log = "";
  77920. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  77921. var index;
  77922. var cache;
  77923. // Lights
  77924. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  77925. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  77926. var parsedLight = parsedData.lights[index];
  77927. var light = BABYLON.Light.Parse(parsedLight, scene);
  77928. if (light) {
  77929. container.lights.push(light);
  77930. log += (index === 0 ? "\n\tLights:" : "");
  77931. log += "\n\t\t" + light.toString(fullDetails);
  77932. }
  77933. }
  77934. }
  77935. // Animations
  77936. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  77937. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  77938. var parsedAnimation = parsedData.animations[index];
  77939. var animation = BABYLON.Animation.Parse(parsedAnimation);
  77940. scene.animations.push(animation);
  77941. container.animations.push(animation);
  77942. log += (index === 0 ? "\n\tAnimations:" : "");
  77943. log += "\n\t\t" + animation.toString(fullDetails);
  77944. }
  77945. }
  77946. // Materials
  77947. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  77948. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77949. var parsedMaterial = parsedData.materials[index];
  77950. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77951. container.materials.push(mat);
  77952. log += (index === 0 ? "\n\tMaterials:" : "");
  77953. log += "\n\t\t" + mat.toString(fullDetails);
  77954. }
  77955. }
  77956. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  77957. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  77958. var parsedMultiMaterial = parsedData.multiMaterials[index];
  77959. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  77960. container.multiMaterials.push(mmat);
  77961. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  77962. log += "\n\t\t" + mmat.toString(fullDetails);
  77963. }
  77964. }
  77965. // Morph targets
  77966. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  77967. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  77968. var managerData = _a[_i];
  77969. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  77970. }
  77971. }
  77972. // Skeletons
  77973. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  77974. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  77975. var parsedSkeleton = parsedData.skeletons[index];
  77976. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  77977. container.skeletons.push(skeleton);
  77978. log += (index === 0 ? "\n\tSkeletons:" : "");
  77979. log += "\n\t\t" + skeleton.toString(fullDetails);
  77980. }
  77981. }
  77982. // Geometries
  77983. var geometries = parsedData.geometries;
  77984. if (geometries !== undefined && geometries !== null) {
  77985. var addedGeometry = new Array();
  77986. // Boxes
  77987. var boxes = geometries.boxes;
  77988. if (boxes !== undefined && boxes !== null) {
  77989. for (index = 0, cache = boxes.length; index < cache; index++) {
  77990. var parsedBox = boxes[index];
  77991. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  77992. }
  77993. }
  77994. // Spheres
  77995. var spheres = geometries.spheres;
  77996. if (spheres !== undefined && spheres !== null) {
  77997. for (index = 0, cache = spheres.length; index < cache; index++) {
  77998. var parsedSphere = spheres[index];
  77999. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78000. }
  78001. }
  78002. // Cylinders
  78003. var cylinders = geometries.cylinders;
  78004. if (cylinders !== undefined && cylinders !== null) {
  78005. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78006. var parsedCylinder = cylinders[index];
  78007. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78008. }
  78009. }
  78010. // Toruses
  78011. var toruses = geometries.toruses;
  78012. if (toruses !== undefined && toruses !== null) {
  78013. for (index = 0, cache = toruses.length; index < cache; index++) {
  78014. var parsedTorus = toruses[index];
  78015. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78016. }
  78017. }
  78018. // Grounds
  78019. var grounds = geometries.grounds;
  78020. if (grounds !== undefined && grounds !== null) {
  78021. for (index = 0, cache = grounds.length; index < cache; index++) {
  78022. var parsedGround = grounds[index];
  78023. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78024. }
  78025. }
  78026. // Planes
  78027. var planes = geometries.planes;
  78028. if (planes !== undefined && planes !== null) {
  78029. for (index = 0, cache = planes.length; index < cache; index++) {
  78030. var parsedPlane = planes[index];
  78031. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78032. }
  78033. }
  78034. // TorusKnots
  78035. var torusKnots = geometries.torusKnots;
  78036. if (torusKnots !== undefined && torusKnots !== null) {
  78037. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78038. var parsedTorusKnot = torusKnots[index];
  78039. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78040. }
  78041. }
  78042. // VertexData
  78043. var vertexData = geometries.vertexData;
  78044. if (vertexData !== undefined && vertexData !== null) {
  78045. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78046. var parsedVertexData = vertexData[index];
  78047. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78048. }
  78049. }
  78050. addedGeometry.forEach(function (g) {
  78051. if (g) {
  78052. container.geometries.push(g);
  78053. }
  78054. });
  78055. }
  78056. // Transform nodes
  78057. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78058. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78059. var parsedTransformNode = parsedData.transformNodes[index];
  78060. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78061. container.transformNodes.push(node);
  78062. }
  78063. }
  78064. // Meshes
  78065. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78066. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78067. var parsedMesh = parsedData.meshes[index];
  78068. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78069. container.meshes.push(mesh);
  78070. log += (index === 0 ? "\n\tMeshes:" : "");
  78071. log += "\n\t\t" + mesh.toString(fullDetails);
  78072. }
  78073. }
  78074. // Cameras
  78075. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78076. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78077. var parsedCamera = parsedData.cameras[index];
  78078. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78079. container.cameras.push(camera);
  78080. log += (index === 0 ? "\n\tCameras:" : "");
  78081. log += "\n\t\t" + camera.toString(fullDetails);
  78082. }
  78083. }
  78084. // Animation Groups
  78085. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78086. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78087. var parsedAnimationGroup = parsedData.animationGroups[index];
  78088. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78089. container.animationGroups.push(animationGroup);
  78090. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78091. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78092. }
  78093. }
  78094. // Browsing all the graph to connect the dots
  78095. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78096. var camera = scene.cameras[index];
  78097. if (camera._waitingParentId) {
  78098. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78099. camera._waitingParentId = null;
  78100. }
  78101. }
  78102. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78103. var light_1 = scene.lights[index];
  78104. if (light_1 && light_1._waitingParentId) {
  78105. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78106. light_1._waitingParentId = null;
  78107. }
  78108. }
  78109. // Connect parents & children and parse actions
  78110. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78111. var transformNode = scene.transformNodes[index];
  78112. if (transformNode._waitingParentId) {
  78113. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78114. transformNode._waitingParentId = null;
  78115. }
  78116. }
  78117. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78118. var mesh = scene.meshes[index];
  78119. if (mesh._waitingParentId) {
  78120. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78121. mesh._waitingParentId = null;
  78122. }
  78123. }
  78124. // freeze world matrix application
  78125. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78126. var currentMesh = scene.meshes[index];
  78127. if (currentMesh._waitingFreezeWorldMatrix) {
  78128. currentMesh.freezeWorldMatrix();
  78129. currentMesh._waitingFreezeWorldMatrix = null;
  78130. }
  78131. else {
  78132. currentMesh.computeWorldMatrix(true);
  78133. }
  78134. }
  78135. // Lights exclusions / inclusions
  78136. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78137. var light_2 = scene.lights[index];
  78138. // Excluded check
  78139. if (light_2._excludedMeshesIds.length > 0) {
  78140. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78141. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78142. if (excludedMesh) {
  78143. light_2.excludedMeshes.push(excludedMesh);
  78144. }
  78145. }
  78146. light_2._excludedMeshesIds = [];
  78147. }
  78148. // Included check
  78149. if (light_2._includedOnlyMeshesIds.length > 0) {
  78150. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78151. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78152. if (includedOnlyMesh) {
  78153. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78154. }
  78155. }
  78156. light_2._includedOnlyMeshesIds = [];
  78157. }
  78158. }
  78159. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78160. // Actions (scene) Done last as it can access other objects.
  78161. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78162. var mesh = scene.meshes[index];
  78163. if (mesh._waitingActions) {
  78164. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78165. mesh._waitingActions = null;
  78166. }
  78167. }
  78168. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78169. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78170. }
  78171. if (!addToScene) {
  78172. container.removeAllFromScene();
  78173. }
  78174. }
  78175. catch (err) {
  78176. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78177. if (onError) {
  78178. onError(msg, err);
  78179. }
  78180. else {
  78181. BABYLON.Tools.Log(msg);
  78182. throw err;
  78183. }
  78184. }
  78185. finally {
  78186. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78187. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78188. }
  78189. }
  78190. return container;
  78191. };
  78192. BABYLON.SceneLoader.RegisterPlugin({
  78193. name: "babylon.js",
  78194. extensions: ".babylon",
  78195. canDirectLoad: function (data) {
  78196. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78197. return true;
  78198. }
  78199. return false;
  78200. },
  78201. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78202. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78203. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78204. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78205. // and avoid problems with multiple concurrent .babylon loads.
  78206. var log = "importMesh has failed JSON parse";
  78207. try {
  78208. var parsedData = JSON.parse(data);
  78209. log = "";
  78210. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78211. if (!meshesNames) {
  78212. meshesNames = null;
  78213. }
  78214. else if (!Array.isArray(meshesNames)) {
  78215. meshesNames = [meshesNames];
  78216. }
  78217. var hierarchyIds = new Array();
  78218. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78219. var loadedSkeletonsIds = [];
  78220. var loadedMaterialsIds = [];
  78221. var index;
  78222. var cache;
  78223. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78224. var parsedMesh = parsedData.meshes[index];
  78225. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78226. if (meshesNames !== null) {
  78227. // Remove found mesh name from list.
  78228. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78229. }
  78230. //Geometry?
  78231. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78232. //does the file contain geometries?
  78233. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78234. //find the correct geometry and add it to the scene
  78235. var found = false;
  78236. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78237. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78238. return;
  78239. }
  78240. else {
  78241. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78242. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78243. switch (geometryType) {
  78244. case "boxes":
  78245. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78246. break;
  78247. case "spheres":
  78248. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78249. break;
  78250. case "cylinders":
  78251. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78252. break;
  78253. case "toruses":
  78254. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78255. break;
  78256. case "grounds":
  78257. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78258. break;
  78259. case "planes":
  78260. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78261. break;
  78262. case "torusKnots":
  78263. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78264. break;
  78265. case "vertexData":
  78266. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78267. break;
  78268. }
  78269. found = true;
  78270. }
  78271. });
  78272. }
  78273. });
  78274. if (found === false) {
  78275. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78276. }
  78277. }
  78278. }
  78279. // Material ?
  78280. if (parsedMesh.materialId) {
  78281. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78282. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78283. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78284. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78285. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78286. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78287. var subMatId = parsedMultiMaterial.materials[matIndex];
  78288. loadedMaterialsIds.push(subMatId);
  78289. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78290. if (mat) {
  78291. log += "\n\tMaterial " + mat.toString(fullDetails);
  78292. }
  78293. }
  78294. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78295. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78296. if (mmat) {
  78297. materialFound = true;
  78298. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78299. }
  78300. break;
  78301. }
  78302. }
  78303. }
  78304. if (materialFound === false) {
  78305. loadedMaterialsIds.push(parsedMesh.materialId);
  78306. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78307. if (!mat) {
  78308. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78309. }
  78310. else {
  78311. log += "\n\tMaterial " + mat.toString(fullDetails);
  78312. }
  78313. }
  78314. }
  78315. // Skeleton ?
  78316. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78317. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78318. if (skeletonAlreadyLoaded === false) {
  78319. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78320. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78321. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78322. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78323. skeletons.push(skeleton);
  78324. loadedSkeletonsIds.push(parsedSkeleton.id);
  78325. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78326. }
  78327. }
  78328. }
  78329. }
  78330. // Morph targets ?
  78331. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78332. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78333. var managerData = _a[_i];
  78334. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78335. }
  78336. }
  78337. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78338. meshes.push(mesh);
  78339. log += "\n\tMesh " + mesh.toString(fullDetails);
  78340. }
  78341. }
  78342. // Connecting parents
  78343. var currentMesh;
  78344. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78345. currentMesh = scene.meshes[index];
  78346. if (currentMesh._waitingParentId) {
  78347. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78348. currentMesh._waitingParentId = null;
  78349. }
  78350. }
  78351. // freeze and compute world matrix application
  78352. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78353. currentMesh = scene.meshes[index];
  78354. if (currentMesh._waitingFreezeWorldMatrix) {
  78355. currentMesh.freezeWorldMatrix();
  78356. currentMesh._waitingFreezeWorldMatrix = null;
  78357. }
  78358. else {
  78359. currentMesh.computeWorldMatrix(true);
  78360. }
  78361. }
  78362. }
  78363. // Particles
  78364. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78365. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78366. if (parser) {
  78367. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78368. var parsedParticleSystem = parsedData.particleSystems[index];
  78369. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78370. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78371. }
  78372. }
  78373. }
  78374. }
  78375. return true;
  78376. }
  78377. catch (err) {
  78378. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78379. if (onError) {
  78380. onError(msg, err);
  78381. }
  78382. else {
  78383. BABYLON.Tools.Log(msg);
  78384. throw err;
  78385. }
  78386. }
  78387. finally {
  78388. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78389. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78390. }
  78391. }
  78392. return false;
  78393. },
  78394. load: function (scene, data, rootUrl, onError) {
  78395. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78396. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78397. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78398. // and avoid problems with multiple concurrent .babylon loads.
  78399. var log = "importScene has failed JSON parse";
  78400. try {
  78401. var parsedData = JSON.parse(data);
  78402. log = "";
  78403. // Scene
  78404. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78405. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78406. }
  78407. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78408. scene.autoClear = parsedData.autoClear;
  78409. }
  78410. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78411. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78412. }
  78413. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78414. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78415. }
  78416. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78417. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78418. }
  78419. // Fog
  78420. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78421. scene.fogMode = parsedData.fogMode;
  78422. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78423. scene.fogStart = parsedData.fogStart;
  78424. scene.fogEnd = parsedData.fogEnd;
  78425. scene.fogDensity = parsedData.fogDensity;
  78426. log += "\tFog mode for scene: ";
  78427. switch (scene.fogMode) {
  78428. // getters not compiling, so using hardcoded
  78429. case 1:
  78430. log += "exp\n";
  78431. break;
  78432. case 2:
  78433. log += "exp2\n";
  78434. break;
  78435. case 3:
  78436. log += "linear\n";
  78437. break;
  78438. }
  78439. }
  78440. //Physics
  78441. if (parsedData.physicsEnabled) {
  78442. var physicsPlugin;
  78443. if (parsedData.physicsEngine === "cannon") {
  78444. physicsPlugin = new BABYLON.CannonJSPlugin();
  78445. }
  78446. else if (parsedData.physicsEngine === "oimo") {
  78447. physicsPlugin = new BABYLON.OimoJSPlugin();
  78448. }
  78449. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78450. //else - default engine, which is currently oimo
  78451. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78452. scene.enablePhysics(physicsGravity, physicsPlugin);
  78453. }
  78454. // Metadata
  78455. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78456. scene.metadata = parsedData.metadata;
  78457. }
  78458. //collisions, if defined. otherwise, default is true
  78459. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78460. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78461. }
  78462. scene.workerCollisions = !!parsedData.workerCollisions;
  78463. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78464. if (!container) {
  78465. return false;
  78466. }
  78467. if (parsedData.autoAnimate) {
  78468. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78469. }
  78470. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78471. scene.setActiveCameraByID(parsedData.activeCameraID);
  78472. }
  78473. // Environment texture
  78474. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78475. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78476. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78477. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78478. if (parsedData.environmentTextureRotationY) {
  78479. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78480. }
  78481. scene.environmentTexture = hdrTexture;
  78482. }
  78483. else {
  78484. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78485. if (parsedData.environmentTextureRotationY) {
  78486. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78487. }
  78488. scene.environmentTexture = cubeTexture;
  78489. }
  78490. if (parsedData.createDefaultSkybox === true) {
  78491. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78492. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78493. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78494. }
  78495. }
  78496. // Finish
  78497. return true;
  78498. }
  78499. catch (err) {
  78500. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78501. if (onError) {
  78502. onError(msg, err);
  78503. }
  78504. else {
  78505. BABYLON.Tools.Log(msg);
  78506. throw err;
  78507. }
  78508. }
  78509. finally {
  78510. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78511. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78512. }
  78513. }
  78514. return false;
  78515. },
  78516. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78517. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78518. return container;
  78519. }
  78520. });
  78521. })(BABYLON || (BABYLON = {}));
  78522. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78523. var BABYLON;
  78524. (function (BABYLON) {
  78525. /**
  78526. * Class used to help managing file picking and drag'n'drop
  78527. */
  78528. var FilesInput = /** @class */ (function () {
  78529. /**
  78530. * Creates a new FilesInput
  78531. * @param engine defines the rendering engine
  78532. * @param scene defines the hosting scene
  78533. * @param sceneLoadedCallback callback called when scene is loaded
  78534. * @param progressCallback callback called to track progress
  78535. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78536. * @param textureLoadingCallback callback called when a texture is loading
  78537. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78538. * @param onReloadCallback callback called when a reload is requested
  78539. * @param errorCallback callback call if an error occurs
  78540. */
  78541. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78542. /**
  78543. * Callback called when a file is processed
  78544. */
  78545. this.onProcessFileCallback = function () { return true; };
  78546. this._engine = engine;
  78547. this._currentScene = scene;
  78548. this._sceneLoadedCallback = sceneLoadedCallback;
  78549. this._progressCallback = progressCallback;
  78550. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78551. this._textureLoadingCallback = textureLoadingCallback;
  78552. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78553. this._onReloadCallback = onReloadCallback;
  78554. this._errorCallback = errorCallback;
  78555. }
  78556. /**
  78557. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78558. * @param elementToMonitor defines the DOM element to track
  78559. */
  78560. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78561. var _this = this;
  78562. if (elementToMonitor) {
  78563. this._elementToMonitor = elementToMonitor;
  78564. this._dragEnterHandler = function (e) { _this.drag(e); };
  78565. this._dragOverHandler = function (e) { _this.drag(e); };
  78566. this._dropHandler = function (e) { _this.drop(e); };
  78567. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78568. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78569. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78570. }
  78571. };
  78572. /**
  78573. * Release all associated resources
  78574. */
  78575. FilesInput.prototype.dispose = function () {
  78576. if (!this._elementToMonitor) {
  78577. return;
  78578. }
  78579. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78580. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78581. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78582. };
  78583. FilesInput.prototype.renderFunction = function () {
  78584. if (this._additionalRenderLoopLogicCallback) {
  78585. this._additionalRenderLoopLogicCallback();
  78586. }
  78587. if (this._currentScene) {
  78588. if (this._textureLoadingCallback) {
  78589. var remaining = this._currentScene.getWaitingItemsCount();
  78590. if (remaining > 0) {
  78591. this._textureLoadingCallback(remaining);
  78592. }
  78593. }
  78594. this._currentScene.render();
  78595. }
  78596. };
  78597. FilesInput.prototype.drag = function (e) {
  78598. e.stopPropagation();
  78599. e.preventDefault();
  78600. };
  78601. FilesInput.prototype.drop = function (eventDrop) {
  78602. eventDrop.stopPropagation();
  78603. eventDrop.preventDefault();
  78604. this.loadFiles(eventDrop);
  78605. };
  78606. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78607. var _this = this;
  78608. var reader = folder.createReader();
  78609. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  78610. reader.readEntries(function (entries) {
  78611. remaining.count += entries.length;
  78612. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  78613. var entry = entries_1[_i];
  78614. if (entry.isFile) {
  78615. entry.file(function (file) {
  78616. file.correctName = relativePath + file.name;
  78617. files.push(file);
  78618. if (--remaining.count === 0) {
  78619. callback();
  78620. }
  78621. });
  78622. }
  78623. else if (entry.isDirectory) {
  78624. _this._traverseFolder(entry, files, remaining, callback);
  78625. }
  78626. }
  78627. if (--remaining.count) {
  78628. callback();
  78629. }
  78630. });
  78631. };
  78632. FilesInput.prototype._processFiles = function (files) {
  78633. for (var i = 0; i < files.length; i++) {
  78634. var name = files[i].correctName.toLowerCase();
  78635. var extension = name.split('.').pop();
  78636. if (!this.onProcessFileCallback(files[i], name, extension)) {
  78637. continue;
  78638. }
  78639. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  78640. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  78641. this._sceneFileToLoad = files[i];
  78642. }
  78643. FilesInput.FilesToLoad[name] = files[i];
  78644. }
  78645. };
  78646. /**
  78647. * Load files from a drop event
  78648. * @param event defines the drop event to use as source
  78649. */
  78650. FilesInput.prototype.loadFiles = function (event) {
  78651. var _this = this;
  78652. // Handling data transfer via drag'n'drop
  78653. if (event && event.dataTransfer && event.dataTransfer.files) {
  78654. this._filesToLoad = event.dataTransfer.files;
  78655. }
  78656. // Handling files from input files
  78657. if (event && event.target && event.target.files) {
  78658. this._filesToLoad = event.target.files;
  78659. }
  78660. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  78661. return;
  78662. }
  78663. if (this._startingProcessingFilesCallback) {
  78664. this._startingProcessingFilesCallback(this._filesToLoad);
  78665. }
  78666. if (this._filesToLoad && this._filesToLoad.length > 0) {
  78667. var files_1 = new Array();
  78668. var folders = [];
  78669. var items = event.dataTransfer ? event.dataTransfer.items : null;
  78670. for (var i = 0; i < this._filesToLoad.length; i++) {
  78671. var fileToLoad = this._filesToLoad[i];
  78672. var name_1 = fileToLoad.name.toLowerCase();
  78673. var entry = void 0;
  78674. fileToLoad.correctName = name_1;
  78675. if (items) {
  78676. var item = items[i];
  78677. if (item.getAsEntry) {
  78678. entry = item.getAsEntry();
  78679. }
  78680. else if (item.webkitGetAsEntry) {
  78681. entry = item.webkitGetAsEntry();
  78682. }
  78683. }
  78684. if (!entry) {
  78685. files_1.push(fileToLoad);
  78686. }
  78687. else {
  78688. if (entry.isDirectory) {
  78689. folders.push(entry);
  78690. }
  78691. else {
  78692. files_1.push(fileToLoad);
  78693. }
  78694. }
  78695. }
  78696. if (folders.length === 0) {
  78697. this._processFiles(files_1);
  78698. this._processReload();
  78699. }
  78700. else {
  78701. var remaining = { count: folders.length };
  78702. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  78703. var folder = folders_1[_i];
  78704. this._traverseFolder(folder, files_1, remaining, function () {
  78705. _this._processFiles(files_1);
  78706. if (remaining.count === 0) {
  78707. _this._processReload();
  78708. }
  78709. });
  78710. }
  78711. }
  78712. }
  78713. };
  78714. FilesInput.prototype._processReload = function () {
  78715. if (this._onReloadCallback) {
  78716. this._onReloadCallback(this._sceneFileToLoad);
  78717. }
  78718. else {
  78719. this.reload();
  78720. }
  78721. };
  78722. /**
  78723. * Reload the current scene from the loaded files
  78724. */
  78725. FilesInput.prototype.reload = function () {
  78726. var _this = this;
  78727. // If a scene file has been provided
  78728. if (this._sceneFileToLoad) {
  78729. if (this._currentScene) {
  78730. if (BABYLON.Tools.errorsCount > 0) {
  78731. BABYLON.Tools.ClearLogCache();
  78732. }
  78733. this._engine.stopRenderLoop();
  78734. }
  78735. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  78736. if (_this._progressCallback) {
  78737. _this._progressCallback(progress);
  78738. }
  78739. }).then(function (scene) {
  78740. if (_this._currentScene) {
  78741. _this._currentScene.dispose();
  78742. }
  78743. _this._currentScene = scene;
  78744. if (_this._sceneLoadedCallback) {
  78745. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  78746. }
  78747. // Wait for textures and shaders to be ready
  78748. _this._currentScene.executeWhenReady(function () {
  78749. _this._engine.runRenderLoop(function () {
  78750. _this.renderFunction();
  78751. });
  78752. });
  78753. }).catch(function (error) {
  78754. if (_this._errorCallback) {
  78755. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  78756. }
  78757. });
  78758. }
  78759. else {
  78760. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  78761. }
  78762. };
  78763. /**
  78764. * List of files ready to be loaded
  78765. */
  78766. FilesInput.FilesToLoad = {};
  78767. return FilesInput;
  78768. }());
  78769. BABYLON.FilesInput = FilesInput;
  78770. })(BABYLON || (BABYLON = {}));
  78771. //# sourceMappingURL=babylon.filesInput.js.map
  78772. var BABYLON;
  78773. (function (BABYLON) {
  78774. /**
  78775. * Class used to store custom tags
  78776. */
  78777. var Tags = /** @class */ (function () {
  78778. function Tags() {
  78779. }
  78780. /**
  78781. * Adds support for tags on the given object
  78782. * @param obj defines the object to use
  78783. */
  78784. Tags.EnableFor = function (obj) {
  78785. obj._tags = obj._tags || {};
  78786. obj.hasTags = function () {
  78787. return Tags.HasTags(obj);
  78788. };
  78789. obj.addTags = function (tagsString) {
  78790. return Tags.AddTagsTo(obj, tagsString);
  78791. };
  78792. obj.removeTags = function (tagsString) {
  78793. return Tags.RemoveTagsFrom(obj, tagsString);
  78794. };
  78795. obj.matchesTagsQuery = function (tagsQuery) {
  78796. return Tags.MatchesQuery(obj, tagsQuery);
  78797. };
  78798. };
  78799. /**
  78800. * Removes tags support
  78801. * @param obj defines the object to use
  78802. */
  78803. Tags.DisableFor = function (obj) {
  78804. delete obj._tags;
  78805. delete obj.hasTags;
  78806. delete obj.addTags;
  78807. delete obj.removeTags;
  78808. delete obj.matchesTagsQuery;
  78809. };
  78810. /**
  78811. * Gets a boolean indicating if the given object has tags
  78812. * @param obj defines the object to use
  78813. * @returns a boolean
  78814. */
  78815. Tags.HasTags = function (obj) {
  78816. if (!obj._tags) {
  78817. return false;
  78818. }
  78819. return !BABYLON.Tools.IsEmpty(obj._tags);
  78820. };
  78821. /**
  78822. * Gets the tags available on a given object
  78823. * @param obj defines the object to use
  78824. * @param asString defines if the tags must be returned as a string instead of an array of strings
  78825. * @returns the tags
  78826. */
  78827. Tags.GetTags = function (obj, asString) {
  78828. if (asString === void 0) { asString = true; }
  78829. if (!obj._tags) {
  78830. return null;
  78831. }
  78832. if (asString) {
  78833. var tagsArray = [];
  78834. for (var tag in obj._tags) {
  78835. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  78836. tagsArray.push(tag);
  78837. }
  78838. }
  78839. return tagsArray.join(" ");
  78840. }
  78841. else {
  78842. return obj._tags;
  78843. }
  78844. };
  78845. /**
  78846. * Adds tags to an object
  78847. * @param obj defines the object to use
  78848. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  78849. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  78850. */
  78851. Tags.AddTagsTo = function (obj, tagsString) {
  78852. if (!tagsString) {
  78853. return;
  78854. }
  78855. if (typeof tagsString !== "string") {
  78856. return;
  78857. }
  78858. var tags = tagsString.split(" ");
  78859. tags.forEach(function (tag, index, array) {
  78860. Tags._AddTagTo(obj, tag);
  78861. });
  78862. };
  78863. /**
  78864. * @hidden
  78865. */
  78866. Tags._AddTagTo = function (obj, tag) {
  78867. tag = tag.trim();
  78868. if (tag === "" || tag === "true" || tag === "false") {
  78869. return;
  78870. }
  78871. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  78872. return;
  78873. }
  78874. Tags.EnableFor(obj);
  78875. obj._tags[tag] = true;
  78876. };
  78877. /**
  78878. * Removes specific tags from a specific object
  78879. * @param obj defines the object to use
  78880. * @param tagsString defines the tags to remove
  78881. */
  78882. Tags.RemoveTagsFrom = function (obj, tagsString) {
  78883. if (!Tags.HasTags(obj)) {
  78884. return;
  78885. }
  78886. var tags = tagsString.split(" ");
  78887. for (var t in tags) {
  78888. Tags._RemoveTagFrom(obj, tags[t]);
  78889. }
  78890. };
  78891. /**
  78892. * @hidden
  78893. */
  78894. Tags._RemoveTagFrom = function (obj, tag) {
  78895. delete obj._tags[tag];
  78896. };
  78897. /**
  78898. * Defines if tags hosted on an object match a given query
  78899. * @param obj defines the object to use
  78900. * @param tagsQuery defines the tag query
  78901. * @returns a boolean
  78902. */
  78903. Tags.MatchesQuery = function (obj, tagsQuery) {
  78904. if (tagsQuery === undefined) {
  78905. return true;
  78906. }
  78907. if (tagsQuery === "") {
  78908. return Tags.HasTags(obj);
  78909. }
  78910. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  78911. };
  78912. return Tags;
  78913. }());
  78914. BABYLON.Tags = Tags;
  78915. })(BABYLON || (BABYLON = {}));
  78916. //# sourceMappingURL=babylon.tags.js.map
  78917. var BABYLON;
  78918. (function (BABYLON) {
  78919. /**
  78920. * Class used to evalaute queries containing `and` and `or` operators
  78921. */
  78922. var AndOrNotEvaluator = /** @class */ (function () {
  78923. function AndOrNotEvaluator() {
  78924. }
  78925. /**
  78926. * Evaluate a query
  78927. * @param query defines the query to evaluate
  78928. * @param evaluateCallback defines the callback used to filter result
  78929. * @returns true if the query matches
  78930. */
  78931. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  78932. if (!query.match(/\([^\(\)]*\)/g)) {
  78933. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  78934. }
  78935. else {
  78936. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  78937. // remove parenthesis
  78938. r = r.slice(1, r.length - 1);
  78939. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  78940. });
  78941. }
  78942. if (query === "true") {
  78943. return true;
  78944. }
  78945. if (query === "false") {
  78946. return false;
  78947. }
  78948. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  78949. };
  78950. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  78951. evaluateCallback = evaluateCallback || (function (r) {
  78952. return r === "true" ? true : false;
  78953. });
  78954. var result;
  78955. var or = parenthesisContent.split("||");
  78956. for (var i in or) {
  78957. if (or.hasOwnProperty(i)) {
  78958. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  78959. var and = ori.split("&&");
  78960. if (and.length > 1) {
  78961. for (var j = 0; j < and.length; ++j) {
  78962. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  78963. if (andj !== "true" && andj !== "false") {
  78964. if (andj[0] === "!") {
  78965. result = !evaluateCallback(andj.substring(1));
  78966. }
  78967. else {
  78968. result = evaluateCallback(andj);
  78969. }
  78970. }
  78971. else {
  78972. result = andj === "true" ? true : false;
  78973. }
  78974. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  78975. ori = "false";
  78976. break;
  78977. }
  78978. }
  78979. }
  78980. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  78981. result = true;
  78982. break;
  78983. }
  78984. // result equals false (or undefined)
  78985. if (ori !== "true" && ori !== "false") {
  78986. if (ori[0] === "!") {
  78987. result = !evaluateCallback(ori.substring(1));
  78988. }
  78989. else {
  78990. result = evaluateCallback(ori);
  78991. }
  78992. }
  78993. else {
  78994. result = ori === "true" ? true : false;
  78995. }
  78996. }
  78997. }
  78998. // the whole parenthesis scope is replaced by 'true' or 'false'
  78999. return result ? "true" : "false";
  79000. };
  79001. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79002. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79003. // remove whitespaces
  79004. r = r.replace(/[\s]/g, function () { return ""; });
  79005. return r.length % 2 ? "!" : "";
  79006. });
  79007. booleanString = booleanString.trim();
  79008. if (booleanString === "!true") {
  79009. booleanString = "false";
  79010. }
  79011. else if (booleanString === "!false") {
  79012. booleanString = "true";
  79013. }
  79014. return booleanString;
  79015. };
  79016. return AndOrNotEvaluator;
  79017. }());
  79018. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79019. })(BABYLON || (BABYLON = {}));
  79020. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79021. var BABYLON;
  79022. (function (BABYLON) {
  79023. // Sets the default offline provider to Babylon.js
  79024. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79025. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79026. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79027. };
  79028. /**
  79029. * Class used to enable access to IndexedDB
  79030. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79031. */
  79032. var Database = /** @class */ (function () {
  79033. /**
  79034. * Creates a new Database
  79035. * @param urlToScene defines the url to load the scene
  79036. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79037. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79038. */
  79039. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79040. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79041. var _this = this;
  79042. // Handling various flavors of prefixed version of IndexedDB
  79043. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79044. this._callbackManifestChecked = callbackManifestChecked;
  79045. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79046. this._db = null;
  79047. this._enableSceneOffline = false;
  79048. this._enableTexturesOffline = false;
  79049. this._manifestVersionFound = 0;
  79050. this._mustUpdateRessources = false;
  79051. this._hasReachedQuota = false;
  79052. if (!Database.IDBStorageEnabled) {
  79053. this._callbackManifestChecked(true);
  79054. }
  79055. else {
  79056. if (disableManifestCheck) {
  79057. this._enableSceneOffline = true;
  79058. this._enableTexturesOffline = true;
  79059. this._manifestVersionFound = 1;
  79060. BABYLON.Tools.SetImmediate(function () {
  79061. _this._callbackManifestChecked(true);
  79062. });
  79063. }
  79064. else {
  79065. this._checkManifestFile();
  79066. }
  79067. }
  79068. }
  79069. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79070. /**
  79071. * Gets a boolean indicating if scene must be saved in the database
  79072. */
  79073. get: function () {
  79074. return this._enableSceneOffline;
  79075. },
  79076. enumerable: true,
  79077. configurable: true
  79078. });
  79079. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79080. /**
  79081. * Gets a boolean indicating if textures must be saved in the database
  79082. */
  79083. get: function () {
  79084. return this._enableTexturesOffline;
  79085. },
  79086. enumerable: true,
  79087. configurable: true
  79088. });
  79089. Database.prototype._checkManifestFile = function () {
  79090. var _this = this;
  79091. var noManifestFile = function () {
  79092. _this._enableSceneOffline = false;
  79093. _this._enableTexturesOffline = false;
  79094. _this._callbackManifestChecked(false);
  79095. };
  79096. var timeStampUsed = false;
  79097. var manifestURL = this._currentSceneUrl + ".manifest";
  79098. var xhr = new XMLHttpRequest();
  79099. if (navigator.onLine) {
  79100. // Adding a timestamp to by-pass browsers' cache
  79101. timeStampUsed = true;
  79102. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79103. }
  79104. xhr.open("GET", manifestURL, true);
  79105. xhr.addEventListener("load", function () {
  79106. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79107. try {
  79108. var manifestFile = JSON.parse(xhr.response);
  79109. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79110. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79111. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79112. _this._manifestVersionFound = manifestFile.version;
  79113. }
  79114. if (_this._callbackManifestChecked) {
  79115. _this._callbackManifestChecked(true);
  79116. }
  79117. }
  79118. catch (ex) {
  79119. noManifestFile();
  79120. }
  79121. }
  79122. else {
  79123. noManifestFile();
  79124. }
  79125. }, false);
  79126. xhr.addEventListener("error", function (event) {
  79127. if (timeStampUsed) {
  79128. timeStampUsed = false;
  79129. // Let's retry without the timeStamp
  79130. // It could fail when coupled with HTML5 Offline API
  79131. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79132. xhr.open("GET", retryManifestURL, true);
  79133. xhr.send();
  79134. }
  79135. else {
  79136. noManifestFile();
  79137. }
  79138. }, false);
  79139. try {
  79140. xhr.send();
  79141. }
  79142. catch (ex) {
  79143. BABYLON.Tools.Error("Error on XHR send request.");
  79144. this._callbackManifestChecked(false);
  79145. }
  79146. };
  79147. /**
  79148. * Open the database and make it available
  79149. * @param successCallback defines the callback to call on success
  79150. * @param errorCallback defines the callback to call on error
  79151. */
  79152. Database.prototype.open = function (successCallback, errorCallback) {
  79153. var _this = this;
  79154. var handleError = function () {
  79155. _this._isSupported = false;
  79156. if (errorCallback) {
  79157. errorCallback();
  79158. }
  79159. };
  79160. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79161. // Your browser doesn't support IndexedDB
  79162. this._isSupported = false;
  79163. if (errorCallback) {
  79164. errorCallback();
  79165. }
  79166. }
  79167. else {
  79168. // If the DB hasn't been opened or created yet
  79169. if (!this._db) {
  79170. this._hasReachedQuota = false;
  79171. this._isSupported = true;
  79172. var request = this._idbFactory.open("babylonjs", 1);
  79173. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79174. request.onerror = function (event) {
  79175. handleError();
  79176. };
  79177. // executes when a version change transaction cannot complete due to other active transactions
  79178. request.onblocked = function (event) {
  79179. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79180. handleError();
  79181. };
  79182. // DB has been opened successfully
  79183. request.onsuccess = function (event) {
  79184. _this._db = request.result;
  79185. successCallback();
  79186. };
  79187. // Initialization of the DB. Creating Scenes & Textures stores
  79188. request.onupgradeneeded = function (event) {
  79189. _this._db = (event.target).result;
  79190. if (_this._db) {
  79191. try {
  79192. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79193. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79194. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79195. }
  79196. catch (ex) {
  79197. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79198. handleError();
  79199. }
  79200. }
  79201. };
  79202. }
  79203. // DB has already been created and opened
  79204. else {
  79205. if (successCallback) {
  79206. successCallback();
  79207. }
  79208. }
  79209. }
  79210. };
  79211. /**
  79212. * Loads an image from the database
  79213. * @param url defines the url to load from
  79214. * @param image defines the target DOM image
  79215. */
  79216. Database.prototype.loadImage = function (url, image) {
  79217. var _this = this;
  79218. var completeURL = Database._ReturnFullUrlLocation(url);
  79219. var saveAndLoadImage = function () {
  79220. if (!_this._hasReachedQuota && _this._db !== null) {
  79221. // the texture is not yet in the DB, let's try to save it
  79222. _this._saveImageIntoDBAsync(completeURL, image);
  79223. }
  79224. // If the texture is not in the DB and we've reached the DB quota limit
  79225. // let's load it directly from the web
  79226. else {
  79227. image.src = url;
  79228. }
  79229. };
  79230. if (!this._mustUpdateRessources) {
  79231. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79232. }
  79233. // First time we're download the images or update requested in the manifest file by a version change
  79234. else {
  79235. saveAndLoadImage();
  79236. }
  79237. };
  79238. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79239. if (this._isSupported && this._db !== null) {
  79240. var texture;
  79241. var transaction = this._db.transaction(["textures"]);
  79242. transaction.onabort = function (event) {
  79243. image.src = url;
  79244. };
  79245. transaction.oncomplete = function (event) {
  79246. var blobTextureURL;
  79247. if (texture) {
  79248. var URL = window.URL || window.webkitURL;
  79249. blobTextureURL = URL.createObjectURL(texture.data);
  79250. image.onerror = function () {
  79251. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79252. image.src = url;
  79253. };
  79254. image.src = blobTextureURL;
  79255. }
  79256. else {
  79257. notInDBCallback();
  79258. }
  79259. };
  79260. var getRequest = transaction.objectStore("textures").get(url);
  79261. getRequest.onsuccess = function (event) {
  79262. texture = (event.target).result;
  79263. };
  79264. getRequest.onerror = function (event) {
  79265. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79266. image.src = url;
  79267. };
  79268. }
  79269. else {
  79270. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79271. image.src = url;
  79272. }
  79273. };
  79274. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79275. var _this = this;
  79276. if (this._isSupported) {
  79277. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79278. var generateBlobUrl = function () {
  79279. var blobTextureURL;
  79280. if (blob) {
  79281. var URL = window.URL || window.webkitURL;
  79282. try {
  79283. blobTextureURL = URL.createObjectURL(blob);
  79284. }
  79285. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79286. catch (ex) {
  79287. blobTextureURL = URL.createObjectURL(blob);
  79288. }
  79289. }
  79290. if (blobTextureURL) {
  79291. image.src = blobTextureURL;
  79292. }
  79293. };
  79294. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79295. var xhr = new XMLHttpRequest(), blob;
  79296. xhr.open("GET", url, true);
  79297. xhr.responseType = "blob";
  79298. xhr.addEventListener("load", function () {
  79299. if (xhr.status === 200 && _this._db) {
  79300. // Blob as response (XHR2)
  79301. blob = xhr.response;
  79302. var transaction = _this._db.transaction(["textures"], "readwrite");
  79303. // the transaction could abort because of a QuotaExceededError error
  79304. transaction.onabort = function (event) {
  79305. try {
  79306. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79307. var srcElement = (event.srcElement || event.target);
  79308. var error = srcElement.error;
  79309. if (error && error.name === "QuotaExceededError") {
  79310. _this._hasReachedQuota = true;
  79311. }
  79312. }
  79313. catch (ex) { }
  79314. generateBlobUrl();
  79315. };
  79316. transaction.oncomplete = function (event) {
  79317. generateBlobUrl();
  79318. };
  79319. var newTexture = { textureUrl: url, data: blob };
  79320. try {
  79321. // Put the blob into the dabase
  79322. var addRequest = transaction.objectStore("textures").put(newTexture);
  79323. addRequest.onsuccess = function (event) {
  79324. };
  79325. addRequest.onerror = function (event) {
  79326. generateBlobUrl();
  79327. };
  79328. }
  79329. catch (ex) {
  79330. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79331. if (ex.code === 25) {
  79332. Database.IsUASupportingBlobStorage = false;
  79333. _this._enableTexturesOffline = false;
  79334. }
  79335. image.src = url;
  79336. }
  79337. }
  79338. else {
  79339. image.src = url;
  79340. }
  79341. }, false);
  79342. xhr.addEventListener("error", function (event) {
  79343. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79344. image.src = url;
  79345. }, false);
  79346. xhr.send();
  79347. }
  79348. else {
  79349. image.src = url;
  79350. }
  79351. }
  79352. else {
  79353. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79354. image.src = url;
  79355. }
  79356. };
  79357. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79358. var _this = this;
  79359. var updateVersion = function () {
  79360. // the version is not yet in the DB or we need to update it
  79361. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79362. };
  79363. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79364. };
  79365. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79366. var _this = this;
  79367. if (this._isSupported && this._db) {
  79368. var version;
  79369. try {
  79370. var transaction = this._db.transaction(["versions"]);
  79371. transaction.oncomplete = function (event) {
  79372. if (version) {
  79373. // If the version in the JSON file is different from the version in DB
  79374. if (_this._manifestVersionFound !== version.data) {
  79375. _this._mustUpdateRessources = true;
  79376. updateInDBCallback();
  79377. }
  79378. else {
  79379. callback(version.data);
  79380. }
  79381. }
  79382. // version was not found in DB
  79383. else {
  79384. _this._mustUpdateRessources = true;
  79385. updateInDBCallback();
  79386. }
  79387. };
  79388. transaction.onabort = function (event) {
  79389. callback(-1);
  79390. };
  79391. var getRequest = transaction.objectStore("versions").get(url);
  79392. getRequest.onsuccess = function (event) {
  79393. version = (event.target).result;
  79394. };
  79395. getRequest.onerror = function (event) {
  79396. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79397. callback(-1);
  79398. };
  79399. }
  79400. catch (ex) {
  79401. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79402. callback(-1);
  79403. }
  79404. }
  79405. else {
  79406. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79407. callback(-1);
  79408. }
  79409. };
  79410. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79411. var _this = this;
  79412. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79413. try {
  79414. // Open a transaction to the database
  79415. var transaction = this._db.transaction(["versions"], "readwrite");
  79416. // the transaction could abort because of a QuotaExceededError error
  79417. transaction.onabort = function (event) {
  79418. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79419. var error = event.srcElement['error'];
  79420. if (error && error.name === "QuotaExceededError") {
  79421. _this._hasReachedQuota = true;
  79422. }
  79423. }
  79424. catch (ex) { }
  79425. callback(-1);
  79426. };
  79427. transaction.oncomplete = function (event) {
  79428. callback(_this._manifestVersionFound);
  79429. };
  79430. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79431. // Put the scene into the database
  79432. var addRequest = transaction.objectStore("versions").put(newVersion);
  79433. addRequest.onsuccess = function (event) {
  79434. };
  79435. addRequest.onerror = function (event) {
  79436. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79437. };
  79438. }
  79439. catch (ex) {
  79440. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79441. callback(-1);
  79442. }
  79443. }
  79444. else {
  79445. callback(-1);
  79446. }
  79447. };
  79448. /**
  79449. * Loads a file from database
  79450. * @param url defines the URL to load from
  79451. * @param sceneLoaded defines a callback to call on success
  79452. * @param progressCallBack defines a callback to call when progress changed
  79453. * @param errorCallback defines a callback to call on error
  79454. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79455. */
  79456. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79457. var _this = this;
  79458. var completeUrl = Database._ReturnFullUrlLocation(url);
  79459. var saveAndLoadFile = function () {
  79460. // the scene is not yet in the DB, let's try to save it
  79461. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79462. };
  79463. this._checkVersionFromDB(completeUrl, function (version) {
  79464. if (version !== -1) {
  79465. if (!_this._mustUpdateRessources) {
  79466. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79467. }
  79468. else {
  79469. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79470. }
  79471. }
  79472. else {
  79473. if (errorCallback) {
  79474. errorCallback();
  79475. }
  79476. }
  79477. });
  79478. };
  79479. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79480. if (this._isSupported && this._db) {
  79481. var targetStore;
  79482. if (url.indexOf(".babylon") !== -1) {
  79483. targetStore = "scenes";
  79484. }
  79485. else {
  79486. targetStore = "textures";
  79487. }
  79488. var file;
  79489. var transaction = this._db.transaction([targetStore]);
  79490. transaction.oncomplete = function (event) {
  79491. if (file) {
  79492. callback(file.data);
  79493. }
  79494. // file was not found in DB
  79495. else {
  79496. notInDBCallback();
  79497. }
  79498. };
  79499. transaction.onabort = function (event) {
  79500. notInDBCallback();
  79501. };
  79502. var getRequest = transaction.objectStore(targetStore).get(url);
  79503. getRequest.onsuccess = function (event) {
  79504. file = (event.target).result;
  79505. };
  79506. getRequest.onerror = function (event) {
  79507. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79508. notInDBCallback();
  79509. };
  79510. }
  79511. else {
  79512. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79513. callback();
  79514. }
  79515. };
  79516. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79517. var _this = this;
  79518. if (this._isSupported) {
  79519. var targetStore;
  79520. if (url.indexOf(".babylon") !== -1) {
  79521. targetStore = "scenes";
  79522. }
  79523. else {
  79524. targetStore = "textures";
  79525. }
  79526. // Create XHR
  79527. var xhr = new XMLHttpRequest();
  79528. var fileData;
  79529. xhr.open("GET", url + "?" + Date.now(), true);
  79530. if (useArrayBuffer) {
  79531. xhr.responseType = "arraybuffer";
  79532. }
  79533. if (progressCallback) {
  79534. xhr.onprogress = progressCallback;
  79535. }
  79536. xhr.addEventListener("load", function () {
  79537. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79538. // Blob as response (XHR2)
  79539. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79540. if (!_this._hasReachedQuota && _this._db) {
  79541. // Open a transaction to the database
  79542. var transaction = _this._db.transaction([targetStore], "readwrite");
  79543. // the transaction could abort because of a QuotaExceededError error
  79544. transaction.onabort = function (event) {
  79545. try {
  79546. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79547. var error = event.srcElement['error'];
  79548. if (error && error.name === "QuotaExceededError") {
  79549. _this._hasReachedQuota = true;
  79550. }
  79551. }
  79552. catch (ex) { }
  79553. callback(fileData);
  79554. };
  79555. transaction.oncomplete = function (event) {
  79556. callback(fileData);
  79557. };
  79558. var newFile;
  79559. if (targetStore === "scenes") {
  79560. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79561. }
  79562. else {
  79563. newFile = { textureUrl: url, data: fileData };
  79564. }
  79565. try {
  79566. // Put the scene into the database
  79567. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79568. addRequest.onsuccess = function (event) {
  79569. };
  79570. addRequest.onerror = function (event) {
  79571. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79572. };
  79573. }
  79574. catch (ex) {
  79575. callback(fileData);
  79576. }
  79577. }
  79578. else {
  79579. callback(fileData);
  79580. }
  79581. }
  79582. else {
  79583. if (xhr.status >= 400 && errorCallback) {
  79584. errorCallback(xhr);
  79585. }
  79586. else {
  79587. callback();
  79588. }
  79589. }
  79590. }, false);
  79591. xhr.addEventListener("error", function (event) {
  79592. BABYLON.Tools.Error("error on XHR request.");
  79593. callback();
  79594. }, false);
  79595. xhr.send();
  79596. }
  79597. else {
  79598. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  79599. callback();
  79600. }
  79601. };
  79602. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79603. Database.IsUASupportingBlobStorage = true;
  79604. /**
  79605. * Gets a boolean indicating if Database storate is enabled (off by default)
  79606. */
  79607. Database.IDBStorageEnabled = false;
  79608. Database._ParseURL = function (url) {
  79609. var a = document.createElement('a');
  79610. a.href = url;
  79611. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  79612. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  79613. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  79614. return absLocation;
  79615. };
  79616. Database._ReturnFullUrlLocation = function (url) {
  79617. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  79618. return (Database._ParseURL(window.location.href) + url);
  79619. }
  79620. else {
  79621. return url;
  79622. }
  79623. };
  79624. return Database;
  79625. }());
  79626. BABYLON.Database = Database;
  79627. })(BABYLON || (BABYLON = {}));
  79628. //# sourceMappingURL=babylon.database.js.map
  79629. var BABYLON;
  79630. (function (BABYLON) {
  79631. /**
  79632. * This represents all the required information to add a fresnel effect on a material:
  79633. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  79634. */
  79635. var FresnelParameters = /** @class */ (function () {
  79636. function FresnelParameters() {
  79637. this._isEnabled = true;
  79638. /**
  79639. * Define the color used on edges (grazing angle)
  79640. */
  79641. this.leftColor = BABYLON.Color3.White();
  79642. /**
  79643. * Define the color used on center
  79644. */
  79645. this.rightColor = BABYLON.Color3.Black();
  79646. /**
  79647. * Define bias applied to computed fresnel term
  79648. */
  79649. this.bias = 0;
  79650. /**
  79651. * Defined the power exponent applied to fresnel term
  79652. */
  79653. this.power = 1;
  79654. }
  79655. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  79656. /**
  79657. * Define if the fresnel effect is enable or not.
  79658. */
  79659. get: function () {
  79660. return this._isEnabled;
  79661. },
  79662. set: function (value) {
  79663. if (this._isEnabled === value) {
  79664. return;
  79665. }
  79666. this._isEnabled = value;
  79667. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  79668. },
  79669. enumerable: true,
  79670. configurable: true
  79671. });
  79672. /**
  79673. * Clones the current fresnel and its valuues
  79674. * @returns a clone fresnel configuration
  79675. */
  79676. FresnelParameters.prototype.clone = function () {
  79677. var newFresnelParameters = new FresnelParameters();
  79678. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  79679. return newFresnelParameters;
  79680. };
  79681. /**
  79682. * Serializes the current fresnel parameters to a JSON representation.
  79683. * @return the JSON serialization
  79684. */
  79685. FresnelParameters.prototype.serialize = function () {
  79686. var serializationObject = {};
  79687. serializationObject.isEnabled = this.isEnabled;
  79688. serializationObject.leftColor = this.leftColor.asArray();
  79689. serializationObject.rightColor = this.rightColor.asArray();
  79690. serializationObject.bias = this.bias;
  79691. serializationObject.power = this.power;
  79692. return serializationObject;
  79693. };
  79694. /**
  79695. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  79696. * @param parsedFresnelParameters Define the JSON representation
  79697. * @returns the parsed parameters
  79698. */
  79699. FresnelParameters.Parse = function (parsedFresnelParameters) {
  79700. var fresnelParameters = new FresnelParameters();
  79701. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  79702. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  79703. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  79704. fresnelParameters.bias = parsedFresnelParameters.bias;
  79705. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  79706. return fresnelParameters;
  79707. };
  79708. return FresnelParameters;
  79709. }());
  79710. BABYLON.FresnelParameters = FresnelParameters;
  79711. })(BABYLON || (BABYLON = {}));
  79712. //# sourceMappingURL=babylon.fresnelParameters.js.map
  79713. var BABYLON;
  79714. (function (BABYLON) {
  79715. /**
  79716. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79717. * separate meshes. This can be use to improve performances.
  79718. * @see http://doc.babylonjs.com/how_to/multi_materials
  79719. */
  79720. var MultiMaterial = /** @class */ (function (_super) {
  79721. __extends(MultiMaterial, _super);
  79722. /**
  79723. * Instantiates a new Multi Material
  79724. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79725. * separate meshes. This can be use to improve performances.
  79726. * @see http://doc.babylonjs.com/how_to/multi_materials
  79727. * @param name Define the name in the scene
  79728. * @param scene Define the scene the material belongs to
  79729. */
  79730. function MultiMaterial(name, scene) {
  79731. var _this = _super.call(this, name, scene, true) || this;
  79732. scene.multiMaterials.push(_this);
  79733. _this.subMaterials = new Array();
  79734. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  79735. return _this;
  79736. }
  79737. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  79738. /**
  79739. * Gets or Sets the list of Materials used within the multi material.
  79740. * They need to be ordered according to the submeshes order in the associated mesh
  79741. */
  79742. get: function () {
  79743. return this._subMaterials;
  79744. },
  79745. set: function (value) {
  79746. this._subMaterials = value;
  79747. this._hookArray(value);
  79748. },
  79749. enumerable: true,
  79750. configurable: true
  79751. });
  79752. MultiMaterial.prototype._hookArray = function (array) {
  79753. var _this = this;
  79754. var oldPush = array.push;
  79755. array.push = function () {
  79756. var items = [];
  79757. for (var _i = 0; _i < arguments.length; _i++) {
  79758. items[_i] = arguments[_i];
  79759. }
  79760. var result = oldPush.apply(array, items);
  79761. _this._markAllSubMeshesAsTexturesDirty();
  79762. return result;
  79763. };
  79764. var oldSplice = array.splice;
  79765. array.splice = function (index, deleteCount) {
  79766. var deleted = oldSplice.apply(array, [index, deleteCount]);
  79767. _this._markAllSubMeshesAsTexturesDirty();
  79768. return deleted;
  79769. };
  79770. };
  79771. /**
  79772. * Get one of the submaterial by its index in the submaterials array
  79773. * @param index The index to look the sub material at
  79774. * @returns The Material if the index has been defined
  79775. */
  79776. MultiMaterial.prototype.getSubMaterial = function (index) {
  79777. if (index < 0 || index >= this.subMaterials.length) {
  79778. return this.getScene().defaultMaterial;
  79779. }
  79780. return this.subMaterials[index];
  79781. };
  79782. /**
  79783. * Get the list of active textures for the whole sub materials list.
  79784. * @returns All the textures that will be used during the rendering
  79785. */
  79786. MultiMaterial.prototype.getActiveTextures = function () {
  79787. var _a;
  79788. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  79789. if (subMaterial) {
  79790. return subMaterial.getActiveTextures();
  79791. }
  79792. else {
  79793. return [];
  79794. }
  79795. }));
  79796. };
  79797. /**
  79798. * Gets the current class name of the material e.g. "MultiMaterial"
  79799. * Mainly use in serialization.
  79800. * @returns the class name
  79801. */
  79802. MultiMaterial.prototype.getClassName = function () {
  79803. return "MultiMaterial";
  79804. };
  79805. /**
  79806. * Checks if the material is ready to render the requested sub mesh
  79807. * @param mesh Define the mesh the submesh belongs to
  79808. * @param subMesh Define the sub mesh to look readyness for
  79809. * @param useInstances Define whether or not the material is used with instances
  79810. * @returns true if ready, otherwise false
  79811. */
  79812. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  79813. for (var index = 0; index < this.subMaterials.length; index++) {
  79814. var subMaterial = this.subMaterials[index];
  79815. if (subMaterial) {
  79816. if (subMaterial._storeEffectOnSubMeshes) {
  79817. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  79818. return false;
  79819. }
  79820. continue;
  79821. }
  79822. if (!subMaterial.isReady(mesh)) {
  79823. return false;
  79824. }
  79825. }
  79826. }
  79827. return true;
  79828. };
  79829. /**
  79830. * Clones the current material and its related sub materials
  79831. * @param name Define the name of the newly cloned material
  79832. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  79833. * @returns the cloned material
  79834. */
  79835. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  79836. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  79837. for (var index = 0; index < this.subMaterials.length; index++) {
  79838. var subMaterial = null;
  79839. var current = this.subMaterials[index];
  79840. if (cloneChildren && current) {
  79841. subMaterial = current.clone(name + "-" + current.name);
  79842. }
  79843. else {
  79844. subMaterial = this.subMaterials[index];
  79845. }
  79846. newMultiMaterial.subMaterials.push(subMaterial);
  79847. }
  79848. return newMultiMaterial;
  79849. };
  79850. /**
  79851. * Serializes the materials into a JSON representation.
  79852. * @returns the JSON representation
  79853. */
  79854. MultiMaterial.prototype.serialize = function () {
  79855. var serializationObject = {};
  79856. serializationObject.name = this.name;
  79857. serializationObject.id = this.id;
  79858. if (BABYLON.Tags) {
  79859. serializationObject.tags = BABYLON.Tags.GetTags(this);
  79860. }
  79861. serializationObject.materials = [];
  79862. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  79863. var subMat = this.subMaterials[matIndex];
  79864. if (subMat) {
  79865. serializationObject.materials.push(subMat.id);
  79866. }
  79867. else {
  79868. serializationObject.materials.push(null);
  79869. }
  79870. }
  79871. return serializationObject;
  79872. };
  79873. /**
  79874. * Dispose the material and release its associated resources
  79875. * @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)
  79876. * @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)
  79877. */
  79878. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  79879. var scene = this.getScene();
  79880. if (!scene) {
  79881. return;
  79882. }
  79883. var index = scene.multiMaterials.indexOf(this);
  79884. if (index >= 0) {
  79885. scene.multiMaterials.splice(index, 1);
  79886. }
  79887. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  79888. };
  79889. return MultiMaterial;
  79890. }(BABYLON.Material));
  79891. BABYLON.MultiMaterial = MultiMaterial;
  79892. })(BABYLON || (BABYLON = {}));
  79893. //# sourceMappingURL=babylon.multiMaterial.js.map
  79894. var BABYLON;
  79895. (function (BABYLON) {
  79896. /**
  79897. * Manage the touch inputs to control the movement of a free camera.
  79898. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79899. */
  79900. var FreeCameraTouchInput = /** @class */ (function () {
  79901. function FreeCameraTouchInput() {
  79902. /**
  79903. * Defines the touch sensibility for rotation.
  79904. * The higher the faster.
  79905. */
  79906. this.touchAngularSensibility = 200000.0;
  79907. /**
  79908. * Defines the touch sensibility for move.
  79909. * The higher the faster.
  79910. */
  79911. this.touchMoveSensibility = 250.0;
  79912. this._offsetX = null;
  79913. this._offsetY = null;
  79914. this._pointerPressed = new Array();
  79915. }
  79916. /**
  79917. * Attach the input controls to a specific dom element to get the input from.
  79918. * @param element Defines the element the controls should be listened from
  79919. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79920. */
  79921. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  79922. var _this = this;
  79923. var previousPosition = null;
  79924. if (this._pointerInput === undefined) {
  79925. this._onLostFocus = function (evt) {
  79926. _this._offsetX = null;
  79927. _this._offsetY = null;
  79928. };
  79929. this._pointerInput = function (p, s) {
  79930. var evt = p.event;
  79931. if (evt.pointerType === "mouse") {
  79932. return;
  79933. }
  79934. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  79935. if (!noPreventDefault) {
  79936. evt.preventDefault();
  79937. }
  79938. _this._pointerPressed.push(evt.pointerId);
  79939. if (_this._pointerPressed.length !== 1) {
  79940. return;
  79941. }
  79942. previousPosition = {
  79943. x: evt.clientX,
  79944. y: evt.clientY
  79945. };
  79946. }
  79947. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  79948. if (!noPreventDefault) {
  79949. evt.preventDefault();
  79950. }
  79951. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79952. if (index === -1) {
  79953. return;
  79954. }
  79955. _this._pointerPressed.splice(index, 1);
  79956. if (index != 0) {
  79957. return;
  79958. }
  79959. previousPosition = null;
  79960. _this._offsetX = null;
  79961. _this._offsetY = null;
  79962. }
  79963. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  79964. if (!noPreventDefault) {
  79965. evt.preventDefault();
  79966. }
  79967. if (!previousPosition) {
  79968. return;
  79969. }
  79970. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79971. if (index != 0) {
  79972. return;
  79973. }
  79974. _this._offsetX = evt.clientX - previousPosition.x;
  79975. _this._offsetY = -(evt.clientY - previousPosition.y);
  79976. }
  79977. };
  79978. }
  79979. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  79980. if (this._onLostFocus) {
  79981. element.addEventListener("blur", this._onLostFocus);
  79982. }
  79983. };
  79984. /**
  79985. * Detach the current controls from the specified dom element.
  79986. * @param element Defines the element to stop listening the inputs from
  79987. */
  79988. FreeCameraTouchInput.prototype.detachControl = function (element) {
  79989. if (this._pointerInput && element) {
  79990. if (this._observer) {
  79991. this.camera.getScene().onPointerObservable.remove(this._observer);
  79992. this._observer = null;
  79993. }
  79994. if (this._onLostFocus) {
  79995. element.removeEventListener("blur", this._onLostFocus);
  79996. this._onLostFocus = null;
  79997. }
  79998. this._pointerPressed = [];
  79999. this._offsetX = null;
  80000. this._offsetY = null;
  80001. }
  80002. };
  80003. /**
  80004. * Update the current camera state depending on the inputs that have been used this frame.
  80005. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80006. */
  80007. FreeCameraTouchInput.prototype.checkInputs = function () {
  80008. if (this._offsetX && this._offsetY) {
  80009. var camera = this.camera;
  80010. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80011. if (this._pointerPressed.length > 1) {
  80012. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80013. }
  80014. else {
  80015. var speed = camera._computeLocalCameraSpeed();
  80016. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80017. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80018. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80019. }
  80020. }
  80021. };
  80022. /**
  80023. * Gets the class name of the current intput.
  80024. * @returns the class name
  80025. */
  80026. FreeCameraTouchInput.prototype.getClassName = function () {
  80027. return "FreeCameraTouchInput";
  80028. };
  80029. /**
  80030. * Get the friendly name associated with the input class.
  80031. * @returns the input friendly name
  80032. */
  80033. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80034. return "touch";
  80035. };
  80036. __decorate([
  80037. BABYLON.serialize()
  80038. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80039. __decorate([
  80040. BABYLON.serialize()
  80041. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80042. return FreeCameraTouchInput;
  80043. }());
  80044. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80045. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80046. })(BABYLON || (BABYLON = {}));
  80047. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80048. var BABYLON;
  80049. (function (BABYLON) {
  80050. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80051. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80052. });
  80053. /**
  80054. * This represents a FPS type of camera controlled by touch.
  80055. * This is like a universal camera minus the Gamepad controls.
  80056. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80057. */
  80058. var TouchCamera = /** @class */ (function (_super) {
  80059. __extends(TouchCamera, _super);
  80060. /**
  80061. * Instantiates a new touch camera.
  80062. * This represents a FPS type of camera controlled by touch.
  80063. * This is like a universal camera minus the Gamepad controls.
  80064. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80065. * @param name Define the name of the camera in the scene
  80066. * @param position Define the start position of the camera in the scene
  80067. * @param scene Define the scene the camera belongs to
  80068. */
  80069. function TouchCamera(name, position, scene) {
  80070. var _this = _super.call(this, name, position, scene) || this;
  80071. _this.inputs.addTouch();
  80072. _this._setupInputs();
  80073. return _this;
  80074. }
  80075. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80076. /**
  80077. * Defines the touch sensibility for rotation.
  80078. * The higher the faster.
  80079. */
  80080. get: function () {
  80081. var touch = this.inputs.attached["touch"];
  80082. if (touch) {
  80083. return touch.touchAngularSensibility;
  80084. }
  80085. return 0;
  80086. },
  80087. set: function (value) {
  80088. var touch = this.inputs.attached["touch"];
  80089. if (touch) {
  80090. touch.touchAngularSensibility = value;
  80091. }
  80092. },
  80093. enumerable: true,
  80094. configurable: true
  80095. });
  80096. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80097. /**
  80098. * Defines the touch sensibility for move.
  80099. * The higher the faster.
  80100. */
  80101. get: function () {
  80102. var touch = this.inputs.attached["touch"];
  80103. if (touch) {
  80104. return touch.touchMoveSensibility;
  80105. }
  80106. return 0;
  80107. },
  80108. set: function (value) {
  80109. var touch = this.inputs.attached["touch"];
  80110. if (touch) {
  80111. touch.touchMoveSensibility = value;
  80112. }
  80113. },
  80114. enumerable: true,
  80115. configurable: true
  80116. });
  80117. /**
  80118. * Gets the current object class name.
  80119. * @return the class name
  80120. */
  80121. TouchCamera.prototype.getClassName = function () {
  80122. return "TouchCamera";
  80123. };
  80124. /** @hidden */
  80125. TouchCamera.prototype._setupInputs = function () {
  80126. var mouse = this.inputs.attached["mouse"];
  80127. if (mouse) {
  80128. mouse.touchEnabled = false;
  80129. }
  80130. };
  80131. return TouchCamera;
  80132. }(BABYLON.FreeCamera));
  80133. BABYLON.TouchCamera = TouchCamera;
  80134. })(BABYLON || (BABYLON = {}));
  80135. //# sourceMappingURL=babylon.touchCamera.js.map
  80136. var BABYLON;
  80137. (function (BABYLON) {
  80138. /**
  80139. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80140. * This is the base class of any Procedural texture and contains most of the shareable code.
  80141. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80142. */
  80143. var ProceduralTexture = /** @class */ (function (_super) {
  80144. __extends(ProceduralTexture, _super);
  80145. /**
  80146. * Instantiates a new procedural texture.
  80147. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80148. * This is the base class of any Procedural texture and contains most of the shareable code.
  80149. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80150. * @param name Define the name of the texture
  80151. * @param size Define the size of the texture to create
  80152. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80153. * @param scene Define the scene the texture belongs to
  80154. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80155. * @param generateMipMaps Define if the texture should creates mip maps or not
  80156. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80157. */
  80158. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80159. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80160. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80161. if (isCube === void 0) { isCube = false; }
  80162. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80163. _this.isCube = isCube;
  80164. /**
  80165. * Define if the texture is enabled or not (disabled texture will not render)
  80166. */
  80167. _this.isEnabled = true;
  80168. /**
  80169. * Define if the texture must be cleared before rendering (default is true)
  80170. */
  80171. _this.autoClear = true;
  80172. /**
  80173. * Event raised when the texture is generated
  80174. */
  80175. _this.onGeneratedObservable = new BABYLON.Observable();
  80176. /** @hidden */
  80177. _this._textures = {};
  80178. _this._currentRefreshId = -1;
  80179. _this._refreshRate = 1;
  80180. _this._vertexBuffers = {};
  80181. _this._uniforms = new Array();
  80182. _this._samplers = new Array();
  80183. _this._floats = {};
  80184. _this._ints = {};
  80185. _this._floatsArrays = {};
  80186. _this._colors3 = {};
  80187. _this._colors4 = {};
  80188. _this._vectors2 = {};
  80189. _this._vectors3 = {};
  80190. _this._matrices = {};
  80191. _this._fallbackTextureUsed = false;
  80192. _this._cachedDefines = "";
  80193. _this._contentUpdateId = -1;
  80194. scene = _this.getScene();
  80195. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80196. if (!component) {
  80197. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80198. scene._addComponent(component);
  80199. }
  80200. scene.proceduralTextures.push(_this);
  80201. _this._engine = scene.getEngine();
  80202. _this.name = name;
  80203. _this.isRenderTarget = true;
  80204. _this._size = size;
  80205. _this._generateMipMaps = generateMipMaps;
  80206. _this.setFragment(fragment);
  80207. _this._fallbackTexture = fallbackTexture;
  80208. if (isCube) {
  80209. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80210. _this.setFloat("face", 0);
  80211. }
  80212. else {
  80213. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80214. }
  80215. // VBO
  80216. var vertices = [];
  80217. vertices.push(1, 1);
  80218. vertices.push(-1, 1);
  80219. vertices.push(-1, -1);
  80220. vertices.push(1, -1);
  80221. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80222. _this._createIndexBuffer();
  80223. return _this;
  80224. }
  80225. /**
  80226. * The effect that is created when initializing the post process.
  80227. * @returns The created effect corrisponding the the postprocess.
  80228. */
  80229. ProceduralTexture.prototype.getEffect = function () {
  80230. return this._effect;
  80231. };
  80232. /**
  80233. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80234. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80235. */
  80236. ProceduralTexture.prototype.getContent = function () {
  80237. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80238. return this._contentData;
  80239. }
  80240. this._contentData = this.readPixels(0, 0, this._contentData);
  80241. this._contentUpdateId = this._currentRefreshId;
  80242. return this._contentData;
  80243. };
  80244. ProceduralTexture.prototype._createIndexBuffer = function () {
  80245. var engine = this._engine;
  80246. // Indices
  80247. var indices = [];
  80248. indices.push(0);
  80249. indices.push(1);
  80250. indices.push(2);
  80251. indices.push(0);
  80252. indices.push(2);
  80253. indices.push(3);
  80254. this._indexBuffer = engine.createIndexBuffer(indices);
  80255. };
  80256. /** @hidden */
  80257. ProceduralTexture.prototype._rebuild = function () {
  80258. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80259. if (vb) {
  80260. vb._rebuild();
  80261. }
  80262. this._createIndexBuffer();
  80263. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80264. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80265. }
  80266. };
  80267. /**
  80268. * Resets the texture in order to recreate its associated resources.
  80269. * This can be called in case of context loss
  80270. */
  80271. ProceduralTexture.prototype.reset = function () {
  80272. if (this._effect === undefined) {
  80273. return;
  80274. }
  80275. var engine = this._engine;
  80276. engine._releaseEffect(this._effect);
  80277. };
  80278. ProceduralTexture.prototype._getDefines = function () {
  80279. return "";
  80280. };
  80281. /**
  80282. * Is the texture ready to be used ? (rendered at least once)
  80283. * @returns true if ready, otherwise, false.
  80284. */
  80285. ProceduralTexture.prototype.isReady = function () {
  80286. var _this = this;
  80287. var engine = this._engine;
  80288. var shaders;
  80289. if (!this._fragment) {
  80290. return false;
  80291. }
  80292. if (this._fallbackTextureUsed) {
  80293. return true;
  80294. }
  80295. var defines = this._getDefines();
  80296. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80297. return true;
  80298. }
  80299. if (this._fragment.fragmentElement !== undefined) {
  80300. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80301. }
  80302. else {
  80303. shaders = { vertex: "procedural", fragment: this._fragment };
  80304. }
  80305. this._cachedDefines = defines;
  80306. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80307. _this.releaseInternalTexture();
  80308. if (_this._fallbackTexture) {
  80309. _this._texture = _this._fallbackTexture._texture;
  80310. if (_this._texture) {
  80311. _this._texture.incrementReferences();
  80312. }
  80313. }
  80314. _this._fallbackTextureUsed = true;
  80315. });
  80316. return this._effect.isReady();
  80317. };
  80318. /**
  80319. * Resets the refresh counter of the texture and start bak from scratch.
  80320. * Could be usefull to regenerate the texture if it is setup to render only once.
  80321. */
  80322. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80323. this._currentRefreshId = -1;
  80324. };
  80325. /**
  80326. * Set the fragment shader to use in order to render the texture.
  80327. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80328. */
  80329. ProceduralTexture.prototype.setFragment = function (fragment) {
  80330. this._fragment = fragment;
  80331. };
  80332. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80333. /**
  80334. * Define the refresh rate of the texture or the rendering frequency.
  80335. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80336. */
  80337. get: function () {
  80338. return this._refreshRate;
  80339. },
  80340. set: function (value) {
  80341. this._refreshRate = value;
  80342. this.resetRefreshCounter();
  80343. },
  80344. enumerable: true,
  80345. configurable: true
  80346. });
  80347. /** @hidden */
  80348. ProceduralTexture.prototype._shouldRender = function () {
  80349. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80350. if (this._texture) {
  80351. this._texture.isReady = false;
  80352. }
  80353. return false;
  80354. }
  80355. if (this._fallbackTextureUsed) {
  80356. return false;
  80357. }
  80358. if (this._currentRefreshId === -1) { // At least render once
  80359. this._currentRefreshId = 1;
  80360. return true;
  80361. }
  80362. if (this.refreshRate === this._currentRefreshId) {
  80363. this._currentRefreshId = 1;
  80364. return true;
  80365. }
  80366. this._currentRefreshId++;
  80367. return false;
  80368. };
  80369. /**
  80370. * Get the size the texture is rendering at.
  80371. * @returns the size (texture is always squared)
  80372. */
  80373. ProceduralTexture.prototype.getRenderSize = function () {
  80374. return this._size;
  80375. };
  80376. /**
  80377. * Resize the texture to new value.
  80378. * @param size Define the new size the texture should have
  80379. * @param generateMipMaps Define whether the new texture should create mip maps
  80380. */
  80381. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80382. if (this._fallbackTextureUsed) {
  80383. return;
  80384. }
  80385. this.releaseInternalTexture();
  80386. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80387. // Update properties
  80388. this._size = size;
  80389. this._generateMipMaps = generateMipMaps;
  80390. };
  80391. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80392. if (this._uniforms.indexOf(uniformName) === -1) {
  80393. this._uniforms.push(uniformName);
  80394. }
  80395. };
  80396. /**
  80397. * Set a texture in the shader program used to render.
  80398. * @param name Define the name of the uniform samplers as defined in the shader
  80399. * @param texture Define the texture to bind to this sampler
  80400. * @return the texture itself allowing "fluent" like uniform updates
  80401. */
  80402. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80403. if (this._samplers.indexOf(name) === -1) {
  80404. this._samplers.push(name);
  80405. }
  80406. this._textures[name] = texture;
  80407. return this;
  80408. };
  80409. /**
  80410. * Set a float in the shader.
  80411. * @param name Define the name of the uniform as defined in the shader
  80412. * @param value Define the value to give to the uniform
  80413. * @return the texture itself allowing "fluent" like uniform updates
  80414. */
  80415. ProceduralTexture.prototype.setFloat = function (name, value) {
  80416. this._checkUniform(name);
  80417. this._floats[name] = value;
  80418. return this;
  80419. };
  80420. /**
  80421. * Set a int in the shader.
  80422. * @param name Define the name of the uniform as defined in the shader
  80423. * @param value Define the value to give to the uniform
  80424. * @return the texture itself allowing "fluent" like uniform updates
  80425. */
  80426. ProceduralTexture.prototype.setInt = function (name, value) {
  80427. this._checkUniform(name);
  80428. this._ints[name] = value;
  80429. return this;
  80430. };
  80431. /**
  80432. * Set an array of floats in the shader.
  80433. * @param name Define the name of the uniform as defined in the shader
  80434. * @param value Define the value to give to the uniform
  80435. * @return the texture itself allowing "fluent" like uniform updates
  80436. */
  80437. ProceduralTexture.prototype.setFloats = function (name, value) {
  80438. this._checkUniform(name);
  80439. this._floatsArrays[name] = value;
  80440. return this;
  80441. };
  80442. /**
  80443. * Set a vec3 in the shader from a Color3.
  80444. * @param name Define the name of the uniform as defined in the shader
  80445. * @param value Define the value to give to the uniform
  80446. * @return the texture itself allowing "fluent" like uniform updates
  80447. */
  80448. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80449. this._checkUniform(name);
  80450. this._colors3[name] = value;
  80451. return this;
  80452. };
  80453. /**
  80454. * Set a vec4 in the shader from a Color4.
  80455. * @param name Define the name of the uniform as defined in the shader
  80456. * @param value Define the value to give to the uniform
  80457. * @return the texture itself allowing "fluent" like uniform updates
  80458. */
  80459. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80460. this._checkUniform(name);
  80461. this._colors4[name] = value;
  80462. return this;
  80463. };
  80464. /**
  80465. * Set a vec2 in the shader from a Vector2.
  80466. * @param name Define the name of the uniform as defined in the shader
  80467. * @param value Define the value to give to the uniform
  80468. * @return the texture itself allowing "fluent" like uniform updates
  80469. */
  80470. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80471. this._checkUniform(name);
  80472. this._vectors2[name] = value;
  80473. return this;
  80474. };
  80475. /**
  80476. * Set a vec3 in the shader from a Vector3.
  80477. * @param name Define the name of the uniform as defined in the shader
  80478. * @param value Define the value to give to the uniform
  80479. * @return the texture itself allowing "fluent" like uniform updates
  80480. */
  80481. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80482. this._checkUniform(name);
  80483. this._vectors3[name] = value;
  80484. return this;
  80485. };
  80486. /**
  80487. * Set a mat4 in the shader from a MAtrix.
  80488. * @param name Define the name of the uniform as defined in the shader
  80489. * @param value Define the value to give to the uniform
  80490. * @return the texture itself allowing "fluent" like uniform updates
  80491. */
  80492. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80493. this._checkUniform(name);
  80494. this._matrices[name] = value;
  80495. return this;
  80496. };
  80497. /**
  80498. * Render the texture to its associated render target.
  80499. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80500. */
  80501. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80502. var scene = this.getScene();
  80503. if (!scene) {
  80504. return;
  80505. }
  80506. var engine = this._engine;
  80507. // Render
  80508. engine.enableEffect(this._effect);
  80509. engine.setState(false);
  80510. // Texture
  80511. for (var name in this._textures) {
  80512. this._effect.setTexture(name, this._textures[name]);
  80513. }
  80514. // Float
  80515. for (name in this._ints) {
  80516. this._effect.setInt(name, this._ints[name]);
  80517. }
  80518. // Float
  80519. for (name in this._floats) {
  80520. this._effect.setFloat(name, this._floats[name]);
  80521. }
  80522. // Floats
  80523. for (name in this._floatsArrays) {
  80524. this._effect.setArray(name, this._floatsArrays[name]);
  80525. }
  80526. // Color3
  80527. for (name in this._colors3) {
  80528. this._effect.setColor3(name, this._colors3[name]);
  80529. }
  80530. // Color4
  80531. for (name in this._colors4) {
  80532. var color = this._colors4[name];
  80533. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80534. }
  80535. // Vector2
  80536. for (name in this._vectors2) {
  80537. this._effect.setVector2(name, this._vectors2[name]);
  80538. }
  80539. // Vector3
  80540. for (name in this._vectors3) {
  80541. this._effect.setVector3(name, this._vectors3[name]);
  80542. }
  80543. // Matrix
  80544. for (name in this._matrices) {
  80545. this._effect.setMatrix(name, this._matrices[name]);
  80546. }
  80547. if (!this._texture) {
  80548. return;
  80549. }
  80550. if (this.isCube) {
  80551. for (var face = 0; face < 6; face++) {
  80552. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80553. // VBOs
  80554. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80555. this._effect.setFloat("face", face);
  80556. // Clear
  80557. if (this.autoClear) {
  80558. engine.clear(scene.clearColor, true, false, false);
  80559. }
  80560. // Draw order
  80561. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80562. // Mipmaps
  80563. if (face === 5) {
  80564. engine.generateMipMapsForCubemap(this._texture);
  80565. }
  80566. }
  80567. }
  80568. else {
  80569. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80570. // VBOs
  80571. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80572. // Clear
  80573. if (this.autoClear) {
  80574. engine.clear(scene.clearColor, true, false, false);
  80575. }
  80576. // Draw order
  80577. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80578. }
  80579. // Unbind
  80580. engine.unBindFramebuffer(this._texture, this.isCube);
  80581. if (this.onGenerated) {
  80582. this.onGenerated();
  80583. }
  80584. this.onGeneratedObservable.notifyObservers(this);
  80585. };
  80586. /**
  80587. * Clone the texture.
  80588. * @returns the cloned texture
  80589. */
  80590. ProceduralTexture.prototype.clone = function () {
  80591. var textureSize = this.getSize();
  80592. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80593. // Base texture
  80594. newTexture.hasAlpha = this.hasAlpha;
  80595. newTexture.level = this.level;
  80596. // RenderTarget Texture
  80597. newTexture.coordinatesMode = this.coordinatesMode;
  80598. return newTexture;
  80599. };
  80600. /**
  80601. * Dispose the texture and release its asoociated resources.
  80602. */
  80603. ProceduralTexture.prototype.dispose = function () {
  80604. var scene = this.getScene();
  80605. if (!scene) {
  80606. return;
  80607. }
  80608. var index = scene.proceduralTextures.indexOf(this);
  80609. if (index >= 0) {
  80610. scene.proceduralTextures.splice(index, 1);
  80611. }
  80612. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80613. if (vertexBuffer) {
  80614. vertexBuffer.dispose();
  80615. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  80616. }
  80617. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  80618. this._indexBuffer = null;
  80619. }
  80620. _super.prototype.dispose.call(this);
  80621. };
  80622. __decorate([
  80623. BABYLON.serialize()
  80624. ], ProceduralTexture.prototype, "isEnabled", void 0);
  80625. __decorate([
  80626. BABYLON.serialize()
  80627. ], ProceduralTexture.prototype, "autoClear", void 0);
  80628. __decorate([
  80629. BABYLON.serialize()
  80630. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  80631. __decorate([
  80632. BABYLON.serialize()
  80633. ], ProceduralTexture.prototype, "_size", void 0);
  80634. __decorate([
  80635. BABYLON.serialize()
  80636. ], ProceduralTexture.prototype, "refreshRate", null);
  80637. return ProceduralTexture;
  80638. }(BABYLON.Texture));
  80639. BABYLON.ProceduralTexture = ProceduralTexture;
  80640. })(BABYLON || (BABYLON = {}));
  80641. //# sourceMappingURL=babylon.proceduralTexture.js.map
  80642. var BABYLON;
  80643. (function (BABYLON) {
  80644. /**
  80645. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80646. * in a given scene.
  80647. */
  80648. var ProceduralTextureSceneComponent = /** @class */ (function () {
  80649. /**
  80650. * Creates a new instance of the component for the given scene
  80651. * @param scene Defines the scene to register the component in
  80652. */
  80653. function ProceduralTextureSceneComponent(scene) {
  80654. /**
  80655. * The component name helpfull to identify the component in the list of scene components.
  80656. */
  80657. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  80658. this.scene = scene;
  80659. this.scene.proceduralTextures = new Array();
  80660. scene.layers = new Array();
  80661. }
  80662. /**
  80663. * Registers the component in a given scene
  80664. */
  80665. ProceduralTextureSceneComponent.prototype.register = function () {
  80666. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  80667. };
  80668. /**
  80669. * Rebuilds the elements related to this component in case of
  80670. * context lost for instance.
  80671. */
  80672. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  80673. // Nothing to do here.
  80674. };
  80675. /**
  80676. * Disposes the component and the associated ressources.
  80677. */
  80678. ProceduralTextureSceneComponent.prototype.dispose = function () {
  80679. // Nothing to do here.
  80680. };
  80681. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  80682. if (this.scene.proceduralTexturesEnabled) {
  80683. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80684. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  80685. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  80686. if (proceduralTexture._shouldRender()) {
  80687. proceduralTexture.render();
  80688. }
  80689. }
  80690. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80691. }
  80692. };
  80693. return ProceduralTextureSceneComponent;
  80694. }());
  80695. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  80696. })(BABYLON || (BABYLON = {}));
  80697. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  80698. var BABYLON;
  80699. (function (BABYLON) {
  80700. /**
  80701. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80702. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80703. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80704. */
  80705. var CustomProceduralTexture = /** @class */ (function (_super) {
  80706. __extends(CustomProceduralTexture, _super);
  80707. /**
  80708. * Instantiates a new Custom Procedural Texture.
  80709. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80710. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80711. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80712. * @param name Define the name of the texture
  80713. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  80714. * @param size Define the size of the texture to create
  80715. * @param scene Define the scene the texture belongs to
  80716. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80717. * @param generateMipMaps Define if the texture should creates mip maps or not
  80718. */
  80719. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  80720. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  80721. _this._animate = true;
  80722. _this._time = 0;
  80723. _this._texturePath = texturePath;
  80724. //Try to load json
  80725. _this._loadJson(texturePath);
  80726. _this.refreshRate = 1;
  80727. return _this;
  80728. }
  80729. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  80730. var _this = this;
  80731. var noConfigFile = function () {
  80732. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  80733. try {
  80734. _this.setFragment(_this._texturePath);
  80735. }
  80736. catch (ex) {
  80737. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  80738. }
  80739. };
  80740. var configFileUrl = jsonUrl + "/config.json";
  80741. var xhr = new XMLHttpRequest();
  80742. xhr.open("GET", configFileUrl, true);
  80743. xhr.addEventListener("load", function () {
  80744. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80745. try {
  80746. _this._config = JSON.parse(xhr.response);
  80747. _this.updateShaderUniforms();
  80748. _this.updateTextures();
  80749. _this.setFragment(_this._texturePath + "/custom");
  80750. _this._animate = _this._config.animate;
  80751. _this.refreshRate = _this._config.refreshrate;
  80752. }
  80753. catch (ex) {
  80754. noConfigFile();
  80755. }
  80756. }
  80757. else {
  80758. noConfigFile();
  80759. }
  80760. }, false);
  80761. xhr.addEventListener("error", function () {
  80762. noConfigFile();
  80763. }, false);
  80764. try {
  80765. xhr.send();
  80766. }
  80767. catch (ex) {
  80768. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  80769. }
  80770. };
  80771. /**
  80772. * Is the texture ready to be used ? (rendered at least once)
  80773. * @returns true if ready, otherwise, false.
  80774. */
  80775. CustomProceduralTexture.prototype.isReady = function () {
  80776. if (!_super.prototype.isReady.call(this)) {
  80777. return false;
  80778. }
  80779. for (var name in this._textures) {
  80780. var texture = this._textures[name];
  80781. if (!texture.isReady()) {
  80782. return false;
  80783. }
  80784. }
  80785. return true;
  80786. };
  80787. /**
  80788. * Render the texture to its associated render target.
  80789. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80790. */
  80791. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80792. var scene = this.getScene();
  80793. if (this._animate && scene) {
  80794. this._time += scene.getAnimationRatio() * 0.03;
  80795. this.updateShaderUniforms();
  80796. }
  80797. _super.prototype.render.call(this, useCameraPostProcess);
  80798. };
  80799. /**
  80800. * Update the list of dependant textures samplers in the shader.
  80801. */
  80802. CustomProceduralTexture.prototype.updateTextures = function () {
  80803. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  80804. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  80805. }
  80806. };
  80807. /**
  80808. * Update the uniform values of the procedural texture in the shader.
  80809. */
  80810. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  80811. if (this._config) {
  80812. for (var j = 0; j < this._config.uniforms.length; j++) {
  80813. var uniform = this._config.uniforms[j];
  80814. switch (uniform.type) {
  80815. case "float":
  80816. this.setFloat(uniform.name, uniform.value);
  80817. break;
  80818. case "color3":
  80819. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  80820. break;
  80821. case "color4":
  80822. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  80823. break;
  80824. case "vector2":
  80825. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  80826. break;
  80827. case "vector3":
  80828. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  80829. break;
  80830. }
  80831. }
  80832. }
  80833. this.setFloat("time", this._time);
  80834. };
  80835. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  80836. /**
  80837. * Define if the texture animates or not.
  80838. */
  80839. get: function () {
  80840. return this._animate;
  80841. },
  80842. set: function (value) {
  80843. this._animate = value;
  80844. },
  80845. enumerable: true,
  80846. configurable: true
  80847. });
  80848. return CustomProceduralTexture;
  80849. }(BABYLON.ProceduralTexture));
  80850. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  80851. })(BABYLON || (BABYLON = {}));
  80852. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  80853. var BABYLON;
  80854. (function (BABYLON) {
  80855. /**
  80856. * Manage the gamepad inputs to control a free camera.
  80857. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80858. */
  80859. var FreeCameraGamepadInput = /** @class */ (function () {
  80860. function FreeCameraGamepadInput() {
  80861. /**
  80862. * Defines the gamepad rotation sensiblity.
  80863. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80864. */
  80865. this.gamepadAngularSensibility = 200;
  80866. /**
  80867. * Defines the gamepad move sensiblity.
  80868. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80869. */
  80870. this.gamepadMoveSensibility = 40;
  80871. this._cameraTransform = BABYLON.Matrix.Identity();
  80872. this._deltaTransform = BABYLON.Vector3.Zero();
  80873. this._vector3 = BABYLON.Vector3.Zero();
  80874. this._vector2 = BABYLON.Vector2.Zero();
  80875. }
  80876. /**
  80877. * Attach the input controls to a specific dom element to get the input from.
  80878. * @param element Defines the element the controls should be listened from
  80879. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80880. */
  80881. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80882. var _this = this;
  80883. var manager = this.camera.getScene().gamepadManager;
  80884. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80885. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80886. // prioritize XBOX gamepads.
  80887. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80888. _this.gamepad = gamepad;
  80889. }
  80890. }
  80891. });
  80892. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80893. if (_this.gamepad === gamepad) {
  80894. _this.gamepad = null;
  80895. }
  80896. });
  80897. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  80898. };
  80899. /**
  80900. * Detach the current controls from the specified dom element.
  80901. * @param element Defines the element to stop listening the inputs from
  80902. */
  80903. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  80904. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  80905. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  80906. this.gamepad = null;
  80907. };
  80908. /**
  80909. * Update the current camera state depending on the inputs that have been used this frame.
  80910. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80911. */
  80912. FreeCameraGamepadInput.prototype.checkInputs = function () {
  80913. if (this.gamepad && this.gamepad.leftStick) {
  80914. var camera = this.camera;
  80915. var LSValues = this.gamepad.leftStick;
  80916. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  80917. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  80918. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  80919. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  80920. var RSValues = this.gamepad.rightStick;
  80921. if (RSValues) {
  80922. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  80923. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  80924. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  80925. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  80926. }
  80927. else {
  80928. RSValues = { x: 0, y: 0 };
  80929. }
  80930. if (!camera.rotationQuaternion) {
  80931. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  80932. }
  80933. else {
  80934. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  80935. }
  80936. var speed = camera._computeLocalCameraSpeed() * 50.0;
  80937. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  80938. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  80939. camera.cameraDirection.addInPlace(this._deltaTransform);
  80940. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  80941. camera.cameraRotation.addInPlace(this._vector2);
  80942. }
  80943. };
  80944. /**
  80945. * Gets the class name of the current intput.
  80946. * @returns the class name
  80947. */
  80948. FreeCameraGamepadInput.prototype.getClassName = function () {
  80949. return "FreeCameraGamepadInput";
  80950. };
  80951. /**
  80952. * Get the friendly name associated with the input class.
  80953. * @returns the input friendly name
  80954. */
  80955. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  80956. return "gamepad";
  80957. };
  80958. __decorate([
  80959. BABYLON.serialize()
  80960. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  80961. __decorate([
  80962. BABYLON.serialize()
  80963. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  80964. return FreeCameraGamepadInput;
  80965. }());
  80966. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  80967. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  80968. })(BABYLON || (BABYLON = {}));
  80969. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  80970. var BABYLON;
  80971. (function (BABYLON) {
  80972. /**
  80973. * Manage the gamepad inputs to control an arc rotate camera.
  80974. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80975. */
  80976. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  80977. function ArcRotateCameraGamepadInput() {
  80978. /**
  80979. * Defines the gamepad rotation sensiblity.
  80980. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80981. */
  80982. this.gamepadRotationSensibility = 80;
  80983. /**
  80984. * Defines the gamepad move sensiblity.
  80985. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80986. */
  80987. this.gamepadMoveSensibility = 40;
  80988. }
  80989. /**
  80990. * Attach the input controls to a specific dom element to get the input from.
  80991. * @param element Defines the element the controls should be listened from
  80992. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80993. */
  80994. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80995. var _this = this;
  80996. var manager = this.camera.getScene().gamepadManager;
  80997. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80998. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80999. // prioritize XBOX gamepads.
  81000. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81001. _this.gamepad = gamepad;
  81002. }
  81003. }
  81004. });
  81005. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81006. if (_this.gamepad === gamepad) {
  81007. _this.gamepad = null;
  81008. }
  81009. });
  81010. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81011. };
  81012. /**
  81013. * Detach the current controls from the specified dom element.
  81014. * @param element Defines the element to stop listening the inputs from
  81015. */
  81016. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81017. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81018. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81019. this.gamepad = null;
  81020. };
  81021. /**
  81022. * Update the current camera state depending on the inputs that have been used this frame.
  81023. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81024. */
  81025. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81026. if (this.gamepad) {
  81027. var camera = this.camera;
  81028. var RSValues = this.gamepad.rightStick;
  81029. if (RSValues) {
  81030. if (RSValues.x != 0) {
  81031. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81032. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81033. camera.inertialAlphaOffset += normalizedRX;
  81034. }
  81035. }
  81036. if (RSValues.y != 0) {
  81037. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81038. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81039. camera.inertialBetaOffset += normalizedRY;
  81040. }
  81041. }
  81042. }
  81043. var LSValues = this.gamepad.leftStick;
  81044. if (LSValues && LSValues.y != 0) {
  81045. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81046. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81047. this.camera.inertialRadiusOffset -= normalizedLY;
  81048. }
  81049. }
  81050. }
  81051. };
  81052. /**
  81053. * Gets the class name of the current intput.
  81054. * @returns the class name
  81055. */
  81056. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81057. return "ArcRotateCameraGamepadInput";
  81058. };
  81059. /**
  81060. * Get the friendly name associated with the input class.
  81061. * @returns the input friendly name
  81062. */
  81063. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81064. return "gamepad";
  81065. };
  81066. __decorate([
  81067. BABYLON.serialize()
  81068. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81069. __decorate([
  81070. BABYLON.serialize()
  81071. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81072. return ArcRotateCameraGamepadInput;
  81073. }());
  81074. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81075. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81076. })(BABYLON || (BABYLON = {}));
  81077. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81078. var BABYLON;
  81079. (function (BABYLON) {
  81080. /**
  81081. * Manager for handling gamepads
  81082. */
  81083. var GamepadManager = /** @class */ (function () {
  81084. /**
  81085. * Initializes the gamepad manager
  81086. * @param _scene BabylonJS scene
  81087. */
  81088. function GamepadManager(_scene) {
  81089. var _this = this;
  81090. this._scene = _scene;
  81091. this._babylonGamepads = [];
  81092. this._oneGamepadConnected = false;
  81093. /** @hidden */
  81094. this._isMonitoring = false;
  81095. /**
  81096. * observable to be triggered when the gamepad controller has been disconnected
  81097. */
  81098. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81099. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81100. this._gamepadEventSupported = false;
  81101. }
  81102. else {
  81103. this._gamepadEventSupported = 'GamepadEvent' in window;
  81104. this._gamepadSupport = (navigator.getGamepads ||
  81105. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81106. }
  81107. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81108. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81109. for (var i in _this._babylonGamepads) {
  81110. var gamepad = _this._babylonGamepads[i];
  81111. if (gamepad && gamepad._isConnected) {
  81112. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81113. }
  81114. }
  81115. });
  81116. this._onGamepadConnectedEvent = function (evt) {
  81117. var gamepad = evt.gamepad;
  81118. if (gamepad.index in _this._babylonGamepads) {
  81119. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81120. return;
  81121. }
  81122. }
  81123. var newGamepad;
  81124. if (_this._babylonGamepads[gamepad.index]) {
  81125. newGamepad = _this._babylonGamepads[gamepad.index];
  81126. newGamepad.browserGamepad = gamepad;
  81127. newGamepad._isConnected = true;
  81128. }
  81129. else {
  81130. newGamepad = _this._addNewGamepad(gamepad);
  81131. }
  81132. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81133. _this._startMonitoringGamepads();
  81134. };
  81135. this._onGamepadDisconnectedEvent = function (evt) {
  81136. var gamepad = evt.gamepad;
  81137. // Remove the gamepad from the list of gamepads to monitor.
  81138. for (var i in _this._babylonGamepads) {
  81139. if (_this._babylonGamepads[i].index === gamepad.index) {
  81140. var disconnectedGamepad = _this._babylonGamepads[i];
  81141. disconnectedGamepad._isConnected = false;
  81142. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81143. break;
  81144. }
  81145. }
  81146. };
  81147. if (this._gamepadSupport) {
  81148. //first add already-connected gamepads
  81149. this._updateGamepadObjects();
  81150. if (this._babylonGamepads.length) {
  81151. this._startMonitoringGamepads();
  81152. }
  81153. // Checking if the gamepad connected event is supported (like in Firefox)
  81154. if (this._gamepadEventSupported) {
  81155. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81156. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81157. }
  81158. else {
  81159. this._startMonitoringGamepads();
  81160. }
  81161. }
  81162. }
  81163. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81164. /**
  81165. * The gamepads in the game pad manager
  81166. */
  81167. get: function () {
  81168. return this._babylonGamepads;
  81169. },
  81170. enumerable: true,
  81171. configurable: true
  81172. });
  81173. /**
  81174. * Get the gamepad controllers based on type
  81175. * @param type The type of gamepad controller
  81176. * @returns Nullable gamepad
  81177. */
  81178. GamepadManager.prototype.getGamepadByType = function (type) {
  81179. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81180. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81181. var gamepad = _a[_i];
  81182. if (gamepad && gamepad.type === type) {
  81183. return gamepad;
  81184. }
  81185. }
  81186. return null;
  81187. };
  81188. /**
  81189. * Disposes the gamepad manager
  81190. */
  81191. GamepadManager.prototype.dispose = function () {
  81192. if (this._gamepadEventSupported) {
  81193. if (this._onGamepadConnectedEvent) {
  81194. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81195. }
  81196. if (this._onGamepadDisconnectedEvent) {
  81197. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81198. }
  81199. this._onGamepadConnectedEvent = null;
  81200. this._onGamepadDisconnectedEvent = null;
  81201. }
  81202. this._babylonGamepads.forEach(function (gamepad) {
  81203. gamepad.dispose();
  81204. });
  81205. this.onGamepadConnectedObservable.clear();
  81206. this.onGamepadDisconnectedObservable.clear();
  81207. this._oneGamepadConnected = false;
  81208. this._stopMonitoringGamepads();
  81209. this._babylonGamepads = [];
  81210. };
  81211. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81212. if (!this._oneGamepadConnected) {
  81213. this._oneGamepadConnected = true;
  81214. }
  81215. var newGamepad;
  81216. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81217. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81218. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81219. }
  81220. // if pose is supported, use the (WebVR) pose enabled controller
  81221. else if (gamepad.pose) {
  81222. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81223. }
  81224. else {
  81225. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81226. }
  81227. this._babylonGamepads[newGamepad.index] = newGamepad;
  81228. return newGamepad;
  81229. };
  81230. GamepadManager.prototype._startMonitoringGamepads = function () {
  81231. if (!this._isMonitoring) {
  81232. this._isMonitoring = true;
  81233. //back-comp
  81234. if (!this._scene) {
  81235. this._checkGamepadsStatus();
  81236. }
  81237. }
  81238. };
  81239. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81240. this._isMonitoring = false;
  81241. };
  81242. /** @hidden */
  81243. GamepadManager.prototype._checkGamepadsStatus = function () {
  81244. var _this = this;
  81245. // Hack to be compatible Chrome
  81246. this._updateGamepadObjects();
  81247. for (var i in this._babylonGamepads) {
  81248. var gamepad = this._babylonGamepads[i];
  81249. if (!gamepad || !gamepad.isConnected) {
  81250. continue;
  81251. }
  81252. gamepad.update();
  81253. }
  81254. if (this._isMonitoring && !this._scene) {
  81255. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81256. }
  81257. };
  81258. // This function is called only on Chrome, which does not properly support
  81259. // connection/disconnection events and forces you to recopy again the gamepad object
  81260. GamepadManager.prototype._updateGamepadObjects = function () {
  81261. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81262. for (var i = 0; i < gamepads.length; i++) {
  81263. var gamepad = gamepads[i];
  81264. if (gamepad) {
  81265. if (!this._babylonGamepads[gamepad.index]) {
  81266. var newGamepad = this._addNewGamepad(gamepad);
  81267. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81268. }
  81269. else {
  81270. // Forced to copy again this object for Chrome for unknown reason
  81271. this._babylonGamepads[i].browserGamepad = gamepad;
  81272. if (!this._babylonGamepads[i].isConnected) {
  81273. this._babylonGamepads[i]._isConnected = true;
  81274. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81275. }
  81276. }
  81277. }
  81278. }
  81279. };
  81280. return GamepadManager;
  81281. }());
  81282. BABYLON.GamepadManager = GamepadManager;
  81283. })(BABYLON || (BABYLON = {}));
  81284. //# sourceMappingURL=babylon.gamepadManager.js.map
  81285. var BABYLON;
  81286. (function (BABYLON) {
  81287. /**
  81288. * Represents a gamepad control stick position
  81289. */
  81290. var StickValues = /** @class */ (function () {
  81291. /**
  81292. * Initializes the gamepad x and y control stick values
  81293. * @param x The x component of the gamepad control stick value
  81294. * @param y The y component of the gamepad control stick value
  81295. */
  81296. function StickValues(
  81297. /**
  81298. * The x component of the control stick
  81299. */
  81300. x,
  81301. /**
  81302. * The y component of the control stick
  81303. */
  81304. y) {
  81305. this.x = x;
  81306. this.y = y;
  81307. }
  81308. return StickValues;
  81309. }());
  81310. BABYLON.StickValues = StickValues;
  81311. /**
  81312. * Represents a gamepad
  81313. */
  81314. var Gamepad = /** @class */ (function () {
  81315. /**
  81316. * Initializes the gamepad
  81317. * @param id The id of the gamepad
  81318. * @param index The index of the gamepad
  81319. * @param browserGamepad The browser gamepad
  81320. * @param leftStickX The x component of the left joystick
  81321. * @param leftStickY The y component of the left joystick
  81322. * @param rightStickX The x component of the right joystick
  81323. * @param rightStickY The y component of the right joystick
  81324. */
  81325. function Gamepad(
  81326. /**
  81327. * The id of the gamepad
  81328. */
  81329. id,
  81330. /**
  81331. * The index of the gamepad
  81332. */
  81333. index,
  81334. /**
  81335. * The browser gamepad
  81336. */
  81337. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81338. if (leftStickX === void 0) { leftStickX = 0; }
  81339. if (leftStickY === void 0) { leftStickY = 1; }
  81340. if (rightStickX === void 0) { rightStickX = 2; }
  81341. if (rightStickY === void 0) { rightStickY = 3; }
  81342. this.id = id;
  81343. this.index = index;
  81344. this.browserGamepad = browserGamepad;
  81345. this._leftStick = { x: 0, y: 0 };
  81346. this._rightStick = { x: 0, y: 0 };
  81347. /** @hidden */
  81348. this._isConnected = true;
  81349. /**
  81350. * Specifies whether the left control stick should be Y-inverted
  81351. */
  81352. this._invertLeftStickY = false;
  81353. this.type = Gamepad.GAMEPAD;
  81354. this._leftStickAxisX = leftStickX;
  81355. this._leftStickAxisY = leftStickY;
  81356. this._rightStickAxisX = rightStickX;
  81357. this._rightStickAxisY = rightStickY;
  81358. if (this.browserGamepad.axes.length >= 2) {
  81359. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81360. }
  81361. if (this.browserGamepad.axes.length >= 4) {
  81362. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81363. }
  81364. }
  81365. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81366. /**
  81367. * Specifies if the gamepad has been connected
  81368. */
  81369. get: function () {
  81370. return this._isConnected;
  81371. },
  81372. enumerable: true,
  81373. configurable: true
  81374. });
  81375. /**
  81376. * Callback triggered when the left joystick has changed
  81377. * @param callback
  81378. */
  81379. Gamepad.prototype.onleftstickchanged = function (callback) {
  81380. this._onleftstickchanged = callback;
  81381. };
  81382. /**
  81383. * Callback triggered when the right joystick has changed
  81384. * @param callback
  81385. */
  81386. Gamepad.prototype.onrightstickchanged = function (callback) {
  81387. this._onrightstickchanged = callback;
  81388. };
  81389. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81390. /**
  81391. * Gets the left joystick
  81392. */
  81393. get: function () {
  81394. return this._leftStick;
  81395. },
  81396. /**
  81397. * Sets the left joystick values
  81398. */
  81399. set: function (newValues) {
  81400. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81401. this._onleftstickchanged(newValues);
  81402. }
  81403. this._leftStick = newValues;
  81404. },
  81405. enumerable: true,
  81406. configurable: true
  81407. });
  81408. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81409. /**
  81410. * Gets the right joystick
  81411. */
  81412. get: function () {
  81413. return this._rightStick;
  81414. },
  81415. /**
  81416. * Sets the right joystick value
  81417. */
  81418. set: function (newValues) {
  81419. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81420. this._onrightstickchanged(newValues);
  81421. }
  81422. this._rightStick = newValues;
  81423. },
  81424. enumerable: true,
  81425. configurable: true
  81426. });
  81427. /**
  81428. * Updates the gamepad joystick positions
  81429. */
  81430. Gamepad.prototype.update = function () {
  81431. if (this._leftStick) {
  81432. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81433. if (this._invertLeftStickY) {
  81434. this.leftStick.y *= -1;
  81435. }
  81436. }
  81437. if (this._rightStick) {
  81438. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81439. }
  81440. };
  81441. /**
  81442. * Disposes the gamepad
  81443. */
  81444. Gamepad.prototype.dispose = function () {
  81445. };
  81446. /**
  81447. * Represents a gamepad controller
  81448. */
  81449. Gamepad.GAMEPAD = 0;
  81450. /**
  81451. * Represents a generic controller
  81452. */
  81453. Gamepad.GENERIC = 1;
  81454. /**
  81455. * Represents an XBox controller
  81456. */
  81457. Gamepad.XBOX = 2;
  81458. /**
  81459. * Represents a pose-enabled controller
  81460. */
  81461. Gamepad.POSE_ENABLED = 3;
  81462. return Gamepad;
  81463. }());
  81464. BABYLON.Gamepad = Gamepad;
  81465. /**
  81466. * Represents a generic gamepad
  81467. */
  81468. var GenericPad = /** @class */ (function (_super) {
  81469. __extends(GenericPad, _super);
  81470. /**
  81471. * Initializes the generic gamepad
  81472. * @param id The id of the generic gamepad
  81473. * @param index The index of the generic gamepad
  81474. * @param browserGamepad The browser gamepad
  81475. */
  81476. function GenericPad(id, index, browserGamepad) {
  81477. var _this = _super.call(this, id, index, browserGamepad) || this;
  81478. /**
  81479. * Observable triggered when a button has been pressed
  81480. */
  81481. _this.onButtonDownObservable = new BABYLON.Observable();
  81482. /**
  81483. * Observable triggered when a button has been released
  81484. */
  81485. _this.onButtonUpObservable = new BABYLON.Observable();
  81486. _this.type = Gamepad.GENERIC;
  81487. _this._buttons = new Array(browserGamepad.buttons.length);
  81488. return _this;
  81489. }
  81490. /**
  81491. * Callback triggered when a button has been pressed
  81492. * @param callback Called when a button has been pressed
  81493. */
  81494. GenericPad.prototype.onbuttondown = function (callback) {
  81495. this._onbuttondown = callback;
  81496. };
  81497. /**
  81498. * Callback triggered when a button has been released
  81499. * @param callback Called when a button has been released
  81500. */
  81501. GenericPad.prototype.onbuttonup = function (callback) {
  81502. this._onbuttonup = callback;
  81503. };
  81504. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81505. if (newValue !== currentValue) {
  81506. if (newValue === 1) {
  81507. if (this._onbuttondown) {
  81508. this._onbuttondown(buttonIndex);
  81509. }
  81510. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81511. }
  81512. if (newValue === 0) {
  81513. if (this._onbuttonup) {
  81514. this._onbuttonup(buttonIndex);
  81515. }
  81516. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81517. }
  81518. }
  81519. return newValue;
  81520. };
  81521. /**
  81522. * Updates the generic gamepad
  81523. */
  81524. GenericPad.prototype.update = function () {
  81525. _super.prototype.update.call(this);
  81526. for (var index = 0; index < this._buttons.length; index++) {
  81527. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81528. }
  81529. };
  81530. /**
  81531. * Disposes the generic gamepad
  81532. */
  81533. GenericPad.prototype.dispose = function () {
  81534. _super.prototype.dispose.call(this);
  81535. this.onButtonDownObservable.clear();
  81536. this.onButtonUpObservable.clear();
  81537. };
  81538. return GenericPad;
  81539. }(Gamepad));
  81540. BABYLON.GenericPad = GenericPad;
  81541. })(BABYLON || (BABYLON = {}));
  81542. //# sourceMappingURL=babylon.gamepad.js.map
  81543. var BABYLON;
  81544. (function (BABYLON) {
  81545. /**
  81546. * Defines supported buttons for XBox360 compatible gamepads
  81547. */
  81548. var Xbox360Button;
  81549. (function (Xbox360Button) {
  81550. /** A */
  81551. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81552. /** B */
  81553. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81554. /** X */
  81555. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81556. /** Y */
  81557. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81558. /** Start */
  81559. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81560. /** Back */
  81561. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81562. /** Left button */
  81563. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81564. /** Right button */
  81565. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81566. /** Left stick */
  81567. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81568. /** Right stick */
  81569. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81570. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81571. /** Defines values for XBox360 DPad */
  81572. var Xbox360Dpad;
  81573. (function (Xbox360Dpad) {
  81574. /** Up */
  81575. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81576. /** Down */
  81577. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81578. /** Left */
  81579. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81580. /** Right */
  81581. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81582. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81583. /**
  81584. * Defines a XBox360 gamepad
  81585. */
  81586. var Xbox360Pad = /** @class */ (function (_super) {
  81587. __extends(Xbox360Pad, _super);
  81588. /**
  81589. * Creates a new XBox360 gamepad object
  81590. * @param id defines the id of this gamepad
  81591. * @param index defines its index
  81592. * @param gamepad defines the internal HTML gamepad object
  81593. * @param xboxOne defines if it is a XBox One gamepad
  81594. */
  81595. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81596. if (xboxOne === void 0) { xboxOne = false; }
  81597. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81598. _this._leftTrigger = 0;
  81599. _this._rightTrigger = 0;
  81600. /** Observable raised when a button is pressed */
  81601. _this.onButtonDownObservable = new BABYLON.Observable();
  81602. /** Observable raised when a button is released */
  81603. _this.onButtonUpObservable = new BABYLON.Observable();
  81604. /** Observable raised when a pad is pressed */
  81605. _this.onPadDownObservable = new BABYLON.Observable();
  81606. /** Observable raised when a pad is released */
  81607. _this.onPadUpObservable = new BABYLON.Observable();
  81608. _this._buttonA = 0;
  81609. _this._buttonB = 0;
  81610. _this._buttonX = 0;
  81611. _this._buttonY = 0;
  81612. _this._buttonBack = 0;
  81613. _this._buttonStart = 0;
  81614. _this._buttonLB = 0;
  81615. _this._buttonRB = 0;
  81616. _this._buttonLeftStick = 0;
  81617. _this._buttonRightStick = 0;
  81618. _this._dPadUp = 0;
  81619. _this._dPadDown = 0;
  81620. _this._dPadLeft = 0;
  81621. _this._dPadRight = 0;
  81622. _this._isXboxOnePad = false;
  81623. _this.type = BABYLON.Gamepad.XBOX;
  81624. _this._isXboxOnePad = xboxOne;
  81625. return _this;
  81626. }
  81627. /**
  81628. * Defines the callback to call when left trigger is pressed
  81629. * @param callback defines the callback to use
  81630. */
  81631. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  81632. this._onlefttriggerchanged = callback;
  81633. };
  81634. /**
  81635. * Defines the callback to call when right trigger is pressed
  81636. * @param callback defines the callback to use
  81637. */
  81638. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  81639. this._onrighttriggerchanged = callback;
  81640. };
  81641. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  81642. /**
  81643. * Gets the left trigger value
  81644. */
  81645. get: function () {
  81646. return this._leftTrigger;
  81647. },
  81648. /**
  81649. * Sets the left trigger value
  81650. */
  81651. set: function (newValue) {
  81652. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  81653. this._onlefttriggerchanged(newValue);
  81654. }
  81655. this._leftTrigger = newValue;
  81656. },
  81657. enumerable: true,
  81658. configurable: true
  81659. });
  81660. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  81661. /**
  81662. * Gets the right trigger value
  81663. */
  81664. get: function () {
  81665. return this._rightTrigger;
  81666. },
  81667. /**
  81668. * Sets the right trigger value
  81669. */
  81670. set: function (newValue) {
  81671. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  81672. this._onrighttriggerchanged(newValue);
  81673. }
  81674. this._rightTrigger = newValue;
  81675. },
  81676. enumerable: true,
  81677. configurable: true
  81678. });
  81679. /**
  81680. * Defines the callback to call when a button is pressed
  81681. * @param callback defines the callback to use
  81682. */
  81683. Xbox360Pad.prototype.onbuttondown = function (callback) {
  81684. this._onbuttondown = callback;
  81685. };
  81686. /**
  81687. * Defines the callback to call when a button is released
  81688. * @param callback defines the callback to use
  81689. */
  81690. Xbox360Pad.prototype.onbuttonup = function (callback) {
  81691. this._onbuttonup = callback;
  81692. };
  81693. /**
  81694. * Defines the callback to call when a pad is pressed
  81695. * @param callback defines the callback to use
  81696. */
  81697. Xbox360Pad.prototype.ondpaddown = function (callback) {
  81698. this._ondpaddown = callback;
  81699. };
  81700. /**
  81701. * Defines the callback to call when a pad is released
  81702. * @param callback defines the callback to use
  81703. */
  81704. Xbox360Pad.prototype.ondpadup = function (callback) {
  81705. this._ondpadup = callback;
  81706. };
  81707. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  81708. if (newValue !== currentValue) {
  81709. if (newValue === 1) {
  81710. if (this._onbuttondown) {
  81711. this._onbuttondown(buttonType);
  81712. }
  81713. this.onButtonDownObservable.notifyObservers(buttonType);
  81714. }
  81715. if (newValue === 0) {
  81716. if (this._onbuttonup) {
  81717. this._onbuttonup(buttonType);
  81718. }
  81719. this.onButtonUpObservable.notifyObservers(buttonType);
  81720. }
  81721. }
  81722. return newValue;
  81723. };
  81724. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  81725. if (newValue !== currentValue) {
  81726. if (newValue === 1) {
  81727. if (this._ondpaddown) {
  81728. this._ondpaddown(buttonType);
  81729. }
  81730. this.onPadDownObservable.notifyObservers(buttonType);
  81731. }
  81732. if (newValue === 0) {
  81733. if (this._ondpadup) {
  81734. this._ondpadup(buttonType);
  81735. }
  81736. this.onPadUpObservable.notifyObservers(buttonType);
  81737. }
  81738. }
  81739. return newValue;
  81740. };
  81741. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  81742. /**
  81743. * Gets the value of the `A` button
  81744. */
  81745. get: function () {
  81746. return this._buttonA;
  81747. },
  81748. /**
  81749. * Sets the value of the `A` button
  81750. */
  81751. set: function (value) {
  81752. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  81753. },
  81754. enumerable: true,
  81755. configurable: true
  81756. });
  81757. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  81758. /**
  81759. * Gets the value of the `B` button
  81760. */
  81761. get: function () {
  81762. return this._buttonB;
  81763. },
  81764. /**
  81765. * Sets the value of the `B` button
  81766. */
  81767. set: function (value) {
  81768. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  81769. },
  81770. enumerable: true,
  81771. configurable: true
  81772. });
  81773. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  81774. /**
  81775. * Gets the value of the `X` button
  81776. */
  81777. get: function () {
  81778. return this._buttonX;
  81779. },
  81780. /**
  81781. * Sets the value of the `X` button
  81782. */
  81783. set: function (value) {
  81784. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  81785. },
  81786. enumerable: true,
  81787. configurable: true
  81788. });
  81789. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  81790. /**
  81791. * Gets the value of the `Y` button
  81792. */
  81793. get: function () {
  81794. return this._buttonY;
  81795. },
  81796. /**
  81797. * Sets the value of the `Y` button
  81798. */
  81799. set: function (value) {
  81800. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  81801. },
  81802. enumerable: true,
  81803. configurable: true
  81804. });
  81805. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  81806. /**
  81807. * Gets the value of the `Start` button
  81808. */
  81809. get: function () {
  81810. return this._buttonStart;
  81811. },
  81812. /**
  81813. * Sets the value of the `Start` button
  81814. */
  81815. set: function (value) {
  81816. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  81817. },
  81818. enumerable: true,
  81819. configurable: true
  81820. });
  81821. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  81822. /**
  81823. * Gets the value of the `Back` button
  81824. */
  81825. get: function () {
  81826. return this._buttonBack;
  81827. },
  81828. /**
  81829. * Sets the value of the `Back` button
  81830. */
  81831. set: function (value) {
  81832. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  81833. },
  81834. enumerable: true,
  81835. configurable: true
  81836. });
  81837. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  81838. /**
  81839. * Gets the value of the `Left` button
  81840. */
  81841. get: function () {
  81842. return this._buttonLB;
  81843. },
  81844. /**
  81845. * Sets the value of the `Left` button
  81846. */
  81847. set: function (value) {
  81848. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  81849. },
  81850. enumerable: true,
  81851. configurable: true
  81852. });
  81853. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  81854. /**
  81855. * Gets the value of the `Right` button
  81856. */
  81857. get: function () {
  81858. return this._buttonRB;
  81859. },
  81860. /**
  81861. * Sets the value of the `Right` button
  81862. */
  81863. set: function (value) {
  81864. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  81865. },
  81866. enumerable: true,
  81867. configurable: true
  81868. });
  81869. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  81870. /**
  81871. * Gets the value of the Left joystick
  81872. */
  81873. get: function () {
  81874. return this._buttonLeftStick;
  81875. },
  81876. /**
  81877. * Sets the value of the Left joystick
  81878. */
  81879. set: function (value) {
  81880. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  81881. },
  81882. enumerable: true,
  81883. configurable: true
  81884. });
  81885. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  81886. /**
  81887. * Gets the value of the Right joystick
  81888. */
  81889. get: function () {
  81890. return this._buttonRightStick;
  81891. },
  81892. /**
  81893. * Sets the value of the Right joystick
  81894. */
  81895. set: function (value) {
  81896. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  81897. },
  81898. enumerable: true,
  81899. configurable: true
  81900. });
  81901. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  81902. /**
  81903. * Gets the value of D-pad up
  81904. */
  81905. get: function () {
  81906. return this._dPadUp;
  81907. },
  81908. /**
  81909. * Sets the value of D-pad up
  81910. */
  81911. set: function (value) {
  81912. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  81913. },
  81914. enumerable: true,
  81915. configurable: true
  81916. });
  81917. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  81918. /**
  81919. * Gets the value of D-pad down
  81920. */
  81921. get: function () {
  81922. return this._dPadDown;
  81923. },
  81924. /**
  81925. * Sets the value of D-pad down
  81926. */
  81927. set: function (value) {
  81928. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  81929. },
  81930. enumerable: true,
  81931. configurable: true
  81932. });
  81933. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  81934. /**
  81935. * Gets the value of D-pad left
  81936. */
  81937. get: function () {
  81938. return this._dPadLeft;
  81939. },
  81940. /**
  81941. * Sets the value of D-pad left
  81942. */
  81943. set: function (value) {
  81944. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  81945. },
  81946. enumerable: true,
  81947. configurable: true
  81948. });
  81949. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  81950. /**
  81951. * Gets the value of D-pad right
  81952. */
  81953. get: function () {
  81954. return this._dPadRight;
  81955. },
  81956. /**
  81957. * Sets the value of D-pad right
  81958. */
  81959. set: function (value) {
  81960. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  81961. },
  81962. enumerable: true,
  81963. configurable: true
  81964. });
  81965. /**
  81966. * Force the gamepad to synchronize with device values
  81967. */
  81968. Xbox360Pad.prototype.update = function () {
  81969. _super.prototype.update.call(this);
  81970. if (this._isXboxOnePad) {
  81971. this.buttonA = this.browserGamepad.buttons[0].value;
  81972. this.buttonB = this.browserGamepad.buttons[1].value;
  81973. this.buttonX = this.browserGamepad.buttons[2].value;
  81974. this.buttonY = this.browserGamepad.buttons[3].value;
  81975. this.buttonLB = this.browserGamepad.buttons[4].value;
  81976. this.buttonRB = this.browserGamepad.buttons[5].value;
  81977. this.leftTrigger = this.browserGamepad.axes[2];
  81978. this.rightTrigger = this.browserGamepad.axes[5];
  81979. this.buttonBack = this.browserGamepad.buttons[9].value;
  81980. this.buttonStart = this.browserGamepad.buttons[8].value;
  81981. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  81982. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  81983. this.dPadUp = this.browserGamepad.buttons[11].value;
  81984. this.dPadDown = this.browserGamepad.buttons[12].value;
  81985. this.dPadLeft = this.browserGamepad.buttons[13].value;
  81986. this.dPadRight = this.browserGamepad.buttons[14].value;
  81987. }
  81988. else {
  81989. this.buttonA = this.browserGamepad.buttons[0].value;
  81990. this.buttonB = this.browserGamepad.buttons[1].value;
  81991. this.buttonX = this.browserGamepad.buttons[2].value;
  81992. this.buttonY = this.browserGamepad.buttons[3].value;
  81993. this.buttonLB = this.browserGamepad.buttons[4].value;
  81994. this.buttonRB = this.browserGamepad.buttons[5].value;
  81995. this.leftTrigger = this.browserGamepad.buttons[6].value;
  81996. this.rightTrigger = this.browserGamepad.buttons[7].value;
  81997. this.buttonBack = this.browserGamepad.buttons[8].value;
  81998. this.buttonStart = this.browserGamepad.buttons[9].value;
  81999. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82000. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82001. this.dPadUp = this.browserGamepad.buttons[12].value;
  82002. this.dPadDown = this.browserGamepad.buttons[13].value;
  82003. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82004. this.dPadRight = this.browserGamepad.buttons[15].value;
  82005. }
  82006. };
  82007. /**
  82008. * Disposes the gamepad
  82009. */
  82010. Xbox360Pad.prototype.dispose = function () {
  82011. _super.prototype.dispose.call(this);
  82012. this.onButtonDownObservable.clear();
  82013. this.onButtonUpObservable.clear();
  82014. this.onPadDownObservable.clear();
  82015. this.onPadUpObservable.clear();
  82016. };
  82017. return Xbox360Pad;
  82018. }(BABYLON.Gamepad));
  82019. BABYLON.Xbox360Pad = Xbox360Pad;
  82020. })(BABYLON || (BABYLON = {}));
  82021. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82022. var BABYLON;
  82023. (function (BABYLON) {
  82024. /**
  82025. * Defines the types of pose enabled controllers that are supported
  82026. */
  82027. var PoseEnabledControllerType;
  82028. (function (PoseEnabledControllerType) {
  82029. /**
  82030. * HTC Vive
  82031. */
  82032. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82033. /**
  82034. * Oculus Rift
  82035. */
  82036. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82037. /**
  82038. * Windows mixed reality
  82039. */
  82040. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82041. /**
  82042. * Samsung gear VR
  82043. */
  82044. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82045. /**
  82046. * Google Daydream
  82047. */
  82048. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82049. /**
  82050. * Generic
  82051. */
  82052. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82053. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82054. /**
  82055. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82056. */
  82057. var PoseEnabledControllerHelper = /** @class */ (function () {
  82058. function PoseEnabledControllerHelper() {
  82059. }
  82060. /**
  82061. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82062. * @param vrGamepad the gamepad to initialized
  82063. * @returns a vr controller of the type the gamepad identified as
  82064. */
  82065. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82066. // Oculus Touch
  82067. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82068. return new BABYLON.OculusTouchController(vrGamepad);
  82069. }
  82070. // Windows Mixed Reality controllers
  82071. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82072. return new BABYLON.WindowsMotionController(vrGamepad);
  82073. }
  82074. // HTC Vive
  82075. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82076. return new BABYLON.ViveController(vrGamepad);
  82077. }
  82078. // Samsung/Oculus Gear VR or Oculus Go
  82079. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82080. return new BABYLON.GearVRController(vrGamepad);
  82081. }
  82082. // Google Daydream
  82083. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82084. return new BABYLON.DaydreamController(vrGamepad);
  82085. }
  82086. // Generic
  82087. else {
  82088. return new BABYLON.GenericController(vrGamepad);
  82089. }
  82090. };
  82091. return PoseEnabledControllerHelper;
  82092. }());
  82093. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82094. /**
  82095. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82096. */
  82097. var PoseEnabledController = /** @class */ (function (_super) {
  82098. __extends(PoseEnabledController, _super);
  82099. /**
  82100. * Creates a new PoseEnabledController from a gamepad
  82101. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82102. */
  82103. function PoseEnabledController(browserGamepad) {
  82104. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82105. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82106. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82107. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82108. /**
  82109. * The device position in babylon space
  82110. */
  82111. _this.devicePosition = BABYLON.Vector3.Zero();
  82112. /**
  82113. * The device rotation in babylon space
  82114. */
  82115. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82116. /**
  82117. * The scale factor of the device in babylon space
  82118. */
  82119. _this.deviceScaleFactor = 1;
  82120. // Used to convert 6dof controllers to 3dof
  82121. _this._trackPosition = true;
  82122. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82123. _this._draggedRoomRotation = 0;
  82124. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82125. /**
  82126. * Internal, matrix used to convert room space to babylon space
  82127. * @hidden
  82128. */
  82129. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82130. /**
  82131. * Node to be used when casting a ray from the controller
  82132. * @hidden
  82133. */
  82134. _this._pointingPoseNode = null;
  82135. _this._workingMatrix = BABYLON.Matrix.Identity();
  82136. /**
  82137. * @hidden
  82138. */
  82139. _this._meshAttachedObservable = new BABYLON.Observable();
  82140. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82141. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82142. _this.position = BABYLON.Vector3.Zero();
  82143. _this.rotationQuaternion = new BABYLON.Quaternion();
  82144. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82145. _this._calculatedRotation = new BABYLON.Quaternion();
  82146. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82147. return _this;
  82148. }
  82149. /**
  82150. * @hidden
  82151. */
  82152. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82153. if (this._trackPosition) {
  82154. this._calculatedPosition.copyFrom(fixedPosition);
  82155. this._trackPosition = false;
  82156. }
  82157. };
  82158. /**
  82159. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82160. */
  82161. PoseEnabledController.prototype.update = function () {
  82162. _super.prototype.update.call(this);
  82163. this._updatePoseAndMesh();
  82164. };
  82165. /**
  82166. * Updates only the pose device and mesh without doing any button event checking
  82167. */
  82168. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82169. var pose = this.browserGamepad.pose;
  82170. this.updateFromDevice(pose);
  82171. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82172. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82173. camera._computeDevicePosition();
  82174. this._deviceToWorld.setTranslation(camera.devicePosition);
  82175. if (camera.deviceRotationQuaternion) {
  82176. var camera = camera;
  82177. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82178. // Find the radian distance away that the headset is from the controllers rotation
  82179. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82180. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82181. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82182. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82183. this._draggedRoomRotation += rotationAmount;
  82184. // Rotate controller around headset
  82185. var sin = Math.sin(-rotationAmount);
  82186. var cos = Math.cos(-rotationAmount);
  82187. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82188. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82189. }
  82190. }
  82191. }
  82192. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82193. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82194. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82195. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82196. if (this._mesh) {
  82197. this._mesh.position.copyFrom(this.devicePosition);
  82198. if (this._mesh.rotationQuaternion) {
  82199. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82200. }
  82201. }
  82202. };
  82203. /**
  82204. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82205. * @param poseData raw pose fromthe device
  82206. */
  82207. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82208. if (poseData) {
  82209. this.rawPose = poseData;
  82210. if (poseData.position) {
  82211. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82212. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82213. this._deviceRoomPosition.z *= -1;
  82214. }
  82215. if (this._trackPosition) {
  82216. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82217. }
  82218. this._calculatedPosition.addInPlace(this.position);
  82219. }
  82220. var pose = this.rawPose;
  82221. if (poseData.orientation && pose.orientation) {
  82222. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82223. if (this._mesh) {
  82224. if (this._mesh.getScene().useRightHandedSystem) {
  82225. this._deviceRoomRotationQuaternion.z *= -1;
  82226. this._deviceRoomRotationQuaternion.w *= -1;
  82227. }
  82228. else {
  82229. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82230. }
  82231. }
  82232. // if the camera is set, rotate to the camera's rotation
  82233. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82234. }
  82235. }
  82236. };
  82237. /**
  82238. * Attaches a mesh to the controller
  82239. * @param mesh the mesh to be attached
  82240. */
  82241. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82242. if (this._mesh) {
  82243. this._mesh.parent = null;
  82244. }
  82245. this._mesh = mesh;
  82246. if (this._poseControlledCamera) {
  82247. this._mesh.parent = this._poseControlledCamera;
  82248. }
  82249. if (!this._mesh.rotationQuaternion) {
  82250. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82251. }
  82252. // Sync controller mesh and pointing pose node's state with controller, this is done to avoid a frame where position is 0,0,0 when attaching mesh
  82253. this._updatePoseAndMesh();
  82254. if (this._pointingPoseNode) {
  82255. var parents = [];
  82256. var obj = this._pointingPoseNode;
  82257. while (obj.parent) {
  82258. parents.push(obj.parent);
  82259. obj = obj.parent;
  82260. }
  82261. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82262. }
  82263. this._meshAttachedObservable.notifyObservers(mesh);
  82264. };
  82265. /**
  82266. * Attaches the controllers mesh to a camera
  82267. * @param camera the camera the mesh should be attached to
  82268. */
  82269. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82270. this._poseControlledCamera = camera;
  82271. if (this._mesh) {
  82272. this._mesh.parent = this._poseControlledCamera;
  82273. }
  82274. };
  82275. /**
  82276. * Disposes of the controller
  82277. */
  82278. PoseEnabledController.prototype.dispose = function () {
  82279. if (this._mesh) {
  82280. this._mesh.dispose();
  82281. }
  82282. this._mesh = null;
  82283. _super.prototype.dispose.call(this);
  82284. };
  82285. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82286. /**
  82287. * The mesh that is attached to the controller
  82288. */
  82289. get: function () {
  82290. return this._mesh;
  82291. },
  82292. enumerable: true,
  82293. configurable: true
  82294. });
  82295. /**
  82296. * Gets the ray of the controller in the direction the controller is pointing
  82297. * @param length the length the resulting ray should be
  82298. * @returns a ray in the direction the controller is pointing
  82299. */
  82300. PoseEnabledController.prototype.getForwardRay = function (length) {
  82301. if (length === void 0) { length = 100; }
  82302. if (!this.mesh) {
  82303. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82304. }
  82305. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82306. var origin = m.getTranslation();
  82307. var forward = new BABYLON.Vector3(0, 0, -1);
  82308. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82309. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82310. return new BABYLON.Ray(origin, direction, length);
  82311. };
  82312. /**
  82313. * Name of the child mesh that can be used to cast a ray from the controller
  82314. */
  82315. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82316. return PoseEnabledController;
  82317. }(BABYLON.Gamepad));
  82318. BABYLON.PoseEnabledController = PoseEnabledController;
  82319. })(BABYLON || (BABYLON = {}));
  82320. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82321. var BABYLON;
  82322. (function (BABYLON) {
  82323. /**
  82324. * Defines the WebVRController object that represents controllers tracked in 3D space
  82325. */
  82326. var WebVRController = /** @class */ (function (_super) {
  82327. __extends(WebVRController, _super);
  82328. /**
  82329. * Creates a new WebVRController from a gamepad
  82330. * @param vrGamepad the gamepad that the WebVRController should be created from
  82331. */
  82332. function WebVRController(vrGamepad) {
  82333. var _this = _super.call(this, vrGamepad) || this;
  82334. // Observables
  82335. /**
  82336. * Fired when the trigger state has changed
  82337. */
  82338. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82339. /**
  82340. * Fired when the main button state has changed
  82341. */
  82342. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82343. /**
  82344. * Fired when the secondary button state has changed
  82345. */
  82346. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82347. /**
  82348. * Fired when the pad state has changed
  82349. */
  82350. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82351. /**
  82352. * Fired when controllers stick values have changed
  82353. */
  82354. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82355. /**
  82356. * X and Y axis corrisponding to the controllers joystick
  82357. */
  82358. _this.pad = { x: 0, y: 0 };
  82359. // avoid GC, store state in a tmp object
  82360. _this._changes = {
  82361. pressChanged: false,
  82362. touchChanged: false,
  82363. valueChanged: false,
  82364. changed: false
  82365. };
  82366. _this._buttons = new Array(vrGamepad.buttons.length);
  82367. _this.hand = vrGamepad.hand;
  82368. return _this;
  82369. }
  82370. /**
  82371. * Fired when a controller button's state has changed
  82372. * @param callback the callback containing the button that was modified
  82373. */
  82374. WebVRController.prototype.onButtonStateChange = function (callback) {
  82375. this._onButtonStateChange = callback;
  82376. };
  82377. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82378. /**
  82379. * The default controller model for the controller
  82380. */
  82381. get: function () {
  82382. return this._defaultModel;
  82383. },
  82384. enumerable: true,
  82385. configurable: true
  82386. });
  82387. /**
  82388. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82389. */
  82390. WebVRController.prototype.update = function () {
  82391. _super.prototype.update.call(this);
  82392. for (var index = 0; index < this._buttons.length; index++) {
  82393. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82394. }
  82395. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82396. this.pad.x = this.leftStick.x;
  82397. this.pad.y = this.leftStick.y;
  82398. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82399. }
  82400. };
  82401. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82402. if (!newState) {
  82403. newState = {
  82404. pressed: false,
  82405. touched: false,
  82406. value: 0
  82407. };
  82408. }
  82409. if (!currentState) {
  82410. this._buttons[buttonIndex] = {
  82411. pressed: newState.pressed,
  82412. touched: newState.touched,
  82413. value: newState.value
  82414. };
  82415. return;
  82416. }
  82417. this._checkChanges(newState, currentState);
  82418. if (this._changes.changed) {
  82419. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82420. this._handleButtonChange(buttonIndex, newState, this._changes);
  82421. }
  82422. this._buttons[buttonIndex].pressed = newState.pressed;
  82423. this._buttons[buttonIndex].touched = newState.touched;
  82424. // oculus triggers are never 0, thou not touched.
  82425. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82426. };
  82427. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82428. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82429. this._changes.touchChanged = newState.touched !== currentState.touched;
  82430. this._changes.valueChanged = newState.value !== currentState.value;
  82431. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82432. return this._changes;
  82433. };
  82434. /**
  82435. * Disposes of th webVRCOntroller
  82436. */
  82437. WebVRController.prototype.dispose = function () {
  82438. _super.prototype.dispose.call(this);
  82439. this.onTriggerStateChangedObservable.clear();
  82440. this.onMainButtonStateChangedObservable.clear();
  82441. this.onSecondaryButtonStateChangedObservable.clear();
  82442. this.onPadStateChangedObservable.clear();
  82443. this.onPadValuesChangedObservable.clear();
  82444. };
  82445. return WebVRController;
  82446. }(BABYLON.PoseEnabledController));
  82447. BABYLON.WebVRController = WebVRController;
  82448. })(BABYLON || (BABYLON = {}));
  82449. //# sourceMappingURL=babylon.webVRController.js.map
  82450. var BABYLON;
  82451. (function (BABYLON) {
  82452. /**
  82453. * Oculus Touch Controller
  82454. */
  82455. var OculusTouchController = /** @class */ (function (_super) {
  82456. __extends(OculusTouchController, _super);
  82457. /**
  82458. * Creates a new OculusTouchController from a gamepad
  82459. * @param vrGamepad the gamepad that the controller should be created from
  82460. */
  82461. function OculusTouchController(vrGamepad) {
  82462. var _this = _super.call(this, vrGamepad) || this;
  82463. /**
  82464. * Fired when the secondary trigger on this controller is modified
  82465. */
  82466. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82467. /**
  82468. * Fired when the thumb rest on this controller is modified
  82469. */
  82470. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82471. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82472. return _this;
  82473. }
  82474. /**
  82475. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82476. * @param scene scene in which to add meshes
  82477. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82478. */
  82479. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82480. var _this = this;
  82481. var meshName;
  82482. // Hand
  82483. if (this.hand === 'left') {
  82484. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82485. }
  82486. else { // Right is the default if no hand is specified
  82487. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82488. }
  82489. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82490. /*
  82491. Parent Mesh name: oculus_touch_left
  82492. - body
  82493. - trigger
  82494. - thumbstick
  82495. - grip
  82496. - button_y
  82497. - button_x
  82498. - button_enter
  82499. */
  82500. _this._defaultModel = newMeshes[1];
  82501. _this.attachToMesh(_this._defaultModel);
  82502. if (meshLoaded) {
  82503. meshLoaded(_this._defaultModel);
  82504. }
  82505. });
  82506. };
  82507. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82508. /**
  82509. * Fired when the A button on this controller is modified
  82510. */
  82511. get: function () {
  82512. if (this.hand === 'right') {
  82513. return this.onMainButtonStateChangedObservable;
  82514. }
  82515. else {
  82516. throw new Error('No A button on left hand');
  82517. }
  82518. },
  82519. enumerable: true,
  82520. configurable: true
  82521. });
  82522. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82523. /**
  82524. * Fired when the B button on this controller is modified
  82525. */
  82526. get: function () {
  82527. if (this.hand === 'right') {
  82528. return this.onSecondaryButtonStateChangedObservable;
  82529. }
  82530. else {
  82531. throw new Error('No B button on left hand');
  82532. }
  82533. },
  82534. enumerable: true,
  82535. configurable: true
  82536. });
  82537. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82538. /**
  82539. * Fired when the X button on this controller is modified
  82540. */
  82541. get: function () {
  82542. if (this.hand === 'left') {
  82543. return this.onMainButtonStateChangedObservable;
  82544. }
  82545. else {
  82546. throw new Error('No X button on right hand');
  82547. }
  82548. },
  82549. enumerable: true,
  82550. configurable: true
  82551. });
  82552. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82553. /**
  82554. * Fired when the Y button on this controller is modified
  82555. */
  82556. get: function () {
  82557. if (this.hand === 'left') {
  82558. return this.onSecondaryButtonStateChangedObservable;
  82559. }
  82560. else {
  82561. throw new Error('No Y button on right hand');
  82562. }
  82563. },
  82564. enumerable: true,
  82565. configurable: true
  82566. });
  82567. /**
  82568. * Called once for each button that changed state since the last frame
  82569. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82570. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82571. * 2) secondary trigger (same)
  82572. * 3) A (right) X (left), touch, pressed = value
  82573. * 4) B / Y
  82574. * 5) thumb rest
  82575. * @param buttonIdx Which button index changed
  82576. * @param state New state of the button
  82577. * @param changes Which properties on the state changed since last frame
  82578. */
  82579. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82580. var notifyObject = state; //{ state: state, changes: changes };
  82581. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82582. switch (buttonIdx) {
  82583. case 0:
  82584. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82585. return;
  82586. case 1: // index trigger
  82587. if (this._defaultModel) {
  82588. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82589. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82590. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82591. }
  82592. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82593. return;
  82594. case 2: // secondary trigger
  82595. if (this._defaultModel) {
  82596. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82597. }
  82598. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82599. return;
  82600. case 3:
  82601. if (this._defaultModel) {
  82602. if (notifyObject.pressed) {
  82603. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82604. }
  82605. else {
  82606. (this._defaultModel.getChildren()[1]).position.y = 0;
  82607. }
  82608. }
  82609. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82610. return;
  82611. case 4:
  82612. if (this._defaultModel) {
  82613. if (notifyObject.pressed) {
  82614. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82615. }
  82616. else {
  82617. (this._defaultModel.getChildren()[2]).position.y = 0;
  82618. }
  82619. }
  82620. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82621. return;
  82622. case 5:
  82623. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  82624. return;
  82625. }
  82626. };
  82627. /**
  82628. * Base Url for the controller model.
  82629. */
  82630. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  82631. /**
  82632. * File name for the left controller model.
  82633. */
  82634. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  82635. /**
  82636. * File name for the right controller model.
  82637. */
  82638. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  82639. return OculusTouchController;
  82640. }(BABYLON.WebVRController));
  82641. BABYLON.OculusTouchController = OculusTouchController;
  82642. })(BABYLON || (BABYLON = {}));
  82643. //# sourceMappingURL=babylon.oculusTouchController.js.map
  82644. var BABYLON;
  82645. (function (BABYLON) {
  82646. /**
  82647. * Vive Controller
  82648. */
  82649. var ViveController = /** @class */ (function (_super) {
  82650. __extends(ViveController, _super);
  82651. /**
  82652. * Creates a new ViveController from a gamepad
  82653. * @param vrGamepad the gamepad that the controller should be created from
  82654. */
  82655. function ViveController(vrGamepad) {
  82656. var _this = _super.call(this, vrGamepad) || this;
  82657. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  82658. _this._invertLeftStickY = true;
  82659. return _this;
  82660. }
  82661. /**
  82662. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82663. * @param scene scene in which to add meshes
  82664. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82665. */
  82666. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82667. var _this = this;
  82668. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  82669. /*
  82670. Parent Mesh name: ViveWand
  82671. - body
  82672. - r_gripper
  82673. - l_gripper
  82674. - menu_button
  82675. - system_button
  82676. - trackpad
  82677. - trigger
  82678. - LED
  82679. */
  82680. _this._defaultModel = newMeshes[1];
  82681. _this.attachToMesh(_this._defaultModel);
  82682. if (meshLoaded) {
  82683. meshLoaded(_this._defaultModel);
  82684. }
  82685. });
  82686. };
  82687. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  82688. /**
  82689. * Fired when the left button on this controller is modified
  82690. */
  82691. get: function () {
  82692. return this.onMainButtonStateChangedObservable;
  82693. },
  82694. enumerable: true,
  82695. configurable: true
  82696. });
  82697. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  82698. /**
  82699. * Fired when the right button on this controller is modified
  82700. */
  82701. get: function () {
  82702. return this.onMainButtonStateChangedObservable;
  82703. },
  82704. enumerable: true,
  82705. configurable: true
  82706. });
  82707. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  82708. /**
  82709. * Fired when the menu button on this controller is modified
  82710. */
  82711. get: function () {
  82712. return this.onSecondaryButtonStateChangedObservable;
  82713. },
  82714. enumerable: true,
  82715. configurable: true
  82716. });
  82717. /**
  82718. * Called once for each button that changed state since the last frame
  82719. * Vive mapping:
  82720. * 0: touchpad
  82721. * 1: trigger
  82722. * 2: left AND right buttons
  82723. * 3: menu button
  82724. * @param buttonIdx Which button index changed
  82725. * @param state New state of the button
  82726. * @param changes Which properties on the state changed since last frame
  82727. */
  82728. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82729. var notifyObject = state; //{ state: state, changes: changes };
  82730. switch (buttonIdx) {
  82731. case 0:
  82732. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82733. return;
  82734. case 1: // index trigger
  82735. if (this._defaultModel) {
  82736. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  82737. }
  82738. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82739. return;
  82740. case 2: // left AND right button
  82741. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82742. return;
  82743. case 3:
  82744. if (this._defaultModel) {
  82745. if (notifyObject.pressed) {
  82746. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82747. }
  82748. else {
  82749. (this._defaultModel.getChildren()[2]).position.y = 0;
  82750. }
  82751. }
  82752. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82753. return;
  82754. }
  82755. };
  82756. /**
  82757. * Base Url for the controller model.
  82758. */
  82759. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  82760. /**
  82761. * File name for the controller model.
  82762. */
  82763. ViveController.MODEL_FILENAME = 'wand.babylon';
  82764. return ViveController;
  82765. }(BABYLON.WebVRController));
  82766. BABYLON.ViveController = ViveController;
  82767. })(BABYLON || (BABYLON = {}));
  82768. //# sourceMappingURL=babylon.viveController.js.map
  82769. var BABYLON;
  82770. (function (BABYLON) {
  82771. /**
  82772. * Generic Controller
  82773. */
  82774. var GenericController = /** @class */ (function (_super) {
  82775. __extends(GenericController, _super);
  82776. /**
  82777. * Creates a new GenericController from a gamepad
  82778. * @param vrGamepad the gamepad that the controller should be created from
  82779. */
  82780. function GenericController(vrGamepad) {
  82781. return _super.call(this, vrGamepad) || this;
  82782. }
  82783. /**
  82784. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82785. * @param scene scene in which to add meshes
  82786. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82787. */
  82788. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82789. var _this = this;
  82790. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  82791. _this._defaultModel = newMeshes[1];
  82792. _this.attachToMesh(_this._defaultModel);
  82793. if (meshLoaded) {
  82794. meshLoaded(_this._defaultModel);
  82795. }
  82796. });
  82797. };
  82798. /**
  82799. * Called once for each button that changed state since the last frame
  82800. * @param buttonIdx Which button index changed
  82801. * @param state New state of the button
  82802. * @param changes Which properties on the state changed since last frame
  82803. */
  82804. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82805. console.log("Button id: " + buttonIdx + "state: ");
  82806. console.dir(state);
  82807. };
  82808. /**
  82809. * Base Url for the controller model.
  82810. */
  82811. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  82812. /**
  82813. * File name for the controller model.
  82814. */
  82815. GenericController.MODEL_FILENAME = 'generic.babylon';
  82816. return GenericController;
  82817. }(BABYLON.WebVRController));
  82818. BABYLON.GenericController = GenericController;
  82819. })(BABYLON || (BABYLON = {}));
  82820. //# sourceMappingURL=babylon.genericController.js.map
  82821. var BABYLON;
  82822. (function (BABYLON) {
  82823. /**
  82824. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  82825. */
  82826. var LoadedMeshInfo = /** @class */ (function () {
  82827. function LoadedMeshInfo() {
  82828. /**
  82829. * Map of the button meshes contained in the controller
  82830. */
  82831. this.buttonMeshes = {};
  82832. /**
  82833. * Map of the axis meshes contained in the controller
  82834. */
  82835. this.axisMeshes = {};
  82836. }
  82837. return LoadedMeshInfo;
  82838. }());
  82839. /**
  82840. * Defines the WindowsMotionController object that the state of the windows motion controller
  82841. */
  82842. var WindowsMotionController = /** @class */ (function (_super) {
  82843. __extends(WindowsMotionController, _super);
  82844. /**
  82845. * Creates a new WindowsMotionController from a gamepad
  82846. * @param vrGamepad the gamepad that the controller should be created from
  82847. */
  82848. function WindowsMotionController(vrGamepad) {
  82849. var _this = _super.call(this, vrGamepad) || this;
  82850. _this._mapping = {
  82851. // Semantic button names
  82852. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  82853. // A mapping of the button name to glTF model node name
  82854. // that should be transformed by button value.
  82855. buttonMeshNames: {
  82856. 'trigger': 'SELECT',
  82857. 'menu': 'MENU',
  82858. 'grip': 'GRASP',
  82859. 'thumbstick': 'THUMBSTICK_PRESS',
  82860. 'trackpad': 'TOUCHPAD_PRESS'
  82861. },
  82862. // This mapping is used to translate from the Motion Controller to Babylon semantics
  82863. buttonObservableNames: {
  82864. 'trigger': 'onTriggerStateChangedObservable',
  82865. 'menu': 'onSecondaryButtonStateChangedObservable',
  82866. 'grip': 'onMainButtonStateChangedObservable',
  82867. 'thumbstick': 'onPadStateChangedObservable',
  82868. 'trackpad': 'onTrackpadChangedObservable'
  82869. },
  82870. // A mapping of the axis name to glTF model node name
  82871. // that should be transformed by axis value.
  82872. // This array mirrors the browserGamepad.axes array, such that
  82873. // the mesh corresponding to axis 0 is in this array index 0.
  82874. axisMeshNames: [
  82875. 'THUMBSTICK_X',
  82876. 'THUMBSTICK_Y',
  82877. 'TOUCHPAD_TOUCH_X',
  82878. 'TOUCHPAD_TOUCH_Y'
  82879. ],
  82880. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  82881. };
  82882. /**
  82883. * Fired when the trackpad on this controller is clicked
  82884. */
  82885. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  82886. /**
  82887. * Fired when the trackpad on this controller is modified
  82888. */
  82889. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  82890. /**
  82891. * The current x and y values of this controller's trackpad
  82892. */
  82893. _this.trackpad = { x: 0, y: 0 };
  82894. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  82895. _this._loadedMeshInfo = null;
  82896. return _this;
  82897. }
  82898. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  82899. /**
  82900. * Fired when the trigger on this controller is modified
  82901. */
  82902. get: function () {
  82903. return this.onTriggerStateChangedObservable;
  82904. },
  82905. enumerable: true,
  82906. configurable: true
  82907. });
  82908. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  82909. /**
  82910. * Fired when the menu button on this controller is modified
  82911. */
  82912. get: function () {
  82913. return this.onSecondaryButtonStateChangedObservable;
  82914. },
  82915. enumerable: true,
  82916. configurable: true
  82917. });
  82918. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  82919. /**
  82920. * Fired when the grip button on this controller is modified
  82921. */
  82922. get: function () {
  82923. return this.onMainButtonStateChangedObservable;
  82924. },
  82925. enumerable: true,
  82926. configurable: true
  82927. });
  82928. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  82929. /**
  82930. * Fired when the thumbstick button on this controller is modified
  82931. */
  82932. get: function () {
  82933. return this.onPadStateChangedObservable;
  82934. },
  82935. enumerable: true,
  82936. configurable: true
  82937. });
  82938. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  82939. /**
  82940. * Fired when the touchpad button on this controller is modified
  82941. */
  82942. get: function () {
  82943. return this.onTrackpadChangedObservable;
  82944. },
  82945. enumerable: true,
  82946. configurable: true
  82947. });
  82948. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  82949. /**
  82950. * Fired when the touchpad values on this controller are modified
  82951. */
  82952. get: function () {
  82953. return this.onTrackpadValuesChangedObservable;
  82954. },
  82955. enumerable: true,
  82956. configurable: true
  82957. });
  82958. WindowsMotionController.prototype._updateTrackpad = function () {
  82959. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  82960. this.trackpad.x = this.browserGamepad["axes"][2];
  82961. this.trackpad.y = this.browserGamepad["axes"][3];
  82962. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  82963. }
  82964. };
  82965. /**
  82966. * Called once per frame by the engine.
  82967. */
  82968. WindowsMotionController.prototype.update = function () {
  82969. _super.prototype.update.call(this);
  82970. if (this.browserGamepad.axes) {
  82971. this._updateTrackpad();
  82972. // Only need to animate axes if there is a loaded mesh
  82973. if (this._loadedMeshInfo) {
  82974. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  82975. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  82976. }
  82977. }
  82978. }
  82979. };
  82980. /**
  82981. * Called once for each button that changed state since the last frame
  82982. * @param buttonIdx Which button index changed
  82983. * @param state New state of the button
  82984. * @param changes Which properties on the state changed since last frame
  82985. */
  82986. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82987. var buttonName = this._mapping.buttons[buttonIdx];
  82988. if (!buttonName) {
  82989. return;
  82990. }
  82991. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  82992. this._updateTrackpad();
  82993. // Only emit events for buttons that we know how to map from index to name
  82994. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  82995. if (observable) {
  82996. observable.notifyObservers(state);
  82997. }
  82998. this._lerpButtonTransform(buttonName, state.value);
  82999. };
  83000. /**
  83001. * Moves the buttons on the controller mesh based on their current state
  83002. * @param buttonName the name of the button to move
  83003. * @param buttonValue the value of the button which determines the buttons new position
  83004. */
  83005. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83006. // If there is no loaded mesh, there is nothing to transform.
  83007. if (!this._loadedMeshInfo) {
  83008. return;
  83009. }
  83010. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83011. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83012. return;
  83013. }
  83014. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83015. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83016. };
  83017. /**
  83018. * Moves the axis on the controller mesh based on its current state
  83019. * @param axis the index of the axis
  83020. * @param axisValue the value of the axis which determines the meshes new position
  83021. * @hidden
  83022. */
  83023. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83024. if (!this._loadedMeshInfo) {
  83025. return;
  83026. }
  83027. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83028. if (!meshInfo) {
  83029. return;
  83030. }
  83031. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83032. return;
  83033. }
  83034. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83035. var lerpValue = axisValue * 0.5 + 0.5;
  83036. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83037. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83038. };
  83039. /**
  83040. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83041. * @param scene scene in which to add meshes
  83042. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83043. */
  83044. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83045. var _this = this;
  83046. if (forceDefault === void 0) { forceDefault = false; }
  83047. var path;
  83048. var filename;
  83049. // Checking if GLB loader is present
  83050. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83051. // Determine the device specific folder based on the ID suffix
  83052. var device = 'default';
  83053. if (this.id && !forceDefault) {
  83054. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83055. device = ((match && match[0]) || device);
  83056. }
  83057. // Hand
  83058. if (this.hand === 'left') {
  83059. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83060. }
  83061. else { // Right is the default if no hand is specified
  83062. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83063. }
  83064. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83065. }
  83066. else {
  83067. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83068. path = BABYLON.GenericController.MODEL_BASE_URL;
  83069. filename = BABYLON.GenericController.MODEL_FILENAME;
  83070. }
  83071. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83072. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83073. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83074. if (!_this._loadedMeshInfo) {
  83075. return;
  83076. }
  83077. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83078. _this.attachToMesh(_this._defaultModel);
  83079. if (meshLoaded) {
  83080. meshLoaded(_this._defaultModel);
  83081. }
  83082. }, null, function (scene, message) {
  83083. BABYLON.Tools.Log(message);
  83084. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83085. if (!forceDefault) {
  83086. _this.initControllerMesh(scene, meshLoaded, true);
  83087. }
  83088. });
  83089. };
  83090. /**
  83091. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83092. * can be transformed by button presses and axes values, based on this._mapping.
  83093. *
  83094. * @param scene scene in which the meshes exist
  83095. * @param meshes list of meshes that make up the controller model to process
  83096. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83097. */
  83098. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83099. var loadedMeshInfo = null;
  83100. // Create a new mesh to contain the glTF hierarchy
  83101. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83102. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83103. var childMesh = null;
  83104. for (var i = 0; i < meshes.length; i++) {
  83105. var mesh = meshes[i];
  83106. if (!mesh.parent) {
  83107. // Exclude controller meshes from picking results
  83108. mesh.isPickable = false;
  83109. // Handle root node, attach to the new parentMesh
  83110. childMesh = mesh;
  83111. break;
  83112. }
  83113. }
  83114. if (childMesh) {
  83115. childMesh.setParent(parentMesh);
  83116. // Create our mesh info. Note that this method will always return non-null.
  83117. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83118. }
  83119. else {
  83120. BABYLON.Tools.Warn('Could not find root node in model file.');
  83121. }
  83122. return loadedMeshInfo;
  83123. };
  83124. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83125. var loadedMeshInfo = new LoadedMeshInfo();
  83126. var i;
  83127. loadedMeshInfo.rootNode = rootNode;
  83128. // Reset the caches
  83129. loadedMeshInfo.buttonMeshes = {};
  83130. loadedMeshInfo.axisMeshes = {};
  83131. // Button Meshes
  83132. for (i = 0; i < this._mapping.buttons.length; i++) {
  83133. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83134. if (!buttonMeshName) {
  83135. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83136. continue;
  83137. }
  83138. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83139. if (!buttonMesh) {
  83140. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83141. continue;
  83142. }
  83143. var buttonMeshInfo = {
  83144. index: i,
  83145. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83146. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83147. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83148. };
  83149. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83150. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83151. }
  83152. else {
  83153. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83154. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83155. '(VALUE: ' + !!buttonMeshInfo.value +
  83156. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83157. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83158. ')');
  83159. }
  83160. }
  83161. // Axis Meshes
  83162. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83163. var axisMeshName = this._mapping.axisMeshNames[i];
  83164. if (!axisMeshName) {
  83165. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83166. continue;
  83167. }
  83168. var axisMesh = getChildByName(rootNode, axisMeshName);
  83169. if (!axisMesh) {
  83170. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83171. continue;
  83172. }
  83173. var axisMeshInfo = {
  83174. index: i,
  83175. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83176. min: getImmediateChildByName(axisMesh, 'MIN'),
  83177. max: getImmediateChildByName(axisMesh, 'MAX')
  83178. };
  83179. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83180. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83181. }
  83182. else {
  83183. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83184. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83185. '(VALUE: ' + !!axisMeshInfo.value +
  83186. ', MIN: ' + !!axisMeshInfo.min +
  83187. ', MAX:' + !!axisMeshInfo.max +
  83188. ')');
  83189. }
  83190. }
  83191. // Pointing Ray
  83192. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83193. if (!loadedMeshInfo.pointingPoseNode) {
  83194. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83195. }
  83196. else {
  83197. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83198. }
  83199. return loadedMeshInfo;
  83200. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83201. function getChildByName(node, name) {
  83202. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83203. }
  83204. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83205. function getImmediateChildByName(node, name) {
  83206. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83207. }
  83208. };
  83209. /**
  83210. * Gets the ray of the controller in the direction the controller is pointing
  83211. * @param length the length the resulting ray should be
  83212. * @returns a ray in the direction the controller is pointing
  83213. */
  83214. WindowsMotionController.prototype.getForwardRay = function (length) {
  83215. if (length === void 0) { length = 100; }
  83216. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83217. return _super.prototype.getForwardRay.call(this, length);
  83218. }
  83219. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83220. var origin = m.getTranslation();
  83221. var forward = new BABYLON.Vector3(0, 0, -1);
  83222. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83223. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83224. return new BABYLON.Ray(origin, direction, length);
  83225. };
  83226. /**
  83227. * Disposes of the controller
  83228. */
  83229. WindowsMotionController.prototype.dispose = function () {
  83230. _super.prototype.dispose.call(this);
  83231. this.onTrackpadChangedObservable.clear();
  83232. };
  83233. /**
  83234. * The base url used to load the left and right controller models
  83235. */
  83236. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83237. /**
  83238. * The name of the left controller model file
  83239. */
  83240. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83241. /**
  83242. * The name of the right controller model file
  83243. */
  83244. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83245. /**
  83246. * The controller name prefix for this controller type
  83247. */
  83248. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83249. /**
  83250. * The controller id pattern for this controller type
  83251. */
  83252. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83253. return WindowsMotionController;
  83254. }(BABYLON.WebVRController));
  83255. BABYLON.WindowsMotionController = WindowsMotionController;
  83256. })(BABYLON || (BABYLON = {}));
  83257. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83258. var BABYLON;
  83259. (function (BABYLON) {
  83260. /**
  83261. * Gear VR Controller
  83262. */
  83263. var GearVRController = /** @class */ (function (_super) {
  83264. __extends(GearVRController, _super);
  83265. /**
  83266. * Creates a new GearVRController from a gamepad
  83267. * @param vrGamepad the gamepad that the controller should be created from
  83268. */
  83269. function GearVRController(vrGamepad) {
  83270. var _this = _super.call(this, vrGamepad) || this;
  83271. _this._buttonIndexToObservableNameMap = [
  83272. 'onTrackpadChangedObservable',
  83273. 'onTriggerStateChangedObservable' // Trigger
  83274. ];
  83275. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83276. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83277. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83278. _this._disableTrackPosition(_this._calculatedPosition);
  83279. return _this;
  83280. }
  83281. /**
  83282. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83283. * @param scene scene in which to add meshes
  83284. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83285. */
  83286. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83287. var _this = this;
  83288. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83289. // Offset the controller so it will rotate around the users wrist
  83290. var mesh = new BABYLON.Mesh("", scene);
  83291. newMeshes[1].parent = mesh;
  83292. newMeshes[1].position.z = -0.15;
  83293. _this._defaultModel = mesh;
  83294. _this.attachToMesh(_this._defaultModel);
  83295. if (meshLoaded) {
  83296. meshLoaded(_this._defaultModel);
  83297. }
  83298. });
  83299. };
  83300. /**
  83301. * Called once for each button that changed state since the last frame
  83302. * @param buttonIdx Which button index changed
  83303. * @param state New state of the button
  83304. * @param changes Which properties on the state changed since last frame
  83305. */
  83306. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83307. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83308. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83309. // Only emit events for buttons that we know how to map from index to observable
  83310. var observable = this[observableName];
  83311. if (observable) {
  83312. observable.notifyObservers(state);
  83313. }
  83314. }
  83315. };
  83316. /**
  83317. * Base Url for the controller model.
  83318. */
  83319. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83320. /**
  83321. * File name for the controller model.
  83322. */
  83323. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83324. /**
  83325. * Gamepad Id prefix used to identify this controller.
  83326. */
  83327. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83328. return GearVRController;
  83329. }(BABYLON.WebVRController));
  83330. BABYLON.GearVRController = GearVRController;
  83331. })(BABYLON || (BABYLON = {}));
  83332. //# sourceMappingURL=babylon.gearVRController.js.map
  83333. var BABYLON;
  83334. (function (BABYLON) {
  83335. /**
  83336. * Google Daydream controller
  83337. */
  83338. var DaydreamController = /** @class */ (function (_super) {
  83339. __extends(DaydreamController, _super);
  83340. /**
  83341. * Creates a new DaydreamController from a gamepad
  83342. * @param vrGamepad the gamepad that the controller should be created from
  83343. */
  83344. function DaydreamController(vrGamepad) {
  83345. var _this = _super.call(this, vrGamepad) || this;
  83346. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83347. return _this;
  83348. }
  83349. /**
  83350. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83351. * @param scene scene in which to add meshes
  83352. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83353. */
  83354. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83355. var _this = this;
  83356. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83357. _this._defaultModel = newMeshes[1];
  83358. _this.attachToMesh(_this._defaultModel);
  83359. if (meshLoaded) {
  83360. meshLoaded(_this._defaultModel);
  83361. }
  83362. });
  83363. };
  83364. /**
  83365. * Called once for each button that changed state since the last frame
  83366. * @param buttonIdx Which button index changed
  83367. * @param state New state of the button
  83368. * @param changes Which properties on the state changed since last frame
  83369. */
  83370. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83371. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83372. if (buttonIdx === 0) {
  83373. var observable = this.onTriggerStateChangedObservable;
  83374. if (observable) {
  83375. observable.notifyObservers(state);
  83376. }
  83377. }
  83378. else {
  83379. // If the app or home buttons are ever made available
  83380. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83381. }
  83382. };
  83383. /**
  83384. * Base Url for the controller model.
  83385. */
  83386. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83387. /**
  83388. * File name for the controller model.
  83389. */
  83390. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83391. /**
  83392. * Gamepad Id prefix used to identify Daydream Controller.
  83393. */
  83394. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83395. return DaydreamController;
  83396. }(BABYLON.WebVRController));
  83397. BABYLON.DaydreamController = DaydreamController;
  83398. })(BABYLON || (BABYLON = {}));
  83399. //# sourceMappingURL=babylon.daydreamController.js.map
  83400. var BABYLON;
  83401. (function (BABYLON) {
  83402. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83403. get: function () {
  83404. if (!this._gamepadManager) {
  83405. this._gamepadManager = new BABYLON.GamepadManager(this);
  83406. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83407. if (!component) {
  83408. component = new GamepadSystemSceneComponent(this);
  83409. this._addComponent(component);
  83410. }
  83411. }
  83412. return this._gamepadManager;
  83413. },
  83414. enumerable: true,
  83415. configurable: true
  83416. });
  83417. /**
  83418. * Adds a gamepad to the free camera inputs manager
  83419. */
  83420. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83421. this.add(new BABYLON.FreeCameraGamepadInput());
  83422. return this;
  83423. };
  83424. /**
  83425. * Adds a gamepad to the arc rotate camera inputs manager
  83426. */
  83427. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83428. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83429. return this;
  83430. };
  83431. /**
  83432. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83433. */
  83434. var GamepadSystemSceneComponent = /** @class */ (function () {
  83435. /**
  83436. * Creates a new instance of the component for the given scene
  83437. * @param scene Defines the scene to register the component in
  83438. */
  83439. function GamepadSystemSceneComponent(scene) {
  83440. /**
  83441. * The component name helpfull to identify the component in the list of scene components.
  83442. */
  83443. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83444. this.scene = scene;
  83445. }
  83446. /**
  83447. * Registers the component in a given scene
  83448. */
  83449. GamepadSystemSceneComponent.prototype.register = function () {
  83450. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83451. };
  83452. /**
  83453. * Rebuilds the elements related to this component in case of
  83454. * context lost for instance.
  83455. */
  83456. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83457. // Nothing to do for gamepads
  83458. };
  83459. /**
  83460. * Disposes the component and the associated ressources
  83461. */
  83462. GamepadSystemSceneComponent.prototype.dispose = function () {
  83463. var gamepadManager = this.scene._gamepadManager;
  83464. if (gamepadManager) {
  83465. gamepadManager.dispose();
  83466. this.scene._gamepadManager = null;
  83467. }
  83468. };
  83469. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83470. var gamepadManager = this.scene._gamepadManager;
  83471. if (gamepadManager && gamepadManager._isMonitoring) {
  83472. gamepadManager._checkGamepadsStatus();
  83473. }
  83474. };
  83475. return GamepadSystemSceneComponent;
  83476. }());
  83477. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83478. })(BABYLON || (BABYLON = {}));
  83479. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83480. var BABYLON;
  83481. (function (BABYLON) {
  83482. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83483. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83484. });
  83485. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83486. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83487. });
  83488. /**
  83489. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83490. * an arc rotate version arcFollowCamera are available.
  83491. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83492. */
  83493. var FollowCamera = /** @class */ (function (_super) {
  83494. __extends(FollowCamera, _super);
  83495. /**
  83496. * Instantiates the follow camera.
  83497. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83498. * @param name Define the name of the camera in the scene
  83499. * @param position Define the position of the camera
  83500. * @param scene Define the scene the camera belong to
  83501. * @param lockedTarget Define the target of the camera
  83502. */
  83503. function FollowCamera(name, position, scene, lockedTarget) {
  83504. if (lockedTarget === void 0) { lockedTarget = null; }
  83505. var _this = _super.call(this, name, position, scene) || this;
  83506. /**
  83507. * Distance the follow camera should follow an object at
  83508. */
  83509. _this.radius = 12;
  83510. /**
  83511. * Define a rotation offset between the camera and the object it follows
  83512. */
  83513. _this.rotationOffset = 0;
  83514. /**
  83515. * Define a height offset between the camera and the object it follows.
  83516. * It can help following an object from the top (like a car chaing a plane)
  83517. */
  83518. _this.heightOffset = 4;
  83519. /**
  83520. * Define how fast the camera can accelerate to follow it s target.
  83521. */
  83522. _this.cameraAcceleration = 0.05;
  83523. /**
  83524. * Define the speed limit of the camera following an object.
  83525. */
  83526. _this.maxCameraSpeed = 20;
  83527. _this.lockedTarget = lockedTarget;
  83528. return _this;
  83529. }
  83530. FollowCamera.prototype._follow = function (cameraTarget) {
  83531. if (!cameraTarget) {
  83532. return;
  83533. }
  83534. var yRotation;
  83535. if (cameraTarget.rotationQuaternion) {
  83536. var rotMatrix = new BABYLON.Matrix();
  83537. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83538. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83539. }
  83540. else {
  83541. yRotation = cameraTarget.rotation.y;
  83542. }
  83543. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83544. var targetPosition = cameraTarget.getAbsolutePosition();
  83545. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83546. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83547. var dx = targetX - this.position.x;
  83548. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83549. var dz = (targetZ) - this.position.z;
  83550. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83551. var vy = dy * this.cameraAcceleration;
  83552. var vz = dz * this.cameraAcceleration * 2;
  83553. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83554. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83555. }
  83556. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83557. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83558. }
  83559. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83560. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83561. }
  83562. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83563. this.setTarget(targetPosition);
  83564. };
  83565. /** @hidden */
  83566. FollowCamera.prototype._checkInputs = function () {
  83567. _super.prototype._checkInputs.call(this);
  83568. if (this.lockedTarget) {
  83569. this._follow(this.lockedTarget);
  83570. }
  83571. };
  83572. /**
  83573. * Gets the camera class name.
  83574. * @returns the class name
  83575. */
  83576. FollowCamera.prototype.getClassName = function () {
  83577. return "FollowCamera";
  83578. };
  83579. __decorate([
  83580. BABYLON.serialize()
  83581. ], FollowCamera.prototype, "radius", void 0);
  83582. __decorate([
  83583. BABYLON.serialize()
  83584. ], FollowCamera.prototype, "rotationOffset", void 0);
  83585. __decorate([
  83586. BABYLON.serialize()
  83587. ], FollowCamera.prototype, "heightOffset", void 0);
  83588. __decorate([
  83589. BABYLON.serialize()
  83590. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83591. __decorate([
  83592. BABYLON.serialize()
  83593. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83594. __decorate([
  83595. BABYLON.serializeAsMeshReference("lockedTargetId")
  83596. ], FollowCamera.prototype, "lockedTarget", void 0);
  83597. return FollowCamera;
  83598. }(BABYLON.TargetCamera));
  83599. BABYLON.FollowCamera = FollowCamera;
  83600. /**
  83601. * Arc Rotate version of the follow camera.
  83602. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83603. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83604. */
  83605. var ArcFollowCamera = /** @class */ (function (_super) {
  83606. __extends(ArcFollowCamera, _super);
  83607. /**
  83608. * Instantiates a new ArcFollowCamera
  83609. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83610. * @param name Define the name of the camera
  83611. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  83612. * @param beta Define the rotation angle of the camera around the elevation axis
  83613. * @param radius Define the radius of the camera from its target point
  83614. * @param target Define the target of the camera
  83615. * @param scene Define the scene the camera belongs to
  83616. */
  83617. function ArcFollowCamera(name,
  83618. /** The longitudinal angle of the camera */
  83619. alpha,
  83620. /** The latitudinal angle of the camera */
  83621. beta,
  83622. /** The radius of the camera from its target */
  83623. radius,
  83624. /** Define the camera target (the messh it should follow) */
  83625. target, scene) {
  83626. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  83627. _this.alpha = alpha;
  83628. _this.beta = beta;
  83629. _this.radius = radius;
  83630. _this.target = target;
  83631. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  83632. _this._follow();
  83633. return _this;
  83634. }
  83635. ArcFollowCamera.prototype._follow = function () {
  83636. if (!this.target) {
  83637. return;
  83638. }
  83639. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  83640. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  83641. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  83642. var targetPosition = this.target.getAbsolutePosition();
  83643. this.position = targetPosition.add(this._cartesianCoordinates);
  83644. this.setTarget(targetPosition);
  83645. };
  83646. /** @hidden */
  83647. ArcFollowCamera.prototype._checkInputs = function () {
  83648. _super.prototype._checkInputs.call(this);
  83649. this._follow();
  83650. };
  83651. /**
  83652. * Returns the class name of the object.
  83653. * It is mostly used internally for serialization purposes.
  83654. */
  83655. ArcFollowCamera.prototype.getClassName = function () {
  83656. return "ArcFollowCamera";
  83657. };
  83658. return ArcFollowCamera;
  83659. }(BABYLON.TargetCamera));
  83660. BABYLON.ArcFollowCamera = ArcFollowCamera;
  83661. })(BABYLON || (BABYLON = {}));
  83662. //# sourceMappingURL=babylon.followCamera.js.map
  83663. var BABYLON;
  83664. (function (BABYLON) {
  83665. /**
  83666. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  83667. * which still works and will still be found in many Playgrounds.
  83668. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83669. */
  83670. var UniversalCamera = /** @class */ (function (_super) {
  83671. __extends(UniversalCamera, _super);
  83672. /**
  83673. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  83674. * which still works and will still be found in many Playgrounds.
  83675. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83676. * @param name Define the name of the camera in the scene
  83677. * @param position Define the start position of the camera in the scene
  83678. * @param scene Define the scene the camera belongs to
  83679. */
  83680. function UniversalCamera(name, position, scene) {
  83681. var _this = _super.call(this, name, position, scene) || this;
  83682. _this.inputs.addGamepad();
  83683. return _this;
  83684. }
  83685. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  83686. /**
  83687. * Defines the gamepad rotation sensiblity.
  83688. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  83689. */
  83690. get: function () {
  83691. var gamepad = this.inputs.attached["gamepad"];
  83692. if (gamepad) {
  83693. return gamepad.gamepadAngularSensibility;
  83694. }
  83695. return 0;
  83696. },
  83697. set: function (value) {
  83698. var gamepad = this.inputs.attached["gamepad"];
  83699. if (gamepad) {
  83700. gamepad.gamepadAngularSensibility = value;
  83701. }
  83702. },
  83703. enumerable: true,
  83704. configurable: true
  83705. });
  83706. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  83707. /**
  83708. * Defines the gamepad move sensiblity.
  83709. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  83710. */
  83711. get: function () {
  83712. var gamepad = this.inputs.attached["gamepad"];
  83713. if (gamepad) {
  83714. return gamepad.gamepadMoveSensibility;
  83715. }
  83716. return 0;
  83717. },
  83718. set: function (value) {
  83719. var gamepad = this.inputs.attached["gamepad"];
  83720. if (gamepad) {
  83721. gamepad.gamepadMoveSensibility = value;
  83722. }
  83723. },
  83724. enumerable: true,
  83725. configurable: true
  83726. });
  83727. /**
  83728. * Gets the current object class name.
  83729. * @return the class name
  83730. */
  83731. UniversalCamera.prototype.getClassName = function () {
  83732. return "UniversalCamera";
  83733. };
  83734. return UniversalCamera;
  83735. }(BABYLON.TouchCamera));
  83736. BABYLON.UniversalCamera = UniversalCamera;
  83737. })(BABYLON || (BABYLON = {}));
  83738. //# sourceMappingURL=babylon.universalCamera.js.map
  83739. var BABYLON;
  83740. (function (BABYLON) {
  83741. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  83742. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  83743. });
  83744. /**
  83745. * This represents a FPS type of camera. This is only here for back compat purpose.
  83746. * Please use the UniversalCamera instead as both are identical.
  83747. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83748. */
  83749. var GamepadCamera = /** @class */ (function (_super) {
  83750. __extends(GamepadCamera, _super);
  83751. /**
  83752. * Instantiates a new Gamepad Camera
  83753. * This represents a FPS type of camera. This is only here for back compat purpose.
  83754. * Please use the UniversalCamera instead as both are identical.
  83755. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83756. * @param name Define the name of the camera in the scene
  83757. * @param position Define the start position of the camera in the scene
  83758. * @param scene Define the scene the camera belongs to
  83759. */
  83760. function GamepadCamera(name, position, scene) {
  83761. return _super.call(this, name, position, scene) || this;
  83762. }
  83763. /**
  83764. * Gets the current object class name.
  83765. * @return the class name
  83766. */
  83767. GamepadCamera.prototype.getClassName = function () {
  83768. return "GamepadCamera";
  83769. };
  83770. return GamepadCamera;
  83771. }(BABYLON.UniversalCamera));
  83772. BABYLON.GamepadCamera = GamepadCamera;
  83773. })(BABYLON || (BABYLON = {}));
  83774. //# sourceMappingURL=babylon.gamepadCamera.js.map
  83775. var BABYLON;
  83776. (function (BABYLON) {
  83777. /**
  83778. * PostProcessRenderPipelineManager class
  83779. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83780. */
  83781. var PostProcessRenderPipelineManager = /** @class */ (function () {
  83782. /**
  83783. * Initializes a PostProcessRenderPipelineManager
  83784. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83785. */
  83786. function PostProcessRenderPipelineManager() {
  83787. this._renderPipelines = {};
  83788. }
  83789. /**
  83790. * Adds a pipeline to the manager
  83791. * @param renderPipeline The pipeline to add
  83792. */
  83793. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  83794. this._renderPipelines[renderPipeline._name] = renderPipeline;
  83795. };
  83796. /**
  83797. * Attaches a camera to the pipeline
  83798. * @param renderPipelineName The name of the pipeline to attach to
  83799. * @param cameras the camera to attach
  83800. * @param unique if the camera can be attached multiple times to the pipeline
  83801. */
  83802. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  83803. if (unique === void 0) { unique = false; }
  83804. var renderPipeline = this._renderPipelines[renderPipelineName];
  83805. if (!renderPipeline) {
  83806. return;
  83807. }
  83808. renderPipeline._attachCameras(cameras, unique);
  83809. };
  83810. /**
  83811. * Detaches a camera from the pipeline
  83812. * @param renderPipelineName The name of the pipeline to detach from
  83813. * @param cameras the camera to detach
  83814. */
  83815. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  83816. var renderPipeline = this._renderPipelines[renderPipelineName];
  83817. if (!renderPipeline) {
  83818. return;
  83819. }
  83820. renderPipeline._detachCameras(cameras);
  83821. };
  83822. /**
  83823. * Enables an effect by name on a pipeline
  83824. * @param renderPipelineName the name of the pipeline to enable the effect in
  83825. * @param renderEffectName the name of the effect to enable
  83826. * @param cameras the cameras that the effect should be enabled on
  83827. */
  83828. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83829. var renderPipeline = this._renderPipelines[renderPipelineName];
  83830. if (!renderPipeline) {
  83831. return;
  83832. }
  83833. renderPipeline._enableEffect(renderEffectName, cameras);
  83834. };
  83835. /**
  83836. * Disables an effect by name on a pipeline
  83837. * @param renderPipelineName the name of the pipeline to disable the effect in
  83838. * @param renderEffectName the name of the effect to disable
  83839. * @param cameras the cameras that the effect should be disabled on
  83840. */
  83841. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83842. var renderPipeline = this._renderPipelines[renderPipelineName];
  83843. if (!renderPipeline) {
  83844. return;
  83845. }
  83846. renderPipeline._disableEffect(renderEffectName, cameras);
  83847. };
  83848. /**
  83849. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  83850. */
  83851. PostProcessRenderPipelineManager.prototype.update = function () {
  83852. for (var renderPipelineName in this._renderPipelines) {
  83853. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83854. var pipeline = this._renderPipelines[renderPipelineName];
  83855. if (!pipeline.isSupported) {
  83856. pipeline.dispose();
  83857. delete this._renderPipelines[renderPipelineName];
  83858. }
  83859. else {
  83860. pipeline._update();
  83861. }
  83862. }
  83863. }
  83864. };
  83865. /** @hidden */
  83866. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  83867. for (var renderPipelineName in this._renderPipelines) {
  83868. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83869. var pipeline = this._renderPipelines[renderPipelineName];
  83870. pipeline._rebuild();
  83871. }
  83872. }
  83873. };
  83874. /**
  83875. * Disposes of the manager and pipelines
  83876. */
  83877. PostProcessRenderPipelineManager.prototype.dispose = function () {
  83878. for (var renderPipelineName in this._renderPipelines) {
  83879. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83880. var pipeline = this._renderPipelines[renderPipelineName];
  83881. pipeline.dispose();
  83882. }
  83883. }
  83884. };
  83885. return PostProcessRenderPipelineManager;
  83886. }());
  83887. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  83888. })(BABYLON || (BABYLON = {}));
  83889. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  83890. var BABYLON;
  83891. (function (BABYLON) {
  83892. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  83893. get: function () {
  83894. if (!this._postProcessRenderPipelineManager) {
  83895. // Register the G Buffer component to the scene.
  83896. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  83897. if (!component) {
  83898. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  83899. this._addComponent(component);
  83900. }
  83901. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  83902. }
  83903. return this._postProcessRenderPipelineManager;
  83904. },
  83905. enumerable: true,
  83906. configurable: true
  83907. });
  83908. /**
  83909. * Defines the Render Pipeline scene component responsible to rendering pipelines
  83910. */
  83911. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  83912. /**
  83913. * Creates a new instance of the component for the given scene
  83914. * @param scene Defines the scene to register the component in
  83915. */
  83916. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  83917. /**
  83918. * The component name helpfull to identify the component in the list of scene components.
  83919. */
  83920. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  83921. this.scene = scene;
  83922. }
  83923. /**
  83924. * Registers the component in a given scene
  83925. */
  83926. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  83927. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  83928. };
  83929. /**
  83930. * Rebuilds the elements related to this component in case of
  83931. * context lost for instance.
  83932. */
  83933. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  83934. if (this.scene._postProcessRenderPipelineManager) {
  83935. this.scene._postProcessRenderPipelineManager._rebuild();
  83936. }
  83937. };
  83938. /**
  83939. * Disposes the component and the associated ressources
  83940. */
  83941. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  83942. if (this.scene._postProcessRenderPipelineManager) {
  83943. this.scene._postProcessRenderPipelineManager.dispose();
  83944. }
  83945. };
  83946. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  83947. if (this.scene._postProcessRenderPipelineManager) {
  83948. this.scene._postProcessRenderPipelineManager.update();
  83949. }
  83950. };
  83951. return PostProcessRenderPipelineManagerSceneComponent;
  83952. }());
  83953. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  83954. })(BABYLON || (BABYLON = {}));
  83955. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  83956. var BABYLON;
  83957. (function (BABYLON) {
  83958. /**
  83959. * This represents a set of one or more post processes in Babylon.
  83960. * A post process can be used to apply a shader to a texture after it is rendered.
  83961. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83962. */
  83963. var PostProcessRenderEffect = /** @class */ (function () {
  83964. /**
  83965. * Instantiates a post process render effect.
  83966. * A post process can be used to apply a shader to a texture after it is rendered.
  83967. * @param engine The engine the effect is tied to
  83968. * @param name The name of the effect
  83969. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  83970. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  83971. */
  83972. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  83973. this._name = name;
  83974. this._singleInstance = singleInstance || true;
  83975. this._getPostProcesses = getPostProcesses;
  83976. this._cameras = {};
  83977. this._indicesForCamera = {};
  83978. this._postProcesses = {};
  83979. }
  83980. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  83981. /**
  83982. * Checks if all the post processes in the effect are supported.
  83983. */
  83984. get: function () {
  83985. for (var index in this._postProcesses) {
  83986. if (this._postProcesses.hasOwnProperty(index)) {
  83987. var pps = this._postProcesses[index];
  83988. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  83989. if (!pps[ppIndex].isSupported) {
  83990. return false;
  83991. }
  83992. }
  83993. }
  83994. }
  83995. return true;
  83996. },
  83997. enumerable: true,
  83998. configurable: true
  83999. });
  84000. /**
  84001. * Updates the current state of the effect
  84002. * @hidden
  84003. */
  84004. PostProcessRenderEffect.prototype._update = function () {
  84005. };
  84006. /**
  84007. * Attaches the effect on cameras
  84008. * @param cameras The camera to attach to.
  84009. * @hidden
  84010. */
  84011. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84012. var _this = this;
  84013. var cameraKey;
  84014. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84015. if (!cams) {
  84016. return;
  84017. }
  84018. for (var i = 0; i < cams.length; i++) {
  84019. var camera = cams[i];
  84020. var cameraName = camera.name;
  84021. if (this._singleInstance) {
  84022. cameraKey = 0;
  84023. }
  84024. else {
  84025. cameraKey = cameraName;
  84026. }
  84027. if (!this._postProcesses[cameraKey]) {
  84028. var postProcess = this._getPostProcesses();
  84029. if (postProcess) {
  84030. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84031. }
  84032. }
  84033. if (!this._indicesForCamera[cameraName]) {
  84034. this._indicesForCamera[cameraName] = [];
  84035. }
  84036. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84037. var index = camera.attachPostProcess(postProcess);
  84038. _this._indicesForCamera[cameraName].push(index);
  84039. });
  84040. if (!this._cameras[cameraName]) {
  84041. this._cameras[cameraName] = camera;
  84042. }
  84043. }
  84044. };
  84045. /**
  84046. * Detatches the effect on cameras
  84047. * @param cameras The camera to detatch from.
  84048. * @hidden
  84049. */
  84050. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84051. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84052. if (!cams) {
  84053. return;
  84054. }
  84055. for (var i = 0; i < cams.length; i++) {
  84056. var camera = cams[i];
  84057. var cameraName = camera.name;
  84058. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84059. camera.detachPostProcess(postProcess);
  84060. });
  84061. if (this._cameras[cameraName]) {
  84062. //this._indicesForCamera.splice(index, 1);
  84063. this._cameras[cameraName] = null;
  84064. }
  84065. }
  84066. };
  84067. /**
  84068. * Enables the effect on given cameras
  84069. * @param cameras The camera to enable.
  84070. * @hidden
  84071. */
  84072. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84073. var _this = this;
  84074. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84075. if (!cams) {
  84076. return;
  84077. }
  84078. for (var i = 0; i < cams.length; i++) {
  84079. var camera = cams[i];
  84080. var cameraName = camera.name;
  84081. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84082. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84083. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84084. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84085. });
  84086. }
  84087. }
  84088. }
  84089. };
  84090. /**
  84091. * Disables the effect on the given cameras
  84092. * @param cameras The camera to disable.
  84093. * @hidden
  84094. */
  84095. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84096. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84097. if (!cams) {
  84098. return;
  84099. }
  84100. for (var i = 0; i < cams.length; i++) {
  84101. var camera = cams[i];
  84102. var cameraName = camera.name;
  84103. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84104. camera.detachPostProcess(postProcess);
  84105. });
  84106. }
  84107. };
  84108. /**
  84109. * Gets a list of the post processes contained in the effect.
  84110. * @param camera The camera to get the post processes on.
  84111. * @returns The list of the post processes in the effect.
  84112. */
  84113. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84114. if (this._singleInstance) {
  84115. return this._postProcesses[0];
  84116. }
  84117. else {
  84118. if (!camera) {
  84119. return null;
  84120. }
  84121. return this._postProcesses[camera.name];
  84122. }
  84123. };
  84124. return PostProcessRenderEffect;
  84125. }());
  84126. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84127. })(BABYLON || (BABYLON = {}));
  84128. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84129. var BABYLON;
  84130. (function (BABYLON) {
  84131. /**
  84132. * PostProcessRenderPipeline
  84133. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84134. */
  84135. var PostProcessRenderPipeline = /** @class */ (function () {
  84136. /**
  84137. * Initializes a PostProcessRenderPipeline
  84138. * @param engine engine to add the pipeline to
  84139. * @param name name of the pipeline
  84140. */
  84141. function PostProcessRenderPipeline(engine, name) {
  84142. this.engine = engine;
  84143. this._name = name;
  84144. this._renderEffects = {};
  84145. this._renderEffectsForIsolatedPass = new Array();
  84146. this._cameras = [];
  84147. }
  84148. /**
  84149. * "PostProcessRenderPipeline"
  84150. * @returns "PostProcessRenderPipeline"
  84151. */
  84152. PostProcessRenderPipeline.prototype.getClassName = function () {
  84153. return "PostProcessRenderPipeline";
  84154. };
  84155. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84156. /**
  84157. * If all the render effects in the pipeline are support
  84158. */
  84159. get: function () {
  84160. for (var renderEffectName in this._renderEffects) {
  84161. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84162. if (!this._renderEffects[renderEffectName].isSupported) {
  84163. return false;
  84164. }
  84165. }
  84166. }
  84167. return true;
  84168. },
  84169. enumerable: true,
  84170. configurable: true
  84171. });
  84172. /**
  84173. * Adds an effect to the pipeline
  84174. * @param renderEffect the effect to add
  84175. */
  84176. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84177. this._renderEffects[renderEffect._name] = renderEffect;
  84178. };
  84179. // private
  84180. /** @hidden */
  84181. PostProcessRenderPipeline.prototype._rebuild = function () {
  84182. };
  84183. /** @hidden */
  84184. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84185. var renderEffects = this._renderEffects[renderEffectName];
  84186. if (!renderEffects) {
  84187. return;
  84188. }
  84189. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84190. };
  84191. /** @hidden */
  84192. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84193. var renderEffects = this._renderEffects[renderEffectName];
  84194. if (!renderEffects) {
  84195. return;
  84196. }
  84197. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84198. };
  84199. /** @hidden */
  84200. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84201. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84202. if (!cams) {
  84203. return;
  84204. }
  84205. var indicesToDelete = [];
  84206. var i;
  84207. for (i = 0; i < cams.length; i++) {
  84208. var camera = cams[i];
  84209. var cameraName = camera.name;
  84210. if (this._cameras.indexOf(camera) === -1) {
  84211. this._cameras[cameraName] = camera;
  84212. }
  84213. else if (unique) {
  84214. indicesToDelete.push(i);
  84215. }
  84216. }
  84217. for (i = 0; i < indicesToDelete.length; i++) {
  84218. cameras.splice(indicesToDelete[i], 1);
  84219. }
  84220. for (var renderEffectName in this._renderEffects) {
  84221. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84222. this._renderEffects[renderEffectName]._attachCameras(cams);
  84223. }
  84224. }
  84225. };
  84226. /** @hidden */
  84227. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84228. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84229. if (!cams) {
  84230. return;
  84231. }
  84232. for (var renderEffectName in this._renderEffects) {
  84233. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84234. this._renderEffects[renderEffectName]._detachCameras(cams);
  84235. }
  84236. }
  84237. for (var i = 0; i < cams.length; i++) {
  84238. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84239. }
  84240. };
  84241. /** @hidden */
  84242. PostProcessRenderPipeline.prototype._update = function () {
  84243. for (var renderEffectName in this._renderEffects) {
  84244. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84245. this._renderEffects[renderEffectName]._update();
  84246. }
  84247. }
  84248. for (var i = 0; i < this._cameras.length; i++) {
  84249. var cameraName = this._cameras[i].name;
  84250. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84251. this._renderEffectsForIsolatedPass[cameraName]._update();
  84252. }
  84253. }
  84254. };
  84255. /** @hidden */
  84256. PostProcessRenderPipeline.prototype._reset = function () {
  84257. this._renderEffects = {};
  84258. this._renderEffectsForIsolatedPass = new Array();
  84259. };
  84260. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84261. // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)
  84262. var effectKeys = Object.keys(this._renderEffects);
  84263. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84264. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84265. if (postProcesses) {
  84266. postProcesses[0].samples = sampleCount;
  84267. return true;
  84268. }
  84269. }
  84270. return false;
  84271. };
  84272. /**
  84273. * Disposes of the pipeline
  84274. */
  84275. PostProcessRenderPipeline.prototype.dispose = function () {
  84276. // Must be implemented by children
  84277. };
  84278. __decorate([
  84279. BABYLON.serialize()
  84280. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84281. return PostProcessRenderPipeline;
  84282. }());
  84283. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84284. })(BABYLON || (BABYLON = {}));
  84285. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84286. var BABYLON;
  84287. (function (BABYLON) {
  84288. /**
  84289. * This represents a depth renderer in Babylon.
  84290. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84291. */
  84292. var DepthRenderer = /** @class */ (function () {
  84293. /**
  84294. * Instantiates a depth renderer
  84295. * @param scene The scene the renderer belongs to
  84296. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84297. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84298. */
  84299. function DepthRenderer(scene, type, camera) {
  84300. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84301. if (camera === void 0) { camera = null; }
  84302. var _this = this;
  84303. /**
  84304. * Specifiess that the depth renderer will only be used within
  84305. * the camera it is created for.
  84306. * This can help forcing its rendering during the camera processing.
  84307. */
  84308. this.useOnlyInActiveCamera = false;
  84309. this._scene = scene;
  84310. // Register the G Buffer component to the scene.
  84311. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84312. if (!component) {
  84313. component = new BABYLON.DepthRendererSceneComponent(scene);
  84314. scene._addComponent(component);
  84315. }
  84316. this._camera = camera;
  84317. var engine = scene.getEngine();
  84318. // Render target
  84319. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84320. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84321. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84322. this._depthMap.refreshRate = 1;
  84323. this._depthMap.renderParticles = false;
  84324. this._depthMap.renderList = null;
  84325. // Camera to get depth map from to support multiple concurrent cameras
  84326. this._depthMap.activeCamera = this._camera;
  84327. this._depthMap.ignoreCameraViewport = true;
  84328. this._depthMap.useCameraPostProcesses = false;
  84329. // set default depth value to 1.0 (far away)
  84330. this._depthMap.onClearObservable.add(function (engine) {
  84331. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84332. });
  84333. // Custom render function
  84334. var renderSubMesh = function (subMesh) {
  84335. var mesh = subMesh.getRenderingMesh();
  84336. var scene = _this._scene;
  84337. var engine = scene.getEngine();
  84338. var material = subMesh.getMaterial();
  84339. if (!material) {
  84340. return;
  84341. }
  84342. // Culling and reverse (right handed system)
  84343. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84344. // Managing instances
  84345. var batch = mesh._getInstancesRenderList(subMesh._id);
  84346. if (batch.mustReturn) {
  84347. return;
  84348. }
  84349. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84350. var camera = _this._camera || scene.activeCamera;
  84351. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84352. engine.enableEffect(_this._effect);
  84353. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84354. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84355. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84356. // Alpha test
  84357. if (material && material.needAlphaTesting()) {
  84358. var alphaTexture = material.getAlphaTestTexture();
  84359. if (alphaTexture) {
  84360. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84361. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84362. }
  84363. }
  84364. // Bones
  84365. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84366. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84367. }
  84368. // Draw
  84369. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84370. }
  84371. };
  84372. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84373. var index;
  84374. if (depthOnlySubMeshes.length) {
  84375. engine.setColorWrite(false);
  84376. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84377. renderSubMesh(depthOnlySubMeshes.data[index]);
  84378. }
  84379. engine.setColorWrite(true);
  84380. }
  84381. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84382. renderSubMesh(opaqueSubMeshes.data[index]);
  84383. }
  84384. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84385. renderSubMesh(alphaTestSubMeshes.data[index]);
  84386. }
  84387. };
  84388. }
  84389. /**
  84390. * Creates the depth rendering effect and checks if the effect is ready.
  84391. * @param subMesh The submesh to be used to render the depth map of
  84392. * @param useInstances If multiple world instances should be used
  84393. * @returns if the depth renderer is ready to render the depth map
  84394. */
  84395. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84396. var material = subMesh.getMaterial();
  84397. if (material.disableDepthWrite) {
  84398. return false;
  84399. }
  84400. var defines = [];
  84401. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84402. var mesh = subMesh.getMesh();
  84403. // Alpha test
  84404. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84405. defines.push("#define ALPHATEST");
  84406. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84407. attribs.push(BABYLON.VertexBuffer.UVKind);
  84408. defines.push("#define UV1");
  84409. }
  84410. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84411. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84412. defines.push("#define UV2");
  84413. }
  84414. }
  84415. // Bones
  84416. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84417. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84418. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84419. if (mesh.numBoneInfluencers > 4) {
  84420. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84421. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84422. }
  84423. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84424. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84425. }
  84426. else {
  84427. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84428. }
  84429. // Instances
  84430. if (useInstances) {
  84431. defines.push("#define INSTANCES");
  84432. attribs.push("world0");
  84433. attribs.push("world1");
  84434. attribs.push("world2");
  84435. attribs.push("world3");
  84436. }
  84437. // Get correct effect
  84438. var join = defines.join("\n");
  84439. if (this._cachedDefines !== join) {
  84440. this._cachedDefines = join;
  84441. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84442. }
  84443. return this._effect.isReady();
  84444. };
  84445. /**
  84446. * Gets the texture which the depth map will be written to.
  84447. * @returns The depth map texture
  84448. */
  84449. DepthRenderer.prototype.getDepthMap = function () {
  84450. return this._depthMap;
  84451. };
  84452. /**
  84453. * Disposes of the depth renderer.
  84454. */
  84455. DepthRenderer.prototype.dispose = function () {
  84456. this._depthMap.dispose();
  84457. };
  84458. return DepthRenderer;
  84459. }());
  84460. BABYLON.DepthRenderer = DepthRenderer;
  84461. })(BABYLON || (BABYLON = {}));
  84462. //# sourceMappingURL=babylon.depthRenderer.js.map
  84463. var BABYLON;
  84464. (function (BABYLON) {
  84465. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84466. camera = camera || this.activeCamera;
  84467. if (!camera) {
  84468. throw "No camera available to enable depth renderer";
  84469. }
  84470. if (!this._depthRenderer) {
  84471. this._depthRenderer = {};
  84472. }
  84473. if (!this._depthRenderer[camera.id]) {
  84474. var textureType = 0;
  84475. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84476. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84477. }
  84478. else if (this.getEngine().getCaps().textureFloatRender) {
  84479. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84480. }
  84481. else {
  84482. throw "Depth renderer does not support int texture type";
  84483. }
  84484. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84485. }
  84486. return this._depthRenderer[camera.id];
  84487. };
  84488. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84489. camera = camera || this.activeCamera;
  84490. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84491. return;
  84492. }
  84493. this._depthRenderer[camera.id].dispose();
  84494. delete this._depthRenderer[camera.id];
  84495. };
  84496. /**
  84497. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84498. * in several rendering techniques.
  84499. */
  84500. var DepthRendererSceneComponent = /** @class */ (function () {
  84501. /**
  84502. * Creates a new instance of the component for the given scene
  84503. * @param scene Defines the scene to register the component in
  84504. */
  84505. function DepthRendererSceneComponent(scene) {
  84506. /**
  84507. * The component name helpfull to identify the component in the list of scene components.
  84508. */
  84509. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84510. this.scene = scene;
  84511. }
  84512. /**
  84513. * Registers the component in a given scene
  84514. */
  84515. DepthRendererSceneComponent.prototype.register = function () {
  84516. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84517. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84518. };
  84519. /**
  84520. * Rebuilds the elements related to this component in case of
  84521. * context lost for instance.
  84522. */
  84523. DepthRendererSceneComponent.prototype.rebuild = function () {
  84524. // Nothing to do for this component
  84525. };
  84526. /**
  84527. * Disposes the component and the associated ressources
  84528. */
  84529. DepthRendererSceneComponent.prototype.dispose = function () {
  84530. for (var key in this.scene._depthRenderer) {
  84531. this.scene._depthRenderer[key].dispose();
  84532. }
  84533. };
  84534. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84535. if (this.scene._depthRenderer) {
  84536. for (var key in this.scene._depthRenderer) {
  84537. var depthRenderer = this.scene._depthRenderer[key];
  84538. if (!depthRenderer.useOnlyInActiveCamera) {
  84539. renderTargets.push(depthRenderer.getDepthMap());
  84540. }
  84541. }
  84542. }
  84543. };
  84544. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84545. if (this.scene._depthRenderer) {
  84546. for (var key in this.scene._depthRenderer) {
  84547. var depthRenderer = this.scene._depthRenderer[key];
  84548. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84549. renderTargets.push(depthRenderer.getDepthMap());
  84550. }
  84551. }
  84552. }
  84553. };
  84554. return DepthRendererSceneComponent;
  84555. }());
  84556. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84557. })(BABYLON || (BABYLON = {}));
  84558. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84559. var BABYLON;
  84560. (function (BABYLON) {
  84561. /**
  84562. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84563. */
  84564. var GeometryBufferRenderer = /** @class */ (function () {
  84565. /**
  84566. * Creates a new G Buffer for the scene
  84567. * @param scene The scene the buffer belongs to
  84568. * @param ratio How big is the buffer related to the main canvas.
  84569. */
  84570. function GeometryBufferRenderer(scene, ratio) {
  84571. if (ratio === void 0) { ratio = 1; }
  84572. /**
  84573. * Dictionary used to store the previous transformation matrices of each rendered mesh
  84574. * in order to compute objects velocities when enableVelocity is set to "true"
  84575. * @hidden
  84576. */
  84577. this._previousTransformationMatrices = {};
  84578. this._enablePosition = false;
  84579. this._enableVelocity = false;
  84580. this._positionIndex = -1;
  84581. this._velocityIndex = -1;
  84582. this._scene = scene;
  84583. this._ratio = ratio;
  84584. // Register the G Buffer component to the scene.
  84585. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84586. if (!component) {
  84587. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84588. scene._addComponent(component);
  84589. }
  84590. // Render target
  84591. this._createRenderTargets();
  84592. }
  84593. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84594. /**
  84595. * Set the render list (meshes to be rendered) used in the G buffer.
  84596. */
  84597. set: function (meshes) {
  84598. this._multiRenderTarget.renderList = meshes;
  84599. },
  84600. enumerable: true,
  84601. configurable: true
  84602. });
  84603. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84604. /**
  84605. * Gets wether or not G buffer are supported by the running hardware.
  84606. * This requires draw buffer supports
  84607. */
  84608. get: function () {
  84609. return this._multiRenderTarget.isSupported;
  84610. },
  84611. enumerable: true,
  84612. configurable: true
  84613. });
  84614. /**
  84615. * Returns the index of the given texture type in the G-Buffer textures array
  84616. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  84617. * @returns the index of the given texture type in the G-Buffer textures array
  84618. */
  84619. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  84620. switch (textureType) {
  84621. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  84622. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  84623. default: return -1;
  84624. }
  84625. };
  84626. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  84627. /**
  84628. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  84629. */
  84630. get: function () {
  84631. return this._enablePosition;
  84632. },
  84633. /**
  84634. * Sets whether or not objects positions are enabled for the G buffer.
  84635. */
  84636. set: function (enable) {
  84637. this._enablePosition = enable;
  84638. this.dispose();
  84639. this._createRenderTargets();
  84640. },
  84641. enumerable: true,
  84642. configurable: true
  84643. });
  84644. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  84645. /**
  84646. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  84647. */
  84648. get: function () {
  84649. return this._enableVelocity;
  84650. },
  84651. /**
  84652. * Sets wether or not objects velocities are enabled for the G buffer.
  84653. */
  84654. set: function (enable) {
  84655. this._enableVelocity = enable;
  84656. this.dispose();
  84657. this._createRenderTargets();
  84658. },
  84659. enumerable: true,
  84660. configurable: true
  84661. });
  84662. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  84663. /**
  84664. * Gets the scene associated with the buffer.
  84665. */
  84666. get: function () {
  84667. return this._scene;
  84668. },
  84669. enumerable: true,
  84670. configurable: true
  84671. });
  84672. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  84673. /**
  84674. * Gets the ratio used by the buffer during its creation.
  84675. * How big is the buffer related to the main canvas.
  84676. */
  84677. get: function () {
  84678. return this._ratio;
  84679. },
  84680. enumerable: true,
  84681. configurable: true
  84682. });
  84683. /**
  84684. * Checks wether everything is ready to render a submesh to the G buffer.
  84685. * @param subMesh the submesh to check readiness for
  84686. * @param useInstances is the mesh drawn using instance or not
  84687. * @returns true if ready otherwise false
  84688. */
  84689. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  84690. var material = subMesh.getMaterial();
  84691. if (material && material.disableDepthWrite) {
  84692. return false;
  84693. }
  84694. var defines = [];
  84695. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  84696. var mesh = subMesh.getMesh();
  84697. // Alpha test
  84698. if (material && material.needAlphaTesting()) {
  84699. defines.push("#define ALPHATEST");
  84700. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84701. attribs.push(BABYLON.VertexBuffer.UVKind);
  84702. defines.push("#define UV1");
  84703. }
  84704. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84705. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84706. defines.push("#define UV2");
  84707. }
  84708. }
  84709. // Buffers
  84710. if (this._enablePosition) {
  84711. defines.push("#define POSITION");
  84712. defines.push("#define POSITION_INDEX " + this._positionIndex);
  84713. }
  84714. if (this._enableVelocity) {
  84715. defines.push("#define VELOCITY");
  84716. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  84717. }
  84718. // Bones
  84719. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84720. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84721. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84722. if (mesh.numBoneInfluencers > 4) {
  84723. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84724. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84725. }
  84726. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84727. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84728. }
  84729. else {
  84730. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84731. }
  84732. // Instances
  84733. if (useInstances) {
  84734. defines.push("#define INSTANCES");
  84735. attribs.push("world0");
  84736. attribs.push("world1");
  84737. attribs.push("world2");
  84738. attribs.push("world3");
  84739. }
  84740. // Setup textures count
  84741. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  84742. // Get correct effect
  84743. var join = defines.join("\n");
  84744. if (this._cachedDefines !== join) {
  84745. this._cachedDefines = join;
  84746. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  84747. }
  84748. return this._effect.isReady();
  84749. };
  84750. /**
  84751. * Gets the current underlying G Buffer.
  84752. * @returns the buffer
  84753. */
  84754. GeometryBufferRenderer.prototype.getGBuffer = function () {
  84755. return this._multiRenderTarget;
  84756. };
  84757. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  84758. /**
  84759. * Gets the number of samples used to render the buffer (anti aliasing).
  84760. */
  84761. get: function () {
  84762. return this._multiRenderTarget.samples;
  84763. },
  84764. /**
  84765. * Sets the number of samples used to render the buffer (anti aliasing).
  84766. */
  84767. set: function (value) {
  84768. this._multiRenderTarget.samples = value;
  84769. },
  84770. enumerable: true,
  84771. configurable: true
  84772. });
  84773. /**
  84774. * Disposes the renderer and frees up associated resources.
  84775. */
  84776. GeometryBufferRenderer.prototype.dispose = function () {
  84777. this.getGBuffer().dispose();
  84778. };
  84779. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  84780. var _this = this;
  84781. var engine = this._scene.getEngine();
  84782. var count = 2;
  84783. if (this._enablePosition) {
  84784. this._positionIndex = count;
  84785. count++;
  84786. }
  84787. if (this._enableVelocity) {
  84788. this._velocityIndex = count;
  84789. count++;
  84790. }
  84791. this._multiRenderTarget = new BABYLON.MultiRenderTarget("gBuffer", { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio }, count, this._scene, { generateMipMaps: false, generateDepthTexture: true, defaultType: BABYLON.Engine.TEXTURETYPE_FLOAT });
  84792. if (!this.isSupported) {
  84793. return;
  84794. }
  84795. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84796. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84797. this._multiRenderTarget.refreshRate = 1;
  84798. this._multiRenderTarget.renderParticles = false;
  84799. this._multiRenderTarget.renderList = null;
  84800. // set default depth value to 1.0 (far away)
  84801. this._multiRenderTarget.onClearObservable.add(function (engine) {
  84802. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  84803. });
  84804. // Custom render function
  84805. var renderSubMesh = function (subMesh) {
  84806. var mesh = subMesh.getRenderingMesh();
  84807. var scene = _this._scene;
  84808. var engine = scene.getEngine();
  84809. var material = subMesh.getMaterial();
  84810. if (!material) {
  84811. return;
  84812. }
  84813. // Velocity
  84814. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  84815. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  84816. }
  84817. // Culling
  84818. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84819. // Managing instances
  84820. var batch = mesh._getInstancesRenderList(subMesh._id);
  84821. if (batch.mustReturn) {
  84822. return;
  84823. }
  84824. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84825. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  84826. engine.enableEffect(_this._effect);
  84827. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84828. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84829. _this._effect.setMatrix("view", scene.getViewMatrix());
  84830. // Alpha test
  84831. if (material && material.needAlphaTesting()) {
  84832. var alphaTexture = material.getAlphaTestTexture();
  84833. if (alphaTexture) {
  84834. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84835. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84836. }
  84837. }
  84838. // Bones
  84839. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84840. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84841. }
  84842. // Velocity
  84843. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  84844. // Draw
  84845. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84846. }
  84847. // Velocity
  84848. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  84849. };
  84850. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84851. var index;
  84852. if (depthOnlySubMeshes.length) {
  84853. engine.setColorWrite(false);
  84854. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84855. renderSubMesh(depthOnlySubMeshes.data[index]);
  84856. }
  84857. engine.setColorWrite(true);
  84858. }
  84859. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84860. renderSubMesh(opaqueSubMeshes.data[index]);
  84861. }
  84862. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84863. renderSubMesh(alphaTestSubMeshes.data[index]);
  84864. }
  84865. };
  84866. };
  84867. /**
  84868. * Constant used to retrieve the position texture index in the G-Buffer textures array
  84869. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  84870. */
  84871. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  84872. /**
  84873. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  84874. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  84875. */
  84876. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  84877. return GeometryBufferRenderer;
  84878. }());
  84879. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  84880. })(BABYLON || (BABYLON = {}));
  84881. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  84882. var BABYLON;
  84883. (function (BABYLON) {
  84884. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  84885. get: function () {
  84886. this._geometryBufferRenderer;
  84887. },
  84888. set: function (value) {
  84889. if (value && value.isSupported) {
  84890. this._geometryBufferRenderer = value;
  84891. }
  84892. },
  84893. enumerable: true,
  84894. configurable: true
  84895. });
  84896. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  84897. if (ratio === void 0) { ratio = 1; }
  84898. if (this._geometryBufferRenderer) {
  84899. return this._geometryBufferRenderer;
  84900. }
  84901. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  84902. if (!this._geometryBufferRenderer.isSupported) {
  84903. this._geometryBufferRenderer = null;
  84904. }
  84905. return this._geometryBufferRenderer;
  84906. };
  84907. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  84908. if (!this._geometryBufferRenderer) {
  84909. return;
  84910. }
  84911. this._geometryBufferRenderer.dispose();
  84912. this._geometryBufferRenderer = null;
  84913. };
  84914. /**
  84915. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  84916. * in several rendering techniques.
  84917. */
  84918. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  84919. /**
  84920. * Creates a new instance of the component for the given scene
  84921. * @param scene Defines the scene to register the component in
  84922. */
  84923. function GeometryBufferRendererSceneComponent(scene) {
  84924. /**
  84925. * The component name helpful to identify the component in the list of scene components.
  84926. */
  84927. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  84928. this.scene = scene;
  84929. }
  84930. /**
  84931. * Registers the component in a given scene
  84932. */
  84933. GeometryBufferRendererSceneComponent.prototype.register = function () {
  84934. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  84935. };
  84936. /**
  84937. * Rebuilds the elements related to this component in case of
  84938. * context lost for instance.
  84939. */
  84940. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  84941. // Nothing to do for this component
  84942. };
  84943. /**
  84944. * Disposes the component and the associated ressources
  84945. */
  84946. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  84947. // Nothing to do for this component
  84948. };
  84949. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84950. if (this.scene._geometryBufferRenderer) {
  84951. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  84952. }
  84953. };
  84954. return GeometryBufferRendererSceneComponent;
  84955. }());
  84956. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  84957. })(BABYLON || (BABYLON = {}));
  84958. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  84959. var BABYLON;
  84960. (function (BABYLON) {
  84961. /**
  84962. * Render pipeline to produce ssao effect
  84963. */
  84964. var SSAORenderingPipeline = /** @class */ (function (_super) {
  84965. __extends(SSAORenderingPipeline, _super);
  84966. /**
  84967. * @constructor
  84968. * @param name - The rendering pipeline name
  84969. * @param scene - The scene linked to this pipeline
  84970. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  84971. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  84972. */
  84973. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  84974. var _this = _super.call(this, scene.getEngine(), name) || this;
  84975. // Members
  84976. /**
  84977. * @ignore
  84978. * The PassPostProcess id in the pipeline that contains the original scene color
  84979. */
  84980. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  84981. /**
  84982. * @ignore
  84983. * The SSAO PostProcess id in the pipeline
  84984. */
  84985. _this.SSAORenderEffect = "SSAORenderEffect";
  84986. /**
  84987. * @ignore
  84988. * The horizontal blur PostProcess id in the pipeline
  84989. */
  84990. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  84991. /**
  84992. * @ignore
  84993. * The vertical blur PostProcess id in the pipeline
  84994. */
  84995. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  84996. /**
  84997. * @ignore
  84998. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  84999. */
  85000. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85001. /**
  85002. * The output strength of the SSAO post-process. Default value is 1.0.
  85003. */
  85004. _this.totalStrength = 1.0;
  85005. /**
  85006. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85007. */
  85008. _this.radius = 0.0001;
  85009. /**
  85010. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85011. * Must not be equal to fallOff and superior to fallOff.
  85012. * Default value is 0.975
  85013. */
  85014. _this.area = 0.0075;
  85015. /**
  85016. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85017. * Must not be equal to area and inferior to area.
  85018. * Default value is 0.0
  85019. */
  85020. _this.fallOff = 0.000001;
  85021. /**
  85022. * The base color of the SSAO post-process
  85023. * The final result is "base + ssao" between [0, 1]
  85024. */
  85025. _this.base = 0.5;
  85026. _this._firstUpdate = true;
  85027. _this._scene = scene;
  85028. // Set up assets
  85029. _this._createRandomTexture();
  85030. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85031. var ssaoRatio = ratio.ssaoRatio || ratio;
  85032. var combineRatio = ratio.combineRatio || ratio;
  85033. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85034. _this._createSSAOPostProcess(ssaoRatio);
  85035. _this._createBlurPostProcess(ssaoRatio);
  85036. _this._createSSAOCombinePostProcess(combineRatio);
  85037. // Set up pipeline
  85038. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85039. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85040. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85041. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85042. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85043. // Finish
  85044. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85045. if (cameras) {
  85046. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85047. }
  85048. return _this;
  85049. }
  85050. // Public Methods
  85051. /**
  85052. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85053. */
  85054. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85055. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85056. for (var i = 0; i < this._scene.cameras.length; i++) {
  85057. var camera = this._scene.cameras[i];
  85058. this._originalColorPostProcess.dispose(camera);
  85059. this._ssaoPostProcess.dispose(camera);
  85060. this._blurHPostProcess.dispose(camera);
  85061. this._blurVPostProcess.dispose(camera);
  85062. this._ssaoCombinePostProcess.dispose(camera);
  85063. }
  85064. this._randomTexture.dispose();
  85065. if (disableDepthRender) {
  85066. this._scene.disableDepthRenderer();
  85067. }
  85068. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85069. _super.prototype.dispose.call(this);
  85070. };
  85071. // Private Methods
  85072. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85073. var _this = this;
  85074. var size = 16;
  85075. this._blurHPostProcess = new BABYLON.BlurPostProcess("BlurH", new BABYLON.Vector2(1, 0), size, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  85076. this._blurVPostProcess = new BABYLON.BlurPostProcess("BlurV", new BABYLON.Vector2(0, 1), size, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  85077. this._blurHPostProcess.onActivateObservable.add(function () {
  85078. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85079. _this._blurHPostProcess.kernel = size * dw;
  85080. });
  85081. this._blurVPostProcess.onActivateObservable.add(function () {
  85082. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85083. _this._blurVPostProcess.kernel = size * dw;
  85084. });
  85085. };
  85086. /** @hidden */
  85087. SSAORenderingPipeline.prototype._rebuild = function () {
  85088. this._firstUpdate = true;
  85089. _super.prototype._rebuild.call(this);
  85090. };
  85091. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85092. var _this = this;
  85093. var numSamples = 16;
  85094. var sampleSphere = [
  85095. 0.5381, 0.1856, -0.4319,
  85096. 0.1379, 0.2486, 0.4430,
  85097. 0.3371, 0.5679, -0.0057,
  85098. -0.6999, -0.0451, -0.0019,
  85099. 0.0689, -0.1598, -0.8547,
  85100. 0.0560, 0.0069, -0.1843,
  85101. -0.0146, 0.1402, 0.0762,
  85102. 0.0100, -0.1924, -0.0344,
  85103. -0.3577, -0.5301, -0.4358,
  85104. -0.3169, 0.1063, 0.0158,
  85105. 0.0103, -0.5869, 0.0046,
  85106. -0.0897, -0.4940, 0.3287,
  85107. 0.7119, -0.0154, -0.0918,
  85108. -0.0533, 0.0596, -0.5411,
  85109. 0.0352, -0.0631, 0.5460,
  85110. -0.4776, 0.2847, -0.0271
  85111. ];
  85112. var samplesFactor = 1.0 / numSamples;
  85113. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85114. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85115. "area", "fallOff", "base", "range", "viewport"
  85116. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85117. this._ssaoPostProcess.onApply = function (effect) {
  85118. if (_this._firstUpdate) {
  85119. effect.setArray3("sampleSphere", sampleSphere);
  85120. effect.setFloat("samplesFactor", samplesFactor);
  85121. effect.setFloat("randTextureTiles", 4.0);
  85122. }
  85123. effect.setFloat("totalStrength", _this.totalStrength);
  85124. effect.setFloat("radius", _this.radius);
  85125. effect.setFloat("area", _this.area);
  85126. effect.setFloat("fallOff", _this.fallOff);
  85127. effect.setFloat("base", _this.base);
  85128. effect.setTexture("textureSampler", _this._depthTexture);
  85129. effect.setTexture("randomSampler", _this._randomTexture);
  85130. };
  85131. };
  85132. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85133. var _this = this;
  85134. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85135. this._ssaoCombinePostProcess.onApply = function (effect) {
  85136. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85137. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85138. };
  85139. };
  85140. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85141. var size = 512;
  85142. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85143. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85144. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85145. var context = this._randomTexture.getContext();
  85146. var rand = function (min, max) {
  85147. return Math.random() * (max - min) + min;
  85148. };
  85149. var randVector = BABYLON.Vector3.Zero();
  85150. for (var x = 0; x < size; x++) {
  85151. for (var y = 0; y < size; y++) {
  85152. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85153. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85154. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85155. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85156. context.fillRect(x, y, 1, 1);
  85157. }
  85158. }
  85159. this._randomTexture.update(false);
  85160. };
  85161. __decorate([
  85162. BABYLON.serialize()
  85163. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85164. __decorate([
  85165. BABYLON.serialize()
  85166. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85167. __decorate([
  85168. BABYLON.serialize()
  85169. ], SSAORenderingPipeline.prototype, "area", void 0);
  85170. __decorate([
  85171. BABYLON.serialize()
  85172. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85173. __decorate([
  85174. BABYLON.serialize()
  85175. ], SSAORenderingPipeline.prototype, "base", void 0);
  85176. return SSAORenderingPipeline;
  85177. }(BABYLON.PostProcessRenderPipeline));
  85178. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85179. })(BABYLON || (BABYLON = {}));
  85180. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85181. var BABYLON;
  85182. (function (BABYLON) {
  85183. /**
  85184. * Render pipeline to produce ssao effect
  85185. */
  85186. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85187. __extends(SSAO2RenderingPipeline, _super);
  85188. /**
  85189. * @constructor
  85190. * @param name The rendering pipeline name
  85191. * @param scene The scene linked to this pipeline
  85192. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  85193. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85194. */
  85195. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85196. var _this = _super.call(this, scene.getEngine(), name) || this;
  85197. // Members
  85198. /**
  85199. * @ignore
  85200. * The PassPostProcess id in the pipeline that contains the original scene color
  85201. */
  85202. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85203. /**
  85204. * @ignore
  85205. * The SSAO PostProcess id in the pipeline
  85206. */
  85207. _this.SSAORenderEffect = "SSAORenderEffect";
  85208. /**
  85209. * @ignore
  85210. * The horizontal blur PostProcess id in the pipeline
  85211. */
  85212. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85213. /**
  85214. * @ignore
  85215. * The vertical blur PostProcess id in the pipeline
  85216. */
  85217. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85218. /**
  85219. * @ignore
  85220. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85221. */
  85222. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85223. /**
  85224. * The output strength of the SSAO post-process. Default value is 1.0.
  85225. */
  85226. _this.totalStrength = 1.0;
  85227. /**
  85228. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85229. */
  85230. _this.maxZ = 100.0;
  85231. /**
  85232. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85233. */
  85234. _this.minZAspect = 0.2;
  85235. _this._samples = 8;
  85236. _this._textureSamples = 1;
  85237. _this._expensiveBlur = true;
  85238. /**
  85239. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85240. */
  85241. _this.radius = 2.0;
  85242. /**
  85243. * The base color of the SSAO post-process
  85244. * The final result is "base + ssao" between [0, 1]
  85245. */
  85246. _this.base = 0;
  85247. _this._firstUpdate = true;
  85248. _this._bits = new Uint32Array(1);
  85249. _this._scene = scene;
  85250. _this._ratio = ratio;
  85251. if (!_this.isSupported) {
  85252. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85253. return _this;
  85254. }
  85255. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85256. var blurRatio = _this._ratio.blurRatio || ratio;
  85257. // Set up assets
  85258. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85259. _this._createRandomTexture();
  85260. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85261. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85262. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85263. _this._originalColorPostProcess.samples = _this.textureSamples;
  85264. _this._createSSAOPostProcess(1.0);
  85265. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85266. _this._createSSAOCombinePostProcess(blurRatio);
  85267. // Set up pipeline
  85268. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85269. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85270. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85271. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85272. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85273. // Finish
  85274. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85275. if (cameras) {
  85276. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85277. }
  85278. return _this;
  85279. }
  85280. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85281. get: function () {
  85282. return this._samples;
  85283. },
  85284. /**
  85285. * Number of samples used for the SSAO calculations. Default value is 8
  85286. */
  85287. set: function (n) {
  85288. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85289. this._samples = n;
  85290. this._sampleSphere = this._generateHemisphere();
  85291. this._firstUpdate = true;
  85292. },
  85293. enumerable: true,
  85294. configurable: true
  85295. });
  85296. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85297. get: function () {
  85298. return this._textureSamples;
  85299. },
  85300. /**
  85301. * Number of samples to use for antialiasing
  85302. */
  85303. set: function (n) {
  85304. this._textureSamples = n;
  85305. this._originalColorPostProcess.samples = n;
  85306. this._blurHPostProcess.samples = n;
  85307. this._blurVPostProcess.samples = n;
  85308. this._ssaoPostProcess.samples = n;
  85309. this._ssaoCombinePostProcess.samples = n;
  85310. },
  85311. enumerable: true,
  85312. configurable: true
  85313. });
  85314. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85315. get: function () {
  85316. return this._expensiveBlur;
  85317. },
  85318. /**
  85319. * If bilateral blur should be used
  85320. */
  85321. set: function (b) {
  85322. this._blurHPostProcess.updateEffect("#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85323. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85324. this._expensiveBlur = b;
  85325. this._firstUpdate = true;
  85326. },
  85327. enumerable: true,
  85328. configurable: true
  85329. });
  85330. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85331. /**
  85332. * Support test.
  85333. */
  85334. get: function () {
  85335. var engine = BABYLON.Engine.LastCreatedEngine;
  85336. if (!engine) {
  85337. return false;
  85338. }
  85339. return engine.getCaps().drawBuffersExtension;
  85340. },
  85341. enumerable: true,
  85342. configurable: true
  85343. });
  85344. // Public Methods
  85345. /**
  85346. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85347. */
  85348. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85349. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85350. for (var i = 0; i < this._scene.cameras.length; i++) {
  85351. var camera = this._scene.cameras[i];
  85352. this._originalColorPostProcess.dispose(camera);
  85353. this._ssaoPostProcess.dispose(camera);
  85354. this._blurHPostProcess.dispose(camera);
  85355. this._blurVPostProcess.dispose(camera);
  85356. this._ssaoCombinePostProcess.dispose(camera);
  85357. }
  85358. this._randomTexture.dispose();
  85359. if (disableGeometryBufferRenderer) {
  85360. this._scene.disableGeometryBufferRenderer();
  85361. }
  85362. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85363. _super.prototype.dispose.call(this);
  85364. };
  85365. // Private Methods
  85366. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85367. var _this = this;
  85368. this._samplerOffsets = [];
  85369. var expensive = this.expensiveBlur;
  85370. for (var i = -8; i < 8; i++) {
  85371. this._samplerOffsets.push(i * 2 + 0.5);
  85372. }
  85373. this._blurHPostProcess = new BABYLON.PostProcess("BlurH", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], ssaoRatio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
  85374. this._blurHPostProcess.onApply = function (effect) {
  85375. if (!_this._scene.activeCamera) {
  85376. return;
  85377. }
  85378. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85379. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85380. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85381. effect.setFloat("radius", _this.radius);
  85382. effect.setTexture("depthSampler", _this._depthTexture);
  85383. if (_this._firstUpdate) {
  85384. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85385. }
  85386. };
  85387. this._blurVPostProcess = new BABYLON.PostProcess("BlurV", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], blurRatio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_V\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
  85388. this._blurVPostProcess.onApply = function (effect) {
  85389. if (!_this._scene.activeCamera) {
  85390. return;
  85391. }
  85392. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85393. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85394. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85395. effect.setFloat("radius", _this.radius);
  85396. effect.setTexture("depthSampler", _this._depthTexture);
  85397. if (_this._firstUpdate) {
  85398. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85399. _this._firstUpdate = false;
  85400. }
  85401. };
  85402. this._blurHPostProcess.samples = this.textureSamples;
  85403. this._blurVPostProcess.samples = this.textureSamples;
  85404. };
  85405. /** @hidden */
  85406. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85407. this._firstUpdate = true;
  85408. _super.prototype._rebuild.call(this);
  85409. };
  85410. //Van der Corput radical inverse
  85411. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85412. this._bits[0] = i;
  85413. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85414. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85415. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85416. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85417. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85418. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85419. };
  85420. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85421. return [i / n, this._radicalInverse_VdC(i)];
  85422. };
  85423. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85424. var phi = v * 2.0 * Math.PI;
  85425. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85426. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85427. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85428. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85429. };
  85430. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85431. var numSamples = this.samples;
  85432. var result = [];
  85433. var vector;
  85434. var i = 0;
  85435. while (i < numSamples) {
  85436. if (numSamples < 16) {
  85437. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85438. }
  85439. else {
  85440. var rand = this._hammersley(i, numSamples);
  85441. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85442. }
  85443. result.push(vector.x, vector.y, vector.z);
  85444. i++;
  85445. }
  85446. return result;
  85447. };
  85448. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85449. var _this = this;
  85450. var numSamples = this.samples;
  85451. this._sampleSphere = this._generateHemisphere();
  85452. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85453. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85454. "base", "range", "projection", "near", "far", "texelSize",
  85455. "xViewport", "yViewport", "maxZ", "minZAspect"
  85456. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85457. this._ssaoPostProcess.onApply = function (effect) {
  85458. if (_this._firstUpdate) {
  85459. effect.setArray3("sampleSphere", _this._sampleSphere);
  85460. effect.setFloat("randTextureTiles", 32.0);
  85461. }
  85462. if (!_this._scene.activeCamera) {
  85463. return;
  85464. }
  85465. effect.setFloat("samplesFactor", 1 / _this.samples);
  85466. effect.setFloat("totalStrength", _this.totalStrength);
  85467. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85468. effect.setFloat("radius", _this.radius);
  85469. effect.setFloat("maxZ", _this.maxZ);
  85470. effect.setFloat("minZAspect", _this.minZAspect);
  85471. effect.setFloat("base", _this.base);
  85472. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85473. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85474. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85475. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85476. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85477. effect.setTexture("textureSampler", _this._depthTexture);
  85478. effect.setTexture("normalSampler", _this._normalTexture);
  85479. effect.setTexture("randomSampler", _this._randomTexture);
  85480. };
  85481. this._ssaoPostProcess.samples = this.textureSamples;
  85482. };
  85483. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85484. var _this = this;
  85485. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85486. this._ssaoCombinePostProcess.onApply = function (effect) {
  85487. var viewport = _this._scene.activeCamera.viewport;
  85488. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85489. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85490. };
  85491. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85492. };
  85493. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85494. var size = 128;
  85495. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85496. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85497. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85498. var context = this._randomTexture.getContext();
  85499. var rand = function (min, max) {
  85500. return Math.random() * (max - min) + min;
  85501. };
  85502. var randVector = BABYLON.Vector3.Zero();
  85503. for (var x = 0; x < size; x++) {
  85504. for (var y = 0; y < size; y++) {
  85505. randVector.x = rand(0.0, 1.0);
  85506. randVector.y = rand(0.0, 1.0);
  85507. randVector.z = 0.0;
  85508. randVector.normalize();
  85509. randVector.scaleInPlace(255);
  85510. randVector.x = Math.floor(randVector.x);
  85511. randVector.y = Math.floor(randVector.y);
  85512. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85513. context.fillRect(x, y, 1, 1);
  85514. }
  85515. }
  85516. this._randomTexture.update(false);
  85517. };
  85518. /**
  85519. * Serialize the rendering pipeline (Used when exporting)
  85520. * @returns the serialized object
  85521. */
  85522. SSAO2RenderingPipeline.prototype.serialize = function () {
  85523. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85524. serializationObject.customType = "SSAO2RenderingPipeline";
  85525. return serializationObject;
  85526. };
  85527. /**
  85528. * Parse the serialized pipeline
  85529. * @param source Source pipeline.
  85530. * @param scene The scene to load the pipeline to.
  85531. * @param rootUrl The URL of the serialized pipeline.
  85532. * @returns An instantiated pipeline from the serialized object.
  85533. */
  85534. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85535. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85536. };
  85537. __decorate([
  85538. BABYLON.serialize()
  85539. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85540. __decorate([
  85541. BABYLON.serialize()
  85542. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85543. __decorate([
  85544. BABYLON.serialize()
  85545. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85546. __decorate([
  85547. BABYLON.serialize("samples")
  85548. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85549. __decorate([
  85550. BABYLON.serialize("textureSamples")
  85551. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85552. __decorate([
  85553. BABYLON.serialize()
  85554. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85555. __decorate([
  85556. BABYLON.serialize("expensiveBlur")
  85557. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85558. __decorate([
  85559. BABYLON.serialize()
  85560. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85561. __decorate([
  85562. BABYLON.serialize()
  85563. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85564. return SSAO2RenderingPipeline;
  85565. }(BABYLON.PostProcessRenderPipeline));
  85566. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85567. })(BABYLON || (BABYLON = {}));
  85568. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85569. var BABYLON;
  85570. (function (BABYLON) {
  85571. /**
  85572. * BABYLON.JS Chromatic Aberration GLSL Shader
  85573. * Author: Olivier Guyot
  85574. * Separates very slightly R, G and B colors on the edges of the screen
  85575. * Inspired by Francois Tarlier & Martins Upitis
  85576. */
  85577. var LensRenderingPipeline = /** @class */ (function (_super) {
  85578. __extends(LensRenderingPipeline, _super);
  85579. /**
  85580. * @constructor
  85581. *
  85582. * Effect parameters are as follow:
  85583. * {
  85584. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85585. * edge_blur: number; // from 0 to x (1 for realism)
  85586. * distortion: number; // from 0 to x (1 for realism)
  85587. * grain_amount: number; // from 0 to 1
  85588. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85589. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85590. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85591. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85592. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85593. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85594. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85595. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85596. * }
  85597. * Note: if an effect parameter is unset, effect is disabled
  85598. *
  85599. * @param name The rendering pipeline name
  85600. * @param parameters - An object containing all parameters (see above)
  85601. * @param scene The scene linked to this pipeline
  85602. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  85603. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85604. */
  85605. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  85606. if (ratio === void 0) { ratio = 1.0; }
  85607. var _this = _super.call(this, scene.getEngine(), name) || this;
  85608. // Lens effects can be of the following:
  85609. // - chromatic aberration (slight shift of RGB colors)
  85610. // - blur on the edge of the lens
  85611. // - lens distortion
  85612. // - depth-of-field blur & highlights enhancing
  85613. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  85614. // - grain effect (noise or custom texture)
  85615. // Two additional texture samplers are needed:
  85616. // - depth map (for depth-of-field)
  85617. // - grain texture
  85618. /**
  85619. * @ignore
  85620. * The chromatic aberration PostProcess id in the pipeline
  85621. */
  85622. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  85623. /**
  85624. * @ignore
  85625. * The highlights enhancing PostProcess id in the pipeline
  85626. */
  85627. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  85628. /**
  85629. * @ignore
  85630. * The depth-of-field PostProcess id in the pipeline
  85631. */
  85632. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  85633. _this._scene = scene;
  85634. // Fetch texture samplers
  85635. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85636. if (parameters.grain_texture) {
  85637. _this._grainTexture = parameters.grain_texture;
  85638. }
  85639. else {
  85640. _this._createGrainTexture();
  85641. }
  85642. // save parameters
  85643. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  85644. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  85645. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  85646. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  85647. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  85648. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  85649. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  85650. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  85651. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  85652. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  85653. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  85654. // Create effects
  85655. _this._createChromaticAberrationPostProcess(ratio);
  85656. _this._createHighlightsPostProcess(ratio);
  85657. _this._createDepthOfFieldPostProcess(ratio / 4);
  85658. // Set up pipeline
  85659. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  85660. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  85661. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  85662. if (_this._highlightsGain === -1) {
  85663. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  85664. }
  85665. // Finish
  85666. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85667. if (cameras) {
  85668. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85669. }
  85670. return _this;
  85671. }
  85672. // public methods (self explanatory)
  85673. /**
  85674. * Sets the amount of blur at the edges
  85675. * @param amount blur amount
  85676. */
  85677. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  85678. /**
  85679. * Sets edge blur to 0
  85680. */
  85681. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  85682. /**
  85683. * Sets the amout of grain
  85684. * @param amount Amount of grain
  85685. */
  85686. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  85687. /**
  85688. * Set grain amount to 0
  85689. */
  85690. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  85691. /**
  85692. * Sets the chromatic aberration amount
  85693. * @param amount amount of chromatic aberration
  85694. */
  85695. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  85696. /**
  85697. * Sets chromatic aberration amount to 0
  85698. */
  85699. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  85700. /**
  85701. * Sets the EdgeDistortion amount
  85702. * @param amount amount of EdgeDistortion
  85703. */
  85704. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  85705. /**
  85706. * Sets edge distortion to 0
  85707. */
  85708. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  85709. /**
  85710. * Sets the FocusDistance amount
  85711. * @param amount amount of FocusDistance
  85712. */
  85713. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  85714. /**
  85715. * Disables depth of field
  85716. */
  85717. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  85718. /**
  85719. * Sets the Aperture amount
  85720. * @param amount amount of Aperture
  85721. */
  85722. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  85723. /**
  85724. * Sets the DarkenOutOfFocus amount
  85725. * @param amount amount of DarkenOutOfFocus
  85726. */
  85727. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  85728. /**
  85729. * Creates a pentagon bokeh effect
  85730. */
  85731. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  85732. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  85733. };
  85734. /**
  85735. * Disables the pentagon bokeh effect
  85736. */
  85737. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  85738. this._highlightsPostProcess.updateEffect();
  85739. };
  85740. /**
  85741. * Enables noise blur
  85742. */
  85743. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  85744. /**
  85745. * Disables noise blur
  85746. */
  85747. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  85748. /**
  85749. * Sets the HighlightsGain amount
  85750. * @param amount amount of HighlightsGain
  85751. */
  85752. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  85753. this._highlightsGain = amount;
  85754. };
  85755. /**
  85756. * Sets the HighlightsThreshold amount
  85757. * @param amount amount of HighlightsThreshold
  85758. */
  85759. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  85760. if (this._highlightsGain === -1) {
  85761. this._highlightsGain = 1.0;
  85762. }
  85763. this._highlightsThreshold = amount;
  85764. };
  85765. /**
  85766. * Disables highlights
  85767. */
  85768. LensRenderingPipeline.prototype.disableHighlights = function () {
  85769. this._highlightsGain = -1;
  85770. };
  85771. /**
  85772. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  85773. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  85774. */
  85775. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85776. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85777. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85778. this._chromaticAberrationPostProcess = null;
  85779. this._highlightsPostProcess = null;
  85780. this._depthOfFieldPostProcess = null;
  85781. this._grainTexture.dispose();
  85782. if (disableDepthRender) {
  85783. this._scene.disableDepthRenderer();
  85784. }
  85785. };
  85786. // colors shifting and distortion
  85787. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  85788. var _this = this;
  85789. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  85790. [], // samplers
  85791. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85792. this._chromaticAberrationPostProcess.onApply = function (effect) {
  85793. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  85794. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85795. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85796. effect.setFloat('radialIntensity', 1);
  85797. effect.setFloat2('direction', 17, 17);
  85798. effect.setFloat2('centerPosition', 0.5, 0.5);
  85799. };
  85800. };
  85801. // highlights enhancing
  85802. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  85803. var _this = this;
  85804. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  85805. [], // samplers
  85806. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  85807. this._highlightsPostProcess.onApply = function (effect) {
  85808. effect.setFloat('gain', _this._highlightsGain);
  85809. effect.setFloat('threshold', _this._highlightsThreshold);
  85810. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  85811. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85812. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85813. };
  85814. };
  85815. // colors shifting and distortion
  85816. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  85817. var _this = this;
  85818. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  85819. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  85820. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  85821. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85822. this._depthOfFieldPostProcess.onApply = function (effect) {
  85823. effect.setTexture("depthSampler", _this._depthTexture);
  85824. effect.setTexture("grainSampler", _this._grainTexture);
  85825. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  85826. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  85827. effect.setFloat('grain_amount', _this._grainAmount);
  85828. effect.setBool('blur_noise', _this._blurNoise);
  85829. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85830. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85831. effect.setFloat('distortion', _this._distortion);
  85832. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  85833. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  85834. effect.setFloat('aperture', _this._dofAperture);
  85835. effect.setFloat('darken', _this._dofDarken);
  85836. effect.setFloat('edge_blur', _this._edgeBlur);
  85837. effect.setBool('highlights', (_this._highlightsGain !== -1));
  85838. if (_this._scene.activeCamera) {
  85839. effect.setFloat('near', _this._scene.activeCamera.minZ);
  85840. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  85841. }
  85842. };
  85843. };
  85844. // creates a black and white random noise texture, 512x512
  85845. LensRenderingPipeline.prototype._createGrainTexture = function () {
  85846. var size = 512;
  85847. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  85848. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85849. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85850. var context = this._grainTexture.getContext();
  85851. var rand = function (min, max) {
  85852. return Math.random() * (max - min) + min;
  85853. };
  85854. var value;
  85855. for (var x = 0; x < size; x++) {
  85856. for (var y = 0; y < size; y++) {
  85857. value = Math.floor(rand(0.42, 0.58) * 255);
  85858. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  85859. context.fillRect(x, y, 1, 1);
  85860. }
  85861. }
  85862. this._grainTexture.update(false);
  85863. };
  85864. return LensRenderingPipeline;
  85865. }(BABYLON.PostProcessRenderPipeline));
  85866. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  85867. })(BABYLON || (BABYLON = {}));
  85868. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  85869. var BABYLON;
  85870. (function (BABYLON) {
  85871. /**
  85872. * Standard rendering pipeline
  85873. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85874. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  85875. */
  85876. var StandardRenderingPipeline = /** @class */ (function (_super) {
  85877. __extends(StandardRenderingPipeline, _super);
  85878. /**
  85879. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85880. * @constructor
  85881. * @param name The rendering pipeline name
  85882. * @param scene The scene linked to this pipeline
  85883. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  85884. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  85885. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85886. */
  85887. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  85888. if (originalPostProcess === void 0) { originalPostProcess = null; }
  85889. var _this = _super.call(this, scene.getEngine(), name) || this;
  85890. /**
  85891. * Post-process used to down scale an image x4
  85892. */
  85893. _this.downSampleX4PostProcess = null;
  85894. /**
  85895. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  85896. */
  85897. _this.brightPassPostProcess = null;
  85898. /**
  85899. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  85900. */
  85901. _this.blurHPostProcesses = [];
  85902. /**
  85903. * Post-process array storing all the vertical blur post-processes used by the pipeline
  85904. */
  85905. _this.blurVPostProcesses = [];
  85906. /**
  85907. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  85908. */
  85909. _this.textureAdderPostProcess = null;
  85910. /**
  85911. * Post-process used to create volumetric lighting effect
  85912. */
  85913. _this.volumetricLightPostProcess = null;
  85914. /**
  85915. * Post-process used to smooth the previous volumetric light post-process on the X axis
  85916. */
  85917. _this.volumetricLightSmoothXPostProcess = null;
  85918. /**
  85919. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  85920. */
  85921. _this.volumetricLightSmoothYPostProcess = null;
  85922. /**
  85923. * Post-process used to merge the volumetric light effect and the real scene color
  85924. */
  85925. _this.volumetricLightMergePostProces = null;
  85926. /**
  85927. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  85928. */
  85929. _this.volumetricLightFinalPostProcess = null;
  85930. /**
  85931. * Base post-process used to calculate the average luminance of the final image for HDR
  85932. */
  85933. _this.luminancePostProcess = null;
  85934. /**
  85935. * Post-processes used to create down sample post-processes in order to get
  85936. * the average luminance of the final image for HDR
  85937. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  85938. */
  85939. _this.luminanceDownSamplePostProcesses = [];
  85940. /**
  85941. * Post-process used to create a HDR effect (light adaptation)
  85942. */
  85943. _this.hdrPostProcess = null;
  85944. /**
  85945. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  85946. */
  85947. _this.textureAdderFinalPostProcess = null;
  85948. /**
  85949. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  85950. */
  85951. _this.lensFlareFinalPostProcess = null;
  85952. /**
  85953. * Post-process used to merge the final HDR post-process and the real scene color
  85954. */
  85955. _this.hdrFinalPostProcess = null;
  85956. /**
  85957. * Post-process used to create a lens flare effect
  85958. */
  85959. _this.lensFlarePostProcess = null;
  85960. /**
  85961. * Post-process that merges the result of the lens flare post-process and the real scene color
  85962. */
  85963. _this.lensFlareComposePostProcess = null;
  85964. /**
  85965. * Post-process used to create a motion blur effect
  85966. */
  85967. _this.motionBlurPostProcess = null;
  85968. /**
  85969. * Post-process used to create a depth of field effect
  85970. */
  85971. _this.depthOfFieldPostProcess = null;
  85972. /**
  85973. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  85974. */
  85975. _this.fxaaPostProcess = null;
  85976. // Values
  85977. /**
  85978. * Represents the brightness threshold in order to configure the illuminated surfaces
  85979. */
  85980. _this.brightThreshold = 1.0;
  85981. /**
  85982. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  85983. */
  85984. _this.blurWidth = 512.0;
  85985. /**
  85986. * Sets if the blur for highlighted surfaces must be only horizontal
  85987. */
  85988. _this.horizontalBlur = false;
  85989. /**
  85990. * Sets the overall exposure used by the pipeline
  85991. */
  85992. _this.exposure = 1.0;
  85993. /**
  85994. * Texture used typically to simulate "dirty" on camera lens
  85995. */
  85996. _this.lensTexture = null;
  85997. /**
  85998. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  85999. */
  86000. _this.volumetricLightCoefficient = 0.2;
  86001. /**
  86002. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86003. */
  86004. _this.volumetricLightPower = 4.0;
  86005. /**
  86006. * Used the set the blur intensity to smooth the volumetric lights
  86007. */
  86008. _this.volumetricLightBlurScale = 64.0;
  86009. /**
  86010. * Light (spot or directional) used to generate the volumetric lights rays
  86011. * The source light must have a shadow generate so the pipeline can get its
  86012. * depth map
  86013. */
  86014. _this.sourceLight = null;
  86015. /**
  86016. * For eye adaptation, represents the minimum luminance the eye can see
  86017. */
  86018. _this.hdrMinimumLuminance = 1.0;
  86019. /**
  86020. * For eye adaptation, represents the decrease luminance speed
  86021. */
  86022. _this.hdrDecreaseRate = 0.5;
  86023. /**
  86024. * For eye adaptation, represents the increase luminance speed
  86025. */
  86026. _this.hdrIncreaseRate = 0.5;
  86027. /**
  86028. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86029. */
  86030. _this.lensColorTexture = null;
  86031. /**
  86032. * The overall strengh for the lens flare effect
  86033. */
  86034. _this.lensFlareStrength = 20.0;
  86035. /**
  86036. * Dispersion coefficient for lens flare ghosts
  86037. */
  86038. _this.lensFlareGhostDispersal = 1.4;
  86039. /**
  86040. * Main lens flare halo width
  86041. */
  86042. _this.lensFlareHaloWidth = 0.7;
  86043. /**
  86044. * Based on the lens distortion effect, defines how much the lens flare result
  86045. * is distorted
  86046. */
  86047. _this.lensFlareDistortionStrength = 16.0;
  86048. /**
  86049. * Lens star texture must be used to simulate rays on the flares and is available
  86050. * in the documentation
  86051. */
  86052. _this.lensStarTexture = null;
  86053. /**
  86054. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86055. * flare effect by taking account of the dirt texture
  86056. */
  86057. _this.lensFlareDirtTexture = null;
  86058. /**
  86059. * Represents the focal length for the depth of field effect
  86060. */
  86061. _this.depthOfFieldDistance = 10.0;
  86062. /**
  86063. * Represents the blur intensity for the blurred part of the depth of field effect
  86064. */
  86065. _this.depthOfFieldBlurWidth = 64.0;
  86066. /**
  86067. * For motion blur, defines how much the image is blurred by the movement
  86068. */
  86069. _this.motionStrength = 1.0;
  86070. /**
  86071. * List of animations for the pipeline (IAnimatable implementation)
  86072. */
  86073. _this.animations = [];
  86074. _this._currentDepthOfFieldSource = null;
  86075. _this._hdrCurrentLuminance = 1.0;
  86076. // Getters and setters
  86077. _this._bloomEnabled = false;
  86078. _this._depthOfFieldEnabled = false;
  86079. _this._vlsEnabled = false;
  86080. _this._lensFlareEnabled = false;
  86081. _this._hdrEnabled = false;
  86082. _this._motionBlurEnabled = false;
  86083. _this._fxaaEnabled = false;
  86084. _this._motionBlurSamples = 64.0;
  86085. _this._volumetricLightStepsCount = 50.0;
  86086. _this._samples = 1;
  86087. _this._cameras = cameras || [];
  86088. // Initialize
  86089. _this._scene = scene;
  86090. _this._basePostProcess = originalPostProcess;
  86091. _this._ratio = ratio;
  86092. // Misc
  86093. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86094. // Finish
  86095. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86096. _this._buildPipeline();
  86097. return _this;
  86098. }
  86099. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86100. /**
  86101. * @ignore
  86102. * Specifies if the bloom pipeline is enabled
  86103. */
  86104. get: function () {
  86105. return this._bloomEnabled;
  86106. },
  86107. set: function (enabled) {
  86108. if (this._bloomEnabled === enabled) {
  86109. return;
  86110. }
  86111. this._bloomEnabled = enabled;
  86112. this._buildPipeline();
  86113. },
  86114. enumerable: true,
  86115. configurable: true
  86116. });
  86117. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86118. /**
  86119. * @ignore
  86120. * Specifies if the depth of field pipeline is enabed
  86121. */
  86122. get: function () {
  86123. return this._depthOfFieldEnabled;
  86124. },
  86125. set: function (enabled) {
  86126. if (this._depthOfFieldEnabled === enabled) {
  86127. return;
  86128. }
  86129. this._depthOfFieldEnabled = enabled;
  86130. this._buildPipeline();
  86131. },
  86132. enumerable: true,
  86133. configurable: true
  86134. });
  86135. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86136. /**
  86137. * @ignore
  86138. * Specifies if the lens flare pipeline is enabed
  86139. */
  86140. get: function () {
  86141. return this._lensFlareEnabled;
  86142. },
  86143. set: function (enabled) {
  86144. if (this._lensFlareEnabled === enabled) {
  86145. return;
  86146. }
  86147. this._lensFlareEnabled = enabled;
  86148. this._buildPipeline();
  86149. },
  86150. enumerable: true,
  86151. configurable: true
  86152. });
  86153. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86154. /**
  86155. * @ignore
  86156. * Specifies if the HDR pipeline is enabled
  86157. */
  86158. get: function () {
  86159. return this._hdrEnabled;
  86160. },
  86161. set: function (enabled) {
  86162. if (this._hdrEnabled === enabled) {
  86163. return;
  86164. }
  86165. this._hdrEnabled = enabled;
  86166. this._buildPipeline();
  86167. },
  86168. enumerable: true,
  86169. configurable: true
  86170. });
  86171. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86172. /**
  86173. * @ignore
  86174. * Specifies if the volumetric lights scattering effect is enabled
  86175. */
  86176. get: function () {
  86177. return this._vlsEnabled;
  86178. },
  86179. set: function (enabled) {
  86180. if (this._vlsEnabled === enabled) {
  86181. return;
  86182. }
  86183. if (enabled) {
  86184. var geometry = this._scene.enableGeometryBufferRenderer();
  86185. if (!geometry) {
  86186. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86187. return;
  86188. }
  86189. }
  86190. this._vlsEnabled = enabled;
  86191. this._buildPipeline();
  86192. },
  86193. enumerable: true,
  86194. configurable: true
  86195. });
  86196. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86197. /**
  86198. * @ignore
  86199. * Specifies if the motion blur effect is enabled
  86200. */
  86201. get: function () {
  86202. return this._motionBlurEnabled;
  86203. },
  86204. set: function (enabled) {
  86205. if (this._motionBlurEnabled === enabled) {
  86206. return;
  86207. }
  86208. this._motionBlurEnabled = enabled;
  86209. this._buildPipeline();
  86210. },
  86211. enumerable: true,
  86212. configurable: true
  86213. });
  86214. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86215. /**
  86216. * Specifies if anti-aliasing is enabled
  86217. */
  86218. get: function () {
  86219. return this._fxaaEnabled;
  86220. },
  86221. set: function (enabled) {
  86222. if (this._fxaaEnabled === enabled) {
  86223. return;
  86224. }
  86225. this._fxaaEnabled = enabled;
  86226. this._buildPipeline();
  86227. },
  86228. enumerable: true,
  86229. configurable: true
  86230. });
  86231. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86232. /**
  86233. * Specifies the number of steps used to calculate the volumetric lights
  86234. * Typically in interval [50, 200]
  86235. */
  86236. get: function () {
  86237. return this._volumetricLightStepsCount;
  86238. },
  86239. set: function (count) {
  86240. if (this.volumetricLightPostProcess) {
  86241. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86242. }
  86243. this._volumetricLightStepsCount = count;
  86244. },
  86245. enumerable: true,
  86246. configurable: true
  86247. });
  86248. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86249. /**
  86250. * Specifies the number of samples used for the motion blur effect
  86251. * Typically in interval [16, 64]
  86252. */
  86253. get: function () {
  86254. return this._motionBlurSamples;
  86255. },
  86256. set: function (samples) {
  86257. if (this.motionBlurPostProcess) {
  86258. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86259. }
  86260. this._motionBlurSamples = samples;
  86261. },
  86262. enumerable: true,
  86263. configurable: true
  86264. });
  86265. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86266. /**
  86267. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86268. */
  86269. get: function () {
  86270. return this._samples;
  86271. },
  86272. set: function (sampleCount) {
  86273. if (this._samples === sampleCount) {
  86274. return;
  86275. }
  86276. this._samples = sampleCount;
  86277. this._buildPipeline();
  86278. },
  86279. enumerable: true,
  86280. configurable: true
  86281. });
  86282. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86283. var _this = this;
  86284. var ratio = this._ratio;
  86285. var scene = this._scene;
  86286. this._disposePostProcesses();
  86287. this._reset();
  86288. // Create pass post-process
  86289. if (!this._basePostProcess) {
  86290. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86291. this.originalPostProcess.onApply = function (effect) {
  86292. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86293. };
  86294. }
  86295. else {
  86296. this.originalPostProcess = this._basePostProcess;
  86297. }
  86298. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86299. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86300. }
  86301. this._currentDepthOfFieldSource = this.originalPostProcess;
  86302. if (this._bloomEnabled) {
  86303. // Create down sample X4 post-process
  86304. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86305. // Create bright pass post-process
  86306. this._createBrightPassPostProcess(scene, ratio / 2);
  86307. // Create gaussian blur post-processes (down sampling blurs)
  86308. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86309. // Create texture adder post-process
  86310. this._createTextureAdderPostProcess(scene, ratio);
  86311. // Create depth-of-field source post-process
  86312. this.textureAdderFinalPostProcess = new BABYLON.PostProcess("HDRDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86313. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86314. }
  86315. if (this._vlsEnabled) {
  86316. // Create volumetric light
  86317. this._createVolumetricLightPostProcess(scene, ratio);
  86318. // Create volumetric light final post-process
  86319. this.volumetricLightFinalPostProcess = new BABYLON.PostProcess("HDRVLSFinal", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86320. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86321. }
  86322. if (this._lensFlareEnabled) {
  86323. // Create lens flare post-process
  86324. this._createLensFlarePostProcess(scene, ratio);
  86325. // Create depth-of-field source post-process post lens-flare and disable it now
  86326. this.lensFlareFinalPostProcess = new BABYLON.PostProcess("HDRPostLensFlareDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86327. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86328. }
  86329. if (this._hdrEnabled) {
  86330. // Create luminance
  86331. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86332. // Create HDR
  86333. this._createHdrPostProcess(scene, ratio);
  86334. // Create depth-of-field source post-process post hdr and disable it now
  86335. this.hdrFinalPostProcess = new BABYLON.PostProcess("HDRPostHDReDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86336. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86337. }
  86338. if (this._depthOfFieldEnabled) {
  86339. // Create gaussian blur used by depth-of-field
  86340. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86341. // Create depth-of-field post-process
  86342. this._createDepthOfFieldPostProcess(scene, ratio);
  86343. }
  86344. if (this._motionBlurEnabled) {
  86345. // Create motion blur post-process
  86346. this._createMotionBlurPostProcess(scene, ratio);
  86347. }
  86348. if (this._fxaaEnabled) {
  86349. // Create fxaa post-process
  86350. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86351. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86352. }
  86353. if (this._cameras !== null) {
  86354. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86355. }
  86356. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86357. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86358. }
  86359. };
  86360. // Down Sample X4 Post-Processs
  86361. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86362. var _this = this;
  86363. var downSampleX4Offsets = new Array(32);
  86364. this.downSampleX4PostProcess = new BABYLON.PostProcess("HDRDownSampleX4", "standard", ["dsOffsets"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DOWN_SAMPLE_X4", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86365. this.downSampleX4PostProcess.onApply = function (effect) {
  86366. var id = 0;
  86367. var width = _this.downSampleX4PostProcess.width;
  86368. var height = _this.downSampleX4PostProcess.height;
  86369. for (var i = -2; i < 2; i++) {
  86370. for (var j = -2; j < 2; j++) {
  86371. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86372. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86373. id += 2;
  86374. }
  86375. }
  86376. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86377. };
  86378. // Add to pipeline
  86379. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86380. };
  86381. // Brightpass Post-Process
  86382. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86383. var _this = this;
  86384. var brightOffsets = new Array(8);
  86385. this.brightPassPostProcess = new BABYLON.PostProcess("HDRBrightPass", "standard", ["dsOffsets", "brightThreshold"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define BRIGHT_PASS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86386. this.brightPassPostProcess.onApply = function (effect) {
  86387. var sU = (1.0 / _this.brightPassPostProcess.width);
  86388. var sV = (1.0 / _this.brightPassPostProcess.height);
  86389. brightOffsets[0] = -0.5 * sU;
  86390. brightOffsets[1] = 0.5 * sV;
  86391. brightOffsets[2] = 0.5 * sU;
  86392. brightOffsets[3] = 0.5 * sV;
  86393. brightOffsets[4] = -0.5 * sU;
  86394. brightOffsets[5] = -0.5 * sV;
  86395. brightOffsets[6] = 0.5 * sU;
  86396. brightOffsets[7] = -0.5 * sV;
  86397. effect.setArray2("dsOffsets", brightOffsets);
  86398. effect.setFloat("brightThreshold", _this.brightThreshold);
  86399. };
  86400. // Add to pipeline
  86401. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86402. };
  86403. // Create blur H&V post-processes
  86404. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86405. var _this = this;
  86406. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86407. var engine = scene.getEngine();
  86408. var blurX = new BABYLON.BlurPostProcess("HDRBlurH" + "_" + indice, new BABYLON.Vector2(1, 0), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86409. var blurY = new BABYLON.BlurPostProcess("HDRBlurV" + "_" + indice, new BABYLON.Vector2(0, 1), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86410. blurX.onActivateObservable.add(function () {
  86411. var dw = blurX.width / engine.getRenderWidth();
  86412. blurX.kernel = _this[blurWidthKey] * dw;
  86413. });
  86414. blurY.onActivateObservable.add(function () {
  86415. var dw = blurY.height / engine.getRenderHeight();
  86416. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86417. });
  86418. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86419. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86420. this.blurHPostProcesses.push(blurX);
  86421. this.blurVPostProcesses.push(blurY);
  86422. };
  86423. // Create texture adder post-process
  86424. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86425. var _this = this;
  86426. this.textureAdderPostProcess = new BABYLON.PostProcess("HDRTextureAdder", "standard", ["exposure"], ["otherSampler", "lensSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define TEXTURE_ADDER", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86427. this.textureAdderPostProcess.onApply = function (effect) {
  86428. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86429. effect.setTexture("lensSampler", _this.lensTexture);
  86430. effect.setFloat("exposure", _this.exposure);
  86431. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86432. };
  86433. // Add to pipeline
  86434. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86435. };
  86436. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86437. var _this = this;
  86438. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86439. geometryRenderer.enablePosition = true;
  86440. var geometry = geometryRenderer.getGBuffer();
  86441. // Base post-process
  86442. this.volumetricLightPostProcess = new BABYLON.PostProcess("HDRVLS", "standard", ["shadowViewProjection", "cameraPosition", "sunDirection", "sunColor", "scatteringCoefficient", "scatteringPower", "depthValues"], ["shadowMapSampler", "positionSampler"], ratio / 8, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLS\n#define NB_STEPS " + this._volumetricLightStepsCount.toFixed(1));
  86443. var depthValues = BABYLON.Vector2.Zero();
  86444. this.volumetricLightPostProcess.onApply = function (effect) {
  86445. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86446. var generator = _this.sourceLight.getShadowGenerator();
  86447. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86448. effect.setTexture("positionSampler", geometry.textures[2]);
  86449. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86450. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86451. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86452. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86453. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86454. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86455. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86456. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86457. effect.setVector2("depthValues", depthValues);
  86458. }
  86459. };
  86460. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86461. // Smooth
  86462. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86463. // Merge
  86464. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86465. this.volumetricLightMergePostProces.onApply = function (effect) {
  86466. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86467. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86468. };
  86469. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86470. };
  86471. // Create luminance
  86472. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86473. var _this = this;
  86474. // Create luminance
  86475. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86476. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86477. var offsets = [];
  86478. this.luminancePostProcess.onApply = function (effect) {
  86479. var sU = (1.0 / _this.luminancePostProcess.width);
  86480. var sV = (1.0 / _this.luminancePostProcess.height);
  86481. offsets[0] = -0.5 * sU;
  86482. offsets[1] = 0.5 * sV;
  86483. offsets[2] = 0.5 * sU;
  86484. offsets[3] = 0.5 * sV;
  86485. offsets[4] = -0.5 * sU;
  86486. offsets[5] = -0.5 * sV;
  86487. offsets[6] = 0.5 * sU;
  86488. offsets[7] = -0.5 * sV;
  86489. effect.setArray2("lumOffsets", offsets);
  86490. };
  86491. // Add to pipeline
  86492. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86493. // Create down sample luminance
  86494. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86495. var size = Math.pow(3, i);
  86496. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86497. if (i === 0) {
  86498. defines += "#define FINAL_DOWN_SAMPLER";
  86499. }
  86500. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86501. this.luminanceDownSamplePostProcesses.push(postProcess);
  86502. }
  86503. // Create callbacks and add effects
  86504. var lastLuminance = this.luminancePostProcess;
  86505. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86506. var downSampleOffsets = new Array(18);
  86507. pp.onApply = function (effect) {
  86508. if (!lastLuminance) {
  86509. return;
  86510. }
  86511. var id = 0;
  86512. for (var x = -1; x < 2; x++) {
  86513. for (var y = -1; y < 2; y++) {
  86514. downSampleOffsets[id] = x / lastLuminance.width;
  86515. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86516. id += 2;
  86517. }
  86518. }
  86519. effect.setArray2("dsOffsets", downSampleOffsets);
  86520. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86521. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86522. lastLuminance = _this.luminancePostProcess;
  86523. }
  86524. else {
  86525. lastLuminance = pp;
  86526. }
  86527. };
  86528. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86529. pp.onAfterRender = function (effect) {
  86530. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86531. var bit_shift = new BABYLON.Vector4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  86532. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86533. };
  86534. }
  86535. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86536. });
  86537. };
  86538. // Create HDR post-process
  86539. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86540. var _this = this;
  86541. this.hdrPostProcess = new BABYLON.PostProcess("HDR", "standard", ["averageLuminance"], ["textureAdderSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define HDR", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86542. var outputLiminance = 1;
  86543. var time = 0;
  86544. var lastTime = 0;
  86545. this.hdrPostProcess.onApply = function (effect) {
  86546. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86547. time += scene.getEngine().getDeltaTime();
  86548. if (outputLiminance < 0) {
  86549. outputLiminance = _this._hdrCurrentLuminance;
  86550. }
  86551. else {
  86552. var dt = (lastTime - time) / 1000.0;
  86553. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86554. outputLiminance += _this.hdrDecreaseRate * dt;
  86555. }
  86556. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86557. outputLiminance -= _this.hdrIncreaseRate * dt;
  86558. }
  86559. else {
  86560. outputLiminance = _this._hdrCurrentLuminance;
  86561. }
  86562. }
  86563. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86564. effect.setFloat("averageLuminance", outputLiminance);
  86565. lastTime = time;
  86566. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86567. };
  86568. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86569. };
  86570. // Create lens flare post-process
  86571. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86572. var _this = this;
  86573. this.lensFlarePostProcess = new BABYLON.PostProcess("HDRLensFlare", "standard", ["strength", "ghostDispersal", "haloWidth", "resolution", "distortionStrength"], ["lensColorSampler"], ratio / 2, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86574. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86575. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86576. this.lensFlareComposePostProcess = new BABYLON.PostProcess("HDRLensFlareCompose", "standard", ["lensStarMatrix"], ["otherSampler", "lensDirtSampler", "lensStarSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE_COMPOSE", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86577. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86578. var resolution = new BABYLON.Vector2(0, 0);
  86579. // Lens flare
  86580. this.lensFlarePostProcess.onApply = function (effect) {
  86581. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86582. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86583. effect.setFloat("strength", _this.lensFlareStrength);
  86584. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86585. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86586. // Shift
  86587. resolution.x = _this.lensFlarePostProcess.width;
  86588. resolution.y = _this.lensFlarePostProcess.height;
  86589. effect.setVector2("resolution", resolution);
  86590. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86591. };
  86592. // Compose
  86593. var scaleBias1 = BABYLON.Matrix.FromValues(2.0, 0.0, -1.0, 0.0, 0.0, 2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  86594. var scaleBias2 = BABYLON.Matrix.FromValues(0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  86595. this.lensFlareComposePostProcess.onApply = function (effect) {
  86596. if (!_this._scene.activeCamera) {
  86597. return;
  86598. }
  86599. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86600. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86601. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86602. // Lens start rotation matrix
  86603. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86604. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86605. var camRot = BABYLON.Vector3.Dot(camerax.toVector3(), new BABYLON.Vector3(1.0, 0.0, 0.0)) + BABYLON.Vector3.Dot(cameraz.toVector3(), new BABYLON.Vector3(0.0, 0.0, 1.0));
  86606. camRot *= 4.0;
  86607. var starRotation = BABYLON.Matrix.FromValues(Math.cos(camRot) * 0.5, -Math.sin(camRot), 0.0, 0.0, Math.sin(camRot), Math.cos(camRot) * 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  86608. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  86609. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  86610. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  86611. };
  86612. };
  86613. // Create depth-of-field post-process
  86614. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  86615. var _this = this;
  86616. this.depthOfFieldPostProcess = new BABYLON.PostProcess("HDRDepthOfField", "standard", ["distance"], ["otherSampler", "depthSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DEPTH_OF_FIELD", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86617. this.depthOfFieldPostProcess.onApply = function (effect) {
  86618. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86619. effect.setTexture("depthSampler", _this._getDepthTexture());
  86620. effect.setFloat("distance", _this.depthOfFieldDistance);
  86621. };
  86622. // Add to pipeline
  86623. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  86624. };
  86625. // Create motion blur post-process
  86626. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  86627. var _this = this;
  86628. this.motionBlurPostProcess = new BABYLON.PostProcess("HDRMotionBlur", "standard", ["inverseViewProjection", "prevViewProjection", "screenSize", "motionScale", "motionStrength"], ["depthSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + this.motionBlurSamples.toFixed(1), BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86629. var motionScale = 0;
  86630. var prevViewProjection = BABYLON.Matrix.Identity();
  86631. var invViewProjection = BABYLON.Matrix.Identity();
  86632. var viewProjection = BABYLON.Matrix.Identity();
  86633. var screenSize = BABYLON.Vector2.Zero();
  86634. this.motionBlurPostProcess.onApply = function (effect) {
  86635. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  86636. viewProjection.invertToRef(invViewProjection);
  86637. effect.setMatrix("inverseViewProjection", invViewProjection);
  86638. effect.setMatrix("prevViewProjection", prevViewProjection);
  86639. prevViewProjection = viewProjection;
  86640. screenSize.x = _this.motionBlurPostProcess.width;
  86641. screenSize.y = _this.motionBlurPostProcess.height;
  86642. effect.setVector2("screenSize", screenSize);
  86643. motionScale = scene.getEngine().getFps() / 60.0;
  86644. effect.setFloat("motionScale", motionScale);
  86645. effect.setFloat("motionStrength", _this.motionStrength);
  86646. effect.setTexture("depthSampler", _this._getDepthTexture());
  86647. };
  86648. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  86649. };
  86650. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  86651. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  86652. var renderer = this._scene.enableGeometryBufferRenderer();
  86653. return renderer.getGBuffer().textures[0];
  86654. }
  86655. return this._scene.enableDepthRenderer().getDepthMap();
  86656. };
  86657. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  86658. for (var i = 0; i < this._cameras.length; i++) {
  86659. var camera = this._cameras[i];
  86660. if (this.originalPostProcess) {
  86661. this.originalPostProcess.dispose(camera);
  86662. }
  86663. if (this.downSampleX4PostProcess) {
  86664. this.downSampleX4PostProcess.dispose(camera);
  86665. }
  86666. if (this.brightPassPostProcess) {
  86667. this.brightPassPostProcess.dispose(camera);
  86668. }
  86669. if (this.textureAdderPostProcess) {
  86670. this.textureAdderPostProcess.dispose(camera);
  86671. }
  86672. if (this.textureAdderFinalPostProcess) {
  86673. this.textureAdderFinalPostProcess.dispose(camera);
  86674. }
  86675. if (this.volumetricLightPostProcess) {
  86676. this.volumetricLightPostProcess.dispose(camera);
  86677. }
  86678. if (this.volumetricLightSmoothXPostProcess) {
  86679. this.volumetricLightSmoothXPostProcess.dispose(camera);
  86680. }
  86681. if (this.volumetricLightSmoothYPostProcess) {
  86682. this.volumetricLightSmoothYPostProcess.dispose(camera);
  86683. }
  86684. if (this.volumetricLightMergePostProces) {
  86685. this.volumetricLightMergePostProces.dispose(camera);
  86686. }
  86687. if (this.volumetricLightFinalPostProcess) {
  86688. this.volumetricLightFinalPostProcess.dispose(camera);
  86689. }
  86690. if (this.lensFlarePostProcess) {
  86691. this.lensFlarePostProcess.dispose(camera);
  86692. }
  86693. if (this.lensFlareComposePostProcess) {
  86694. this.lensFlareComposePostProcess.dispose(camera);
  86695. }
  86696. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  86697. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  86698. }
  86699. if (this.luminancePostProcess) {
  86700. this.luminancePostProcess.dispose(camera);
  86701. }
  86702. if (this.hdrPostProcess) {
  86703. this.hdrPostProcess.dispose(camera);
  86704. }
  86705. if (this.hdrFinalPostProcess) {
  86706. this.hdrFinalPostProcess.dispose(camera);
  86707. }
  86708. if (this.depthOfFieldPostProcess) {
  86709. this.depthOfFieldPostProcess.dispose(camera);
  86710. }
  86711. if (this.motionBlurPostProcess) {
  86712. this.motionBlurPostProcess.dispose(camera);
  86713. }
  86714. if (this.fxaaPostProcess) {
  86715. this.fxaaPostProcess.dispose(camera);
  86716. }
  86717. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  86718. this.blurHPostProcesses[j].dispose(camera);
  86719. }
  86720. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  86721. this.blurVPostProcesses[j].dispose(camera);
  86722. }
  86723. }
  86724. this.originalPostProcess = null;
  86725. this.downSampleX4PostProcess = null;
  86726. this.brightPassPostProcess = null;
  86727. this.textureAdderPostProcess = null;
  86728. this.textureAdderFinalPostProcess = null;
  86729. this.volumetricLightPostProcess = null;
  86730. this.volumetricLightSmoothXPostProcess = null;
  86731. this.volumetricLightSmoothYPostProcess = null;
  86732. this.volumetricLightMergePostProces = null;
  86733. this.volumetricLightFinalPostProcess = null;
  86734. this.lensFlarePostProcess = null;
  86735. this.lensFlareComposePostProcess = null;
  86736. this.luminancePostProcess = null;
  86737. this.hdrPostProcess = null;
  86738. this.hdrFinalPostProcess = null;
  86739. this.depthOfFieldPostProcess = null;
  86740. this.motionBlurPostProcess = null;
  86741. this.fxaaPostProcess = null;
  86742. this.luminanceDownSamplePostProcesses = [];
  86743. this.blurHPostProcesses = [];
  86744. this.blurVPostProcesses = [];
  86745. };
  86746. /**
  86747. * Dispose of the pipeline and stop all post processes
  86748. */
  86749. StandardRenderingPipeline.prototype.dispose = function () {
  86750. this._disposePostProcesses();
  86751. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  86752. _super.prototype.dispose.call(this);
  86753. };
  86754. /**
  86755. * Serialize the rendering pipeline (Used when exporting)
  86756. * @returns the serialized object
  86757. */
  86758. StandardRenderingPipeline.prototype.serialize = function () {
  86759. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86760. if (this.sourceLight) {
  86761. serializationObject.sourceLightId = this.sourceLight.id;
  86762. }
  86763. serializationObject.customType = "StandardRenderingPipeline";
  86764. return serializationObject;
  86765. };
  86766. /**
  86767. * Parse the serialized pipeline
  86768. * @param source Source pipeline.
  86769. * @param scene The scene to load the pipeline to.
  86770. * @param rootUrl The URL of the serialized pipeline.
  86771. * @returns An instantiated pipeline from the serialized object.
  86772. */
  86773. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  86774. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86775. if (source.sourceLightId) {
  86776. p.sourceLight = scene.getLightByID(source.sourceLightId);
  86777. }
  86778. return p;
  86779. };
  86780. /**
  86781. * Luminance steps
  86782. */
  86783. StandardRenderingPipeline.LuminanceSteps = 6;
  86784. __decorate([
  86785. BABYLON.serialize()
  86786. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  86787. __decorate([
  86788. BABYLON.serialize()
  86789. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  86790. __decorate([
  86791. BABYLON.serialize()
  86792. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  86793. __decorate([
  86794. BABYLON.serialize()
  86795. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  86796. __decorate([
  86797. BABYLON.serializeAsTexture("lensTexture")
  86798. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  86799. __decorate([
  86800. BABYLON.serialize()
  86801. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  86802. __decorate([
  86803. BABYLON.serialize()
  86804. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  86805. __decorate([
  86806. BABYLON.serialize()
  86807. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  86808. __decorate([
  86809. BABYLON.serialize()
  86810. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  86811. __decorate([
  86812. BABYLON.serialize()
  86813. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  86814. __decorate([
  86815. BABYLON.serialize()
  86816. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  86817. __decorate([
  86818. BABYLON.serializeAsTexture("lensColorTexture")
  86819. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  86820. __decorate([
  86821. BABYLON.serialize()
  86822. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  86823. __decorate([
  86824. BABYLON.serialize()
  86825. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  86826. __decorate([
  86827. BABYLON.serialize()
  86828. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  86829. __decorate([
  86830. BABYLON.serialize()
  86831. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  86832. __decorate([
  86833. BABYLON.serializeAsTexture("lensStarTexture")
  86834. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  86835. __decorate([
  86836. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  86837. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  86838. __decorate([
  86839. BABYLON.serialize()
  86840. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  86841. __decorate([
  86842. BABYLON.serialize()
  86843. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  86844. __decorate([
  86845. BABYLON.serialize()
  86846. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  86847. __decorate([
  86848. BABYLON.serialize()
  86849. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  86850. __decorate([
  86851. BABYLON.serialize()
  86852. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  86853. __decorate([
  86854. BABYLON.serialize()
  86855. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  86856. __decorate([
  86857. BABYLON.serialize()
  86858. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  86859. __decorate([
  86860. BABYLON.serialize()
  86861. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  86862. __decorate([
  86863. BABYLON.serialize()
  86864. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  86865. __decorate([
  86866. BABYLON.serialize()
  86867. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  86868. __decorate([
  86869. BABYLON.serialize()
  86870. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  86871. __decorate([
  86872. BABYLON.serialize()
  86873. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  86874. __decorate([
  86875. BABYLON.serialize()
  86876. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  86877. __decorate([
  86878. BABYLON.serialize()
  86879. ], StandardRenderingPipeline.prototype, "samples", null);
  86880. return StandardRenderingPipeline;
  86881. }(BABYLON.PostProcessRenderPipeline));
  86882. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  86883. })(BABYLON || (BABYLON = {}));
  86884. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  86885. var BABYLON;
  86886. (function (BABYLON) {
  86887. /**
  86888. * Fxaa post process
  86889. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  86890. */
  86891. var FxaaPostProcess = /** @class */ (function (_super) {
  86892. __extends(FxaaPostProcess, _super);
  86893. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  86894. if (camera === void 0) { camera = null; }
  86895. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86896. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  86897. var defines = _this._getDefines();
  86898. _this.updateEffect(defines);
  86899. _this.onApplyObservable.add(function (effect) {
  86900. var texelSize = _this.texelSize;
  86901. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  86902. });
  86903. return _this;
  86904. }
  86905. FxaaPostProcess.prototype._getDefines = function () {
  86906. var engine = this.getEngine();
  86907. if (!engine) {
  86908. return null;
  86909. }
  86910. var glInfo = engine.getGlInfo();
  86911. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  86912. return "#define MALI 1\n";
  86913. }
  86914. return null;
  86915. };
  86916. return FxaaPostProcess;
  86917. }(BABYLON.PostProcess));
  86918. BABYLON.FxaaPostProcess = FxaaPostProcess;
  86919. })(BABYLON || (BABYLON = {}));
  86920. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  86921. var BABYLON;
  86922. (function (BABYLON) {
  86923. /**
  86924. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  86925. */
  86926. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  86927. __extends(ChromaticAberrationPostProcess, _super);
  86928. /**
  86929. * Creates a new instance ChromaticAberrationPostProcess
  86930. * @param name The name of the effect.
  86931. * @param screenWidth The width of the screen to apply the effect on.
  86932. * @param screenHeight The height of the screen to apply the effect on.
  86933. * @param options The required width/height ratio to downsize to before computing the render pass.
  86934. * @param camera The camera to apply the render pass to.
  86935. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86936. * @param engine The engine which the post process will be applied. (default: current engine)
  86937. * @param reusable If the post process can be reused on the same frame. (default: false)
  86938. * @param textureType Type of textures used when performing the post process. (default: 0)
  86939. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  86940. */
  86941. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86942. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86943. if (blockCompilation === void 0) { blockCompilation = false; }
  86944. var _this = _super.call(this, name, "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  86945. /**
  86946. * The amount of seperation of rgb channels (default: 30)
  86947. */
  86948. _this.aberrationAmount = 30;
  86949. /**
  86950. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  86951. */
  86952. _this.radialIntensity = 0;
  86953. /**
  86954. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  86955. */
  86956. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  86957. /**
  86958. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  86959. */
  86960. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  86961. _this.onApplyObservable.add(function (effect) {
  86962. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  86963. effect.setFloat('screen_width', screenWidth);
  86964. effect.setFloat('screen_height', screenHeight);
  86965. effect.setFloat('radialIntensity', _this.radialIntensity);
  86966. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  86967. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  86968. });
  86969. return _this;
  86970. }
  86971. return ChromaticAberrationPostProcess;
  86972. }(BABYLON.PostProcess));
  86973. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  86974. })(BABYLON || (BABYLON = {}));
  86975. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  86976. var BABYLON;
  86977. (function (BABYLON) {
  86978. /**
  86979. * The GrainPostProcess adds noise to the image at mid luminance levels
  86980. */
  86981. var GrainPostProcess = /** @class */ (function (_super) {
  86982. __extends(GrainPostProcess, _super);
  86983. /**
  86984. * Creates a new instance of @see GrainPostProcess
  86985. * @param name The name of the effect.
  86986. * @param options The required width/height ratio to downsize to before computing the render pass.
  86987. * @param camera The camera to apply the render pass to.
  86988. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86989. * @param engine The engine which the post process will be applied. (default: current engine)
  86990. * @param reusable If the post process can be reused on the same frame. (default: false)
  86991. * @param textureType Type of textures used when performing the post process. (default: 0)
  86992. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  86993. */
  86994. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86995. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86996. if (blockCompilation === void 0) { blockCompilation = false; }
  86997. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  86998. /**
  86999. * The intensity of the grain added (default: 30)
  87000. */
  87001. _this.intensity = 30;
  87002. /**
  87003. * If the grain should be randomized on every frame
  87004. */
  87005. _this.animated = false;
  87006. _this.onApplyObservable.add(function (effect) {
  87007. effect.setFloat('intensity', _this.intensity);
  87008. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87009. });
  87010. return _this;
  87011. }
  87012. return GrainPostProcess;
  87013. }(BABYLON.PostProcess));
  87014. BABYLON.GrainPostProcess = GrainPostProcess;
  87015. })(BABYLON || (BABYLON = {}));
  87016. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87017. var BABYLON;
  87018. (function (BABYLON) {
  87019. /**
  87020. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87021. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87022. */
  87023. var SharpenPostProcess = /** @class */ (function (_super) {
  87024. __extends(SharpenPostProcess, _super);
  87025. /**
  87026. * Creates a new instance ConvolutionPostProcess
  87027. * @param name The name of the effect.
  87028. * @param options The required width/height ratio to downsize to before computing the render pass.
  87029. * @param camera The camera to apply the render pass to.
  87030. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87031. * @param engine The engine which the post process will be applied. (default: current engine)
  87032. * @param reusable If the post process can be reused on the same frame. (default: false)
  87033. * @param textureType Type of textures used when performing the post process. (default: 0)
  87034. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87035. */
  87036. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87037. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87038. if (blockCompilation === void 0) { blockCompilation = false; }
  87039. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87040. /**
  87041. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87042. */
  87043. _this.colorAmount = 1.0;
  87044. /**
  87045. * How much sharpness should be applied (default: 0.3)
  87046. */
  87047. _this.edgeAmount = 0.3;
  87048. _this.onApply = function (effect) {
  87049. effect.setFloat2("screenSize", _this.width, _this.height);
  87050. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87051. };
  87052. return _this;
  87053. }
  87054. return SharpenPostProcess;
  87055. }(BABYLON.PostProcess));
  87056. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87057. })(BABYLON || (BABYLON = {}));
  87058. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87059. var BABYLON;
  87060. (function (BABYLON) {
  87061. /**
  87062. * The Blur Post Process which blurs an image based on a kernel and direction.
  87063. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87064. */
  87065. var BlurPostProcess = /** @class */ (function (_super) {
  87066. __extends(BlurPostProcess, _super);
  87067. /**
  87068. * Creates a new instance BlurPostProcess
  87069. * @param name The name of the effect.
  87070. * @param direction The direction in which to blur the image.
  87071. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  87072. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87073. * @param camera The camera to apply the render pass to.
  87074. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87075. * @param engine The engine which the post process will be applied. (default: current engine)
  87076. * @param reusable If the post process can be reused on the same frame. (default: false)
  87077. * @param textureType Type of textures used when performing the post process. (default: 0)
  87078. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87079. */
  87080. function BlurPostProcess(name,
  87081. /** The direction in which to blur the image. */
  87082. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87083. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87084. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87085. if (defines === void 0) { defines = ""; }
  87086. if (blockCompilation === void 0) { blockCompilation = false; }
  87087. var _this = _super.call(this, name, "kernelBlur", ["delta", "direction", "cameraMinMaxZ"], ["circleOfConfusionSampler"], options, camera, samplingMode, engine, reusable, null, textureType, "kernelBlur", { varyingCount: 0, depCount: 0 }, true) || this;
  87088. _this.direction = direction;
  87089. _this.blockCompilation = blockCompilation;
  87090. _this._packedFloat = false;
  87091. _this._staticDefines = "";
  87092. _this._staticDefines = defines;
  87093. _this.onApplyObservable.add(function (effect) {
  87094. if (_this._outputTexture) {
  87095. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87096. }
  87097. else {
  87098. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87099. }
  87100. });
  87101. _this.kernel = kernel;
  87102. return _this;
  87103. }
  87104. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87105. /**
  87106. * Gets the length in pixels of the blur sample region
  87107. */
  87108. get: function () {
  87109. return this._idealKernel;
  87110. },
  87111. /**
  87112. * Sets the length in pixels of the blur sample region
  87113. */
  87114. set: function (v) {
  87115. if (this._idealKernel === v) {
  87116. return;
  87117. }
  87118. v = Math.max(v, 1);
  87119. this._idealKernel = v;
  87120. this._kernel = this._nearestBestKernel(v);
  87121. if (!this.blockCompilation) {
  87122. this._updateParameters();
  87123. }
  87124. },
  87125. enumerable: true,
  87126. configurable: true
  87127. });
  87128. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87129. /**
  87130. * Gets wether or not the blur is unpacking/repacking floats
  87131. */
  87132. get: function () {
  87133. return this._packedFloat;
  87134. },
  87135. /**
  87136. * Sets wether or not the blur needs to unpack/repack floats
  87137. */
  87138. set: function (v) {
  87139. if (this._packedFloat === v) {
  87140. return;
  87141. }
  87142. this._packedFloat = v;
  87143. if (!this.blockCompilation) {
  87144. this._updateParameters();
  87145. }
  87146. },
  87147. enumerable: true,
  87148. configurable: true
  87149. });
  87150. /**
  87151. * Updates the effect with the current post process compile time values and recompiles the shader.
  87152. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87153. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87154. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87155. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  87156. * @param onCompiled Called when the shader has been compiled.
  87157. * @param onError Called if there is an error when compiling a shader.
  87158. */
  87159. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87160. if (defines === void 0) { defines = null; }
  87161. if (uniforms === void 0) { uniforms = null; }
  87162. if (samplers === void 0) { samplers = null; }
  87163. this._updateParameters(onCompiled, onError);
  87164. };
  87165. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87166. // Generate sampling offsets and weights
  87167. var N = this._kernel;
  87168. var centerIndex = (N - 1) / 2;
  87169. // Generate Gaussian sampling weights over kernel
  87170. var offsets = [];
  87171. var weights = [];
  87172. var totalWeight = 0;
  87173. for (var i = 0; i < N; i++) {
  87174. var u = i / (N - 1);
  87175. var w = this._gaussianWeight(u * 2.0 - 1);
  87176. offsets[i] = (i - centerIndex);
  87177. weights[i] = w;
  87178. totalWeight += w;
  87179. }
  87180. // Normalize weights
  87181. for (var i = 0; i < weights.length; i++) {
  87182. weights[i] /= totalWeight;
  87183. }
  87184. // Optimize: combine samples to take advantage of hardware linear sampling
  87185. // Walk from left to center, combining pairs (symmetrically)
  87186. var linearSamplingWeights = [];
  87187. var linearSamplingOffsets = [];
  87188. var linearSamplingMap = [];
  87189. for (var i = 0; i <= centerIndex; i += 2) {
  87190. var j = Math.min(i + 1, Math.floor(centerIndex));
  87191. var singleCenterSample = i === j;
  87192. if (singleCenterSample) {
  87193. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87194. }
  87195. else {
  87196. var sharedCell = j === centerIndex;
  87197. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87198. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87199. if (offsetLinear === 0) {
  87200. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87201. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87202. }
  87203. else {
  87204. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87205. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87206. }
  87207. }
  87208. }
  87209. for (var i = 0; i < linearSamplingMap.length; i++) {
  87210. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87211. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87212. }
  87213. // Replace with optimized
  87214. offsets = linearSamplingOffsets;
  87215. weights = linearSamplingWeights;
  87216. // Generate shaders
  87217. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87218. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87219. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87220. var defines = "";
  87221. defines += this._staticDefines;
  87222. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87223. if (this._staticDefines.indexOf("DOF") != -1) {
  87224. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87225. varyingCount--;
  87226. }
  87227. for (var i = 0; i < varyingCount; i++) {
  87228. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87229. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87230. }
  87231. var depCount = 0;
  87232. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87233. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87234. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87235. depCount++;
  87236. }
  87237. if (this.packedFloat) {
  87238. defines += "#define PACKEDFLOAT 1";
  87239. }
  87240. this.blockCompilation = false;
  87241. _super.prototype.updateEffect.call(this, defines, null, null, {
  87242. varyingCount: varyingCount,
  87243. depCount: depCount
  87244. }, onCompiled, onError);
  87245. };
  87246. /**
  87247. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87248. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87249. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87250. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87251. * The gaps between physical kernels are compensated for in the weighting of the samples
  87252. * @param idealKernel Ideal blur kernel.
  87253. * @return Nearest best kernel.
  87254. */
  87255. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87256. var v = Math.round(idealKernel);
  87257. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87258. var k = _a[_i];
  87259. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87260. return Math.max(k, 3);
  87261. }
  87262. }
  87263. return Math.max(v, 3);
  87264. };
  87265. /**
  87266. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87267. * @param x The point on the Gaussian distribution to sample.
  87268. * @return the value of the Gaussian function at x.
  87269. */
  87270. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87271. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87272. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87273. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87274. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87275. // truncated at around 1.3% of peak strength.
  87276. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87277. var sigma = (1 / 3);
  87278. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87279. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87280. var weight = (1.0 / denominator) * Math.exp(exponent);
  87281. return weight;
  87282. };
  87283. /**
  87284. * Generates a string that can be used as a floating point number in GLSL.
  87285. * @param x Value to print.
  87286. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87287. * @return GLSL float string.
  87288. */
  87289. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87290. if (decimalFigures === void 0) { decimalFigures = 8; }
  87291. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87292. };
  87293. return BlurPostProcess;
  87294. }(BABYLON.PostProcess));
  87295. BABYLON.BlurPostProcess = BlurPostProcess;
  87296. })(BABYLON || (BABYLON = {}));
  87297. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87298. var BABYLON;
  87299. (function (BABYLON) {
  87300. /**
  87301. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87302. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87303. * based on samples that have a large difference in distance than the center pixel.
  87304. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87305. */
  87306. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87307. __extends(DepthOfFieldBlurPostProcess, _super);
  87308. /**
  87309. * Creates a new instance CircleOfConfusionPostProcess
  87310. * @param name The name of the effect.
  87311. * @param scene The scene the effect belongs to.
  87312. * @param direction The direction the blur should be applied.
  87313. * @param kernel The size of the kernel used to blur.
  87314. * @param options The required width/height ratio to downsize to before computing the render pass.
  87315. * @param camera The camera to apply the render pass to.
  87316. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87317. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87318. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87319. * @param engine The engine which the post process will be applied. (default: current engine)
  87320. * @param reusable If the post process can be reused on the same frame. (default: false)
  87321. * @param textureType Type of textures used when performing the post process. (default: 0)
  87322. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87323. */
  87324. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87325. if (imageToBlur === void 0) { imageToBlur = null; }
  87326. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87327. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87328. if (blockCompilation === void 0) { blockCompilation = false; }
  87329. var _this = _super.call(this, name, direction, kernel, options, camera, samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, "#define DOF 1\r\n", blockCompilation) || this;
  87330. _this.direction = direction;
  87331. _this.onApplyObservable.add(function (effect) {
  87332. if (imageToBlur != null) {
  87333. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87334. }
  87335. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87336. if (scene.activeCamera) {
  87337. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87338. }
  87339. });
  87340. return _this;
  87341. }
  87342. return DepthOfFieldBlurPostProcess;
  87343. }(BABYLON.BlurPostProcess));
  87344. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87345. })(BABYLON || (BABYLON = {}));
  87346. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87347. var BABYLON;
  87348. (function (BABYLON) {
  87349. /**
  87350. * Options to be set when merging outputs from the default pipeline.
  87351. */
  87352. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87353. function DepthOfFieldMergePostProcessOptions() {
  87354. }
  87355. return DepthOfFieldMergePostProcessOptions;
  87356. }());
  87357. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87358. /**
  87359. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87360. */
  87361. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87362. __extends(DepthOfFieldMergePostProcess, _super);
  87363. /**
  87364. * Creates a new instance of DepthOfFieldMergePostProcess
  87365. * @param name The name of the effect.
  87366. * @param originalFromInput Post process which's input will be used for the merge.
  87367. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87368. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87369. * @param options The required width/height ratio to downsize to before computing the render pass.
  87370. * @param camera The camera to apply the render pass to.
  87371. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87372. * @param engine The engine which the post process will be applied. (default: current engine)
  87373. * @param reusable If the post process can be reused on the same frame. (default: false)
  87374. * @param textureType Type of textures used when performing the post process. (default: 0)
  87375. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87376. */
  87377. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87378. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87379. if (blockCompilation === void 0) { blockCompilation = false; }
  87380. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87381. _this.blurSteps = blurSteps;
  87382. _this.onApplyObservable.add(function (effect) {
  87383. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87384. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87385. blurSteps.forEach(function (step, index) {
  87386. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87387. });
  87388. });
  87389. if (!blockCompilation) {
  87390. _this.updateEffect();
  87391. }
  87392. return _this;
  87393. }
  87394. /**
  87395. * Updates the effect with the current post process compile time values and recompiles the shader.
  87396. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87397. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87398. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87399. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  87400. * @param onCompiled Called when the shader has been compiled.
  87401. * @param onError Called if there is an error when compiling a shader.
  87402. */
  87403. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87404. if (defines === void 0) { defines = null; }
  87405. if (uniforms === void 0) { uniforms = null; }
  87406. if (samplers === void 0) { samplers = null; }
  87407. if (!defines) {
  87408. defines = "";
  87409. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87410. }
  87411. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87412. };
  87413. return DepthOfFieldMergePostProcess;
  87414. }(BABYLON.PostProcess));
  87415. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87416. })(BABYLON || (BABYLON = {}));
  87417. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87418. var BABYLON;
  87419. (function (BABYLON) {
  87420. /**
  87421. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87422. */
  87423. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87424. __extends(CircleOfConfusionPostProcess, _super);
  87425. /**
  87426. * Creates a new instance CircleOfConfusionPostProcess
  87427. * @param name The name of the effect.
  87428. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  87429. * @param options The required width/height ratio to downsize to before computing the render pass.
  87430. * @param camera The camera to apply the render pass to.
  87431. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87432. * @param engine The engine which the post process will be applied. (default: current engine)
  87433. * @param reusable If the post process can be reused on the same frame. (default: false)
  87434. * @param textureType Type of textures used when performing the post process. (default: 0)
  87435. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87436. */
  87437. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87438. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87439. if (blockCompilation === void 0) { blockCompilation = false; }
  87440. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87441. /**
  87442. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  87443. */
  87444. _this.lensSize = 50;
  87445. /**
  87446. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87447. */
  87448. _this.fStop = 1.4;
  87449. /**
  87450. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87451. */
  87452. _this.focusDistance = 2000;
  87453. /**
  87454. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87455. */
  87456. _this.focalLength = 50;
  87457. _this._depthTexture = null;
  87458. _this._depthTexture = depthTexture;
  87459. _this.onApplyObservable.add(function (effect) {
  87460. if (!_this._depthTexture) {
  87461. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87462. return;
  87463. }
  87464. effect.setTexture("depthSampler", _this._depthTexture);
  87465. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87466. var aperture = _this.lensSize / _this.fStop;
  87467. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87468. effect.setFloat('focusDistance', _this.focusDistance);
  87469. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87470. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87471. });
  87472. return _this;
  87473. }
  87474. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87475. /**
  87476. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  87477. */
  87478. set: function (value) {
  87479. this._depthTexture = value;
  87480. },
  87481. enumerable: true,
  87482. configurable: true
  87483. });
  87484. return CircleOfConfusionPostProcess;
  87485. }(BABYLON.PostProcess));
  87486. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87487. })(BABYLON || (BABYLON = {}));
  87488. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87489. var BABYLON;
  87490. (function (BABYLON) {
  87491. /**
  87492. * Specifies the level of max blur that should be applied when using the depth of field effect
  87493. */
  87494. var DepthOfFieldEffectBlurLevel;
  87495. (function (DepthOfFieldEffectBlurLevel) {
  87496. /**
  87497. * Subtle blur
  87498. */
  87499. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87500. /**
  87501. * Medium blur
  87502. */
  87503. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87504. /**
  87505. * Large blur
  87506. */
  87507. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87508. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87509. /**
  87510. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87511. */
  87512. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87513. __extends(DepthOfFieldEffect, _super);
  87514. /**
  87515. * Creates a new instance DepthOfFieldEffect
  87516. * @param scene The scene the effect belongs to.
  87517. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  87518. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87519. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87520. */
  87521. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87522. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87523. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87524. if (blockCompilation === void 0) { blockCompilation = false; }
  87525. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87526. return _this._effects;
  87527. }, true) || this;
  87528. /**
  87529. * @hidden Internal post processes in depth of field effect
  87530. */
  87531. _this._effects = [];
  87532. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87533. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87534. // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)
  87535. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87536. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87537. _this._depthOfFieldBlurY = [];
  87538. _this._depthOfFieldBlurX = [];
  87539. var blurCount = 1;
  87540. var kernelSize = 15;
  87541. switch (blurLevel) {
  87542. case DepthOfFieldEffectBlurLevel.High: {
  87543. blurCount = 3;
  87544. kernelSize = 51;
  87545. break;
  87546. }
  87547. case DepthOfFieldEffectBlurLevel.Medium: {
  87548. blurCount = 2;
  87549. kernelSize = 31;
  87550. break;
  87551. }
  87552. default: {
  87553. kernelSize = 15;
  87554. blurCount = 1;
  87555. break;
  87556. }
  87557. }
  87558. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87559. var ratio = 1.0;
  87560. for (var i = 0; i < blurCount; i++) {
  87561. var blurY = new BABYLON.DepthOfFieldBlurPostProcess("verticle blur", scene, new BABYLON.Vector2(0, 1.0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, i == 0 ? _this._circleOfConfusion : null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87562. blurY.autoClear = false;
  87563. ratio = 0.75 / Math.pow(2, i);
  87564. var blurX = new BABYLON.DepthOfFieldBlurPostProcess("horizontal blur", scene, new BABYLON.Vector2(1.0, 0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87565. blurX.autoClear = false;
  87566. _this._depthOfFieldBlurY.push(blurY);
  87567. _this._depthOfFieldBlurX.push(blurX);
  87568. }
  87569. // Set all post processes on the effect.
  87570. _this._effects = [_this._circleOfConfusion];
  87571. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87572. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87573. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87574. }
  87575. // Merge blurred images with original image based on circleOfConfusion
  87576. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87577. _this._dofMerge.autoClear = false;
  87578. _this._effects.push(_this._dofMerge);
  87579. return _this;
  87580. }
  87581. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87582. get: function () {
  87583. return this._circleOfConfusion.focalLength;
  87584. },
  87585. /**
  87586. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87587. */
  87588. set: function (value) {
  87589. this._circleOfConfusion.focalLength = value;
  87590. },
  87591. enumerable: true,
  87592. configurable: true
  87593. });
  87594. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87595. get: function () {
  87596. return this._circleOfConfusion.fStop;
  87597. },
  87598. /**
  87599. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87600. */
  87601. set: function (value) {
  87602. this._circleOfConfusion.fStop = value;
  87603. },
  87604. enumerable: true,
  87605. configurable: true
  87606. });
  87607. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  87608. get: function () {
  87609. return this._circleOfConfusion.focusDistance;
  87610. },
  87611. /**
  87612. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87613. */
  87614. set: function (value) {
  87615. this._circleOfConfusion.focusDistance = value;
  87616. },
  87617. enumerable: true,
  87618. configurable: true
  87619. });
  87620. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  87621. get: function () {
  87622. return this._circleOfConfusion.lensSize;
  87623. },
  87624. /**
  87625. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  87626. */
  87627. set: function (value) {
  87628. this._circleOfConfusion.lensSize = value;
  87629. },
  87630. enumerable: true,
  87631. configurable: true
  87632. });
  87633. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  87634. /**
  87635. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  87636. */
  87637. set: function (value) {
  87638. this._circleOfConfusion.depthTexture = value;
  87639. },
  87640. enumerable: true,
  87641. configurable: true
  87642. });
  87643. /**
  87644. * Disposes each of the internal effects for a given camera.
  87645. * @param camera The camera to dispose the effect on.
  87646. */
  87647. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  87648. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87649. this._effects[effectIndex].dispose(camera);
  87650. }
  87651. };
  87652. /**
  87653. * @hidden Internal
  87654. */
  87655. DepthOfFieldEffect.prototype._updateEffects = function () {
  87656. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87657. this._effects[effectIndex].updateEffect();
  87658. }
  87659. };
  87660. /**
  87661. * Internal
  87662. * @returns if all the contained post processes are ready.
  87663. * @hidden
  87664. */
  87665. DepthOfFieldEffect.prototype._isReady = function () {
  87666. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87667. if (!this._effects[effectIndex].isReady()) {
  87668. return false;
  87669. }
  87670. }
  87671. return true;
  87672. };
  87673. return DepthOfFieldEffect;
  87674. }(BABYLON.PostProcessRenderEffect));
  87675. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  87676. })(BABYLON || (BABYLON = {}));
  87677. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  87678. var BABYLON;
  87679. (function (BABYLON) {
  87680. /**
  87681. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87682. */
  87683. var BloomMergePostProcess = /** @class */ (function (_super) {
  87684. __extends(BloomMergePostProcess, _super);
  87685. /**
  87686. * Creates a new instance of @see BloomMergePostProcess
  87687. * @param name The name of the effect.
  87688. * @param originalFromInput Post process which's input will be used for the merge.
  87689. * @param blurred Blurred highlights post process which's output will be used.
  87690. * @param weight Weight of the bloom to be added to the original input.
  87691. * @param options The required width/height ratio to downsize to before computing the render pass.
  87692. * @param camera The camera to apply the render pass to.
  87693. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87694. * @param engine The engine which the post process will be applied. (default: current engine)
  87695. * @param reusable If the post process can be reused on the same frame. (default: false)
  87696. * @param textureType Type of textures used when performing the post process. (default: 0)
  87697. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87698. */
  87699. function BloomMergePostProcess(name, originalFromInput, blurred,
  87700. /** Weight of the bloom to be added to the original input. */
  87701. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87702. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87703. if (blockCompilation === void 0) { blockCompilation = false; }
  87704. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87705. _this.weight = weight;
  87706. _this.onApplyObservable.add(function (effect) {
  87707. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87708. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  87709. effect.setFloat("bloomWeight", _this.weight);
  87710. });
  87711. if (!blockCompilation) {
  87712. _this.updateEffect();
  87713. }
  87714. return _this;
  87715. }
  87716. return BloomMergePostProcess;
  87717. }(BABYLON.PostProcess));
  87718. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  87719. })(BABYLON || (BABYLON = {}));
  87720. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  87721. var BABYLON;
  87722. (function (BABYLON) {
  87723. /**
  87724. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  87725. */
  87726. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  87727. __extends(ExtractHighlightsPostProcess, _super);
  87728. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87729. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87730. if (blockCompilation === void 0) { blockCompilation = false; }
  87731. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87732. /**
  87733. * The luminance threshold, pixels below this value will be set to black.
  87734. */
  87735. _this.threshold = 0.9;
  87736. /** @hidden */
  87737. _this._exposure = 1;
  87738. /**
  87739. * Post process which has the input texture to be used when performing highlight extraction
  87740. * @hidden
  87741. */
  87742. _this._inputPostProcess = null;
  87743. _this.onApplyObservable.add(function (effect) {
  87744. if (_this._inputPostProcess) {
  87745. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  87746. }
  87747. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  87748. effect.setFloat('exposure', _this._exposure);
  87749. });
  87750. return _this;
  87751. }
  87752. return ExtractHighlightsPostProcess;
  87753. }(BABYLON.PostProcess));
  87754. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  87755. })(BABYLON || (BABYLON = {}));
  87756. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  87757. var BABYLON;
  87758. (function (BABYLON) {
  87759. /**
  87760. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  87761. */
  87762. var BloomEffect = /** @class */ (function (_super) {
  87763. __extends(BloomEffect, _super);
  87764. /**
  87765. * Creates a new instance of @see BloomEffect
  87766. * @param scene The scene the effect belongs to.
  87767. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  87768. * @param bloomKernel The size of the kernel to be used when applying the blur.
  87769. * @param bloomWeight The the strength of bloom.
  87770. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87771. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87772. */
  87773. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  87774. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87775. if (blockCompilation === void 0) { blockCompilation = false; }
  87776. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  87777. return _this._effects;
  87778. }, true) || this;
  87779. _this.bloomScale = bloomScale;
  87780. /**
  87781. * @hidden Internal
  87782. */
  87783. _this._effects = [];
  87784. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87785. _this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), 10.0, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);
  87786. _this._blurX.alwaysForcePOT = true;
  87787. _this._blurX.autoClear = false;
  87788. _this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), 10.0, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);
  87789. _this._blurY.alwaysForcePOT = true;
  87790. _this._blurY.autoClear = false;
  87791. _this.kernel = bloomKernel;
  87792. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  87793. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87794. _this._merge.autoClear = false;
  87795. _this._effects.push(_this._merge);
  87796. return _this;
  87797. }
  87798. Object.defineProperty(BloomEffect.prototype, "threshold", {
  87799. /**
  87800. * The luminance threshold to find bright areas of the image to bloom.
  87801. */
  87802. get: function () {
  87803. return this._downscale.threshold;
  87804. },
  87805. set: function (value) {
  87806. this._downscale.threshold = value;
  87807. },
  87808. enumerable: true,
  87809. configurable: true
  87810. });
  87811. Object.defineProperty(BloomEffect.prototype, "weight", {
  87812. /**
  87813. * The strength of the bloom.
  87814. */
  87815. get: function () {
  87816. return this._merge.weight;
  87817. },
  87818. set: function (value) {
  87819. this._merge.weight = value;
  87820. },
  87821. enumerable: true,
  87822. configurable: true
  87823. });
  87824. Object.defineProperty(BloomEffect.prototype, "kernel", {
  87825. /**
  87826. * Specifies the size of the bloom blur kernel, relative to the final output size
  87827. */
  87828. get: function () {
  87829. return this._blurX.kernel / this.bloomScale;
  87830. },
  87831. set: function (value) {
  87832. this._blurX.kernel = value * this.bloomScale;
  87833. this._blurY.kernel = value * this.bloomScale;
  87834. },
  87835. enumerable: true,
  87836. configurable: true
  87837. });
  87838. /**
  87839. * Disposes each of the internal effects for a given camera.
  87840. * @param camera The camera to dispose the effect on.
  87841. */
  87842. BloomEffect.prototype.disposeEffects = function (camera) {
  87843. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87844. this._effects[effectIndex].dispose(camera);
  87845. }
  87846. };
  87847. /**
  87848. * @hidden Internal
  87849. */
  87850. BloomEffect.prototype._updateEffects = function () {
  87851. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87852. this._effects[effectIndex].updateEffect();
  87853. }
  87854. };
  87855. /**
  87856. * Internal
  87857. * @returns if all the contained post processes are ready.
  87858. * @hidden
  87859. */
  87860. BloomEffect.prototype._isReady = function () {
  87861. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87862. if (!this._effects[effectIndex].isReady()) {
  87863. return false;
  87864. }
  87865. }
  87866. return true;
  87867. };
  87868. return BloomEffect;
  87869. }(BABYLON.PostProcessRenderEffect));
  87870. BABYLON.BloomEffect = BloomEffect;
  87871. })(BABYLON || (BABYLON = {}));
  87872. //# sourceMappingURL=babylon.bloomEffect.js.map
  87873. var BABYLON;
  87874. (function (BABYLON) {
  87875. /**
  87876. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  87877. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  87878. */
  87879. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  87880. __extends(DefaultRenderingPipeline, _super);
  87881. /**
  87882. * @constructor
  87883. * @param name - The rendering pipeline name (default: "")
  87884. * @param hdr - If high dynamic range textures should be used (default: true)
  87885. * @param scene - The scene linked to this pipeline (default: the last created scene)
  87886. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  87887. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  87888. */
  87889. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  87890. if (name === void 0) { name = ""; }
  87891. if (hdr === void 0) { hdr = true; }
  87892. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  87893. if (automaticBuild === void 0) { automaticBuild = true; }
  87894. var _this = _super.call(this, scene.getEngine(), name) || this;
  87895. _this._camerasToBeAttached = [];
  87896. /**
  87897. * ID of the sharpen post process,
  87898. */
  87899. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  87900. /**
  87901. * @ignore
  87902. * ID of the image processing post process;
  87903. */
  87904. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  87905. /**
  87906. * @ignore
  87907. * ID of the Fast Approximate Anti-Aliasing post process;
  87908. */
  87909. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  87910. /**
  87911. * ID of the chromatic aberration post process,
  87912. */
  87913. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  87914. /**
  87915. * ID of the grain post process
  87916. */
  87917. _this.GrainPostProcessId = "GrainPostProcessEffect";
  87918. /**
  87919. * Glow post process which adds a glow to emmisive areas of the image
  87920. */
  87921. _this._glowLayer = null;
  87922. /**
  87923. * Animations which can be used to tweak settings over a period of time
  87924. */
  87925. _this.animations = [];
  87926. _this._imageProcessingConfigurationObserver = null;
  87927. // Values
  87928. _this._sharpenEnabled = false;
  87929. _this._bloomEnabled = false;
  87930. _this._depthOfFieldEnabled = false;
  87931. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  87932. _this._fxaaEnabled = false;
  87933. _this._imageProcessingEnabled = true;
  87934. _this._bloomScale = 0.5;
  87935. _this._chromaticAberrationEnabled = false;
  87936. _this._grainEnabled = false;
  87937. _this._buildAllowed = true;
  87938. _this._resizeObserver = null;
  87939. _this._hardwareScaleLevel = 1.0;
  87940. _this._bloomKernel = 64;
  87941. /**
  87942. * Specifies the weight of the bloom in the final rendering
  87943. */
  87944. _this._bloomWeight = 0.15;
  87945. /**
  87946. * Specifies the luma threshold for the area that will be blurred by the bloom
  87947. */
  87948. _this._bloomThreshold = 0.9;
  87949. _this._samples = 1;
  87950. _this._hasCleared = false;
  87951. _this._prevPostProcess = null;
  87952. _this._prevPrevPostProcess = null;
  87953. _this._depthOfFieldSceneObserver = null;
  87954. _this._cameras = cameras || scene.cameras;
  87955. _this._cameras = _this._cameras.slice();
  87956. _this._camerasToBeAttached = _this._cameras.slice();
  87957. _this._buildAllowed = automaticBuild;
  87958. // Initialize
  87959. _this._scene = scene;
  87960. var caps = _this._scene.getEngine().getCaps();
  87961. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  87962. // Misc
  87963. if (_this._hdr) {
  87964. if (caps.textureHalfFloatRender) {
  87965. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87966. }
  87967. else if (caps.textureFloatRender) {
  87968. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  87969. }
  87970. }
  87971. else {
  87972. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  87973. }
  87974. // Attach
  87975. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87976. var engine = _this._scene.getEngine();
  87977. // Create post processes before hand so they can be modified before enabled.
  87978. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  87979. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87980. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  87981. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  87982. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  87983. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87984. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  87985. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87986. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  87987. _this._resizeObserver = engine.onResizeObservable.add(function () {
  87988. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  87989. _this.bloomKernel = _this.bloomKernel;
  87990. });
  87991. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  87992. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  87993. });
  87994. _this._buildPipeline();
  87995. return _this;
  87996. }
  87997. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  87998. get: function () {
  87999. return this._sharpenEnabled;
  88000. },
  88001. /**
  88002. * Enable or disable the sharpen process from the pipeline
  88003. */
  88004. set: function (enabled) {
  88005. if (this._sharpenEnabled === enabled) {
  88006. return;
  88007. }
  88008. this._sharpenEnabled = enabled;
  88009. this._buildPipeline();
  88010. },
  88011. enumerable: true,
  88012. configurable: true
  88013. });
  88014. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88015. /**
  88016. * Specifies the size of the bloom blur kernel, relative to the final output size
  88017. */
  88018. get: function () {
  88019. return this._bloomKernel;
  88020. },
  88021. set: function (value) {
  88022. this._bloomKernel = value;
  88023. this.bloom.kernel = value / this._hardwareScaleLevel;
  88024. },
  88025. enumerable: true,
  88026. configurable: true
  88027. });
  88028. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88029. get: function () {
  88030. return this._bloomWeight;
  88031. },
  88032. /**
  88033. * The strength of the bloom.
  88034. */
  88035. set: function (value) {
  88036. if (this._bloomWeight === value) {
  88037. return;
  88038. }
  88039. this.bloom.weight = value;
  88040. this._bloomWeight = value;
  88041. },
  88042. enumerable: true,
  88043. configurable: true
  88044. });
  88045. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88046. get: function () {
  88047. return this._bloomThreshold;
  88048. },
  88049. /**
  88050. * The strength of the bloom.
  88051. */
  88052. set: function (value) {
  88053. if (this._bloomThreshold === value) {
  88054. return;
  88055. }
  88056. this.bloom.threshold = value;
  88057. this._bloomThreshold = value;
  88058. },
  88059. enumerable: true,
  88060. configurable: true
  88061. });
  88062. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88063. get: function () {
  88064. return this._bloomScale;
  88065. },
  88066. /**
  88067. * The scale of the bloom, lower value will provide better performance.
  88068. */
  88069. set: function (value) {
  88070. if (this._bloomScale === value) {
  88071. return;
  88072. }
  88073. this._bloomScale = value;
  88074. // recreate bloom and dispose old as this setting is not dynamic
  88075. this._rebuildBloom();
  88076. this._buildPipeline();
  88077. },
  88078. enumerable: true,
  88079. configurable: true
  88080. });
  88081. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88082. get: function () {
  88083. return this._bloomEnabled;
  88084. },
  88085. /**
  88086. * Enable or disable the bloom from the pipeline
  88087. */
  88088. set: function (enabled) {
  88089. if (this._bloomEnabled === enabled) {
  88090. return;
  88091. }
  88092. this._bloomEnabled = enabled;
  88093. this._buildPipeline();
  88094. },
  88095. enumerable: true,
  88096. configurable: true
  88097. });
  88098. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88099. // recreate bloom and dispose old as this setting is not dynamic
  88100. var oldBloom = this.bloom;
  88101. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88102. this.bloom.threshold = oldBloom.threshold;
  88103. for (var i = 0; i < this._cameras.length; i++) {
  88104. oldBloom.disposeEffects(this._cameras[i]);
  88105. }
  88106. };
  88107. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88108. /**
  88109. * If the depth of field is enabled.
  88110. */
  88111. get: function () {
  88112. return this._depthOfFieldEnabled;
  88113. },
  88114. set: function (enabled) {
  88115. if (this._depthOfFieldEnabled === enabled) {
  88116. return;
  88117. }
  88118. this._depthOfFieldEnabled = enabled;
  88119. this._buildPipeline();
  88120. },
  88121. enumerable: true,
  88122. configurable: true
  88123. });
  88124. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88125. /**
  88126. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88127. */
  88128. get: function () {
  88129. return this._depthOfFieldBlurLevel;
  88130. },
  88131. set: function (value) {
  88132. if (this._depthOfFieldBlurLevel === value) {
  88133. return;
  88134. }
  88135. this._depthOfFieldBlurLevel = value;
  88136. // recreate dof and dispose old as this setting is not dynamic
  88137. var oldDof = this.depthOfField;
  88138. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88139. this.depthOfField.focalLength = oldDof.focalLength;
  88140. this.depthOfField.focusDistance = oldDof.focusDistance;
  88141. this.depthOfField.fStop = oldDof.fStop;
  88142. this.depthOfField.lensSize = oldDof.lensSize;
  88143. for (var i = 0; i < this._cameras.length; i++) {
  88144. oldDof.disposeEffects(this._cameras[i]);
  88145. }
  88146. this._buildPipeline();
  88147. },
  88148. enumerable: true,
  88149. configurable: true
  88150. });
  88151. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88152. get: function () {
  88153. return this._fxaaEnabled;
  88154. },
  88155. /**
  88156. * If the anti aliasing is enabled.
  88157. */
  88158. set: function (enabled) {
  88159. if (this._fxaaEnabled === enabled) {
  88160. return;
  88161. }
  88162. this._fxaaEnabled = enabled;
  88163. this._buildPipeline();
  88164. },
  88165. enumerable: true,
  88166. configurable: true
  88167. });
  88168. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88169. get: function () {
  88170. return this._samples;
  88171. },
  88172. /**
  88173. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88174. */
  88175. set: function (sampleCount) {
  88176. if (this._samples === sampleCount) {
  88177. return;
  88178. }
  88179. this._samples = sampleCount;
  88180. this._buildPipeline();
  88181. },
  88182. enumerable: true,
  88183. configurable: true
  88184. });
  88185. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88186. get: function () {
  88187. return this._imageProcessingEnabled;
  88188. },
  88189. /**
  88190. * If image processing is enabled.
  88191. */
  88192. set: function (enabled) {
  88193. if (this._imageProcessingEnabled === enabled) {
  88194. return;
  88195. }
  88196. this._imageProcessingEnabled = enabled;
  88197. this._buildPipeline();
  88198. },
  88199. enumerable: true,
  88200. configurable: true
  88201. });
  88202. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88203. get: function () {
  88204. return this._glowLayer == null;
  88205. },
  88206. /**
  88207. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88208. */
  88209. set: function (enabled) {
  88210. if (enabled && !this._glowLayer) {
  88211. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88212. }
  88213. else if (!enabled && this._glowLayer) {
  88214. this._glowLayer.dispose();
  88215. this._glowLayer = null;
  88216. }
  88217. },
  88218. enumerable: true,
  88219. configurable: true
  88220. });
  88221. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88222. get: function () {
  88223. return this._chromaticAberrationEnabled;
  88224. },
  88225. /**
  88226. * Enable or disable the chromaticAberration process from the pipeline
  88227. */
  88228. set: function (enabled) {
  88229. if (this._chromaticAberrationEnabled === enabled) {
  88230. return;
  88231. }
  88232. this._chromaticAberrationEnabled = enabled;
  88233. this._buildPipeline();
  88234. },
  88235. enumerable: true,
  88236. configurable: true
  88237. });
  88238. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88239. get: function () {
  88240. return this._grainEnabled;
  88241. },
  88242. /**
  88243. * Enable or disable the grain process from the pipeline
  88244. */
  88245. set: function (enabled) {
  88246. if (this._grainEnabled === enabled) {
  88247. return;
  88248. }
  88249. this._grainEnabled = enabled;
  88250. this._buildPipeline();
  88251. },
  88252. enumerable: true,
  88253. configurable: true
  88254. });
  88255. /**
  88256. * Force the compilation of the entire pipeline.
  88257. */
  88258. DefaultRenderingPipeline.prototype.prepare = function () {
  88259. var previousState = this._buildAllowed;
  88260. this._buildAllowed = true;
  88261. this._buildPipeline();
  88262. this._buildAllowed = previousState;
  88263. };
  88264. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88265. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88266. if (this._hasCleared) {
  88267. postProcess.autoClear = false;
  88268. }
  88269. else {
  88270. postProcess.autoClear = true;
  88271. this._scene.autoClear = false;
  88272. this._hasCleared = true;
  88273. }
  88274. if (!skipTextureSharing) {
  88275. if (this._prevPrevPostProcess) {
  88276. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88277. }
  88278. else {
  88279. postProcess.useOwnOutput();
  88280. }
  88281. if (this._prevPostProcess) {
  88282. this._prevPrevPostProcess = this._prevPostProcess;
  88283. }
  88284. this._prevPostProcess = postProcess;
  88285. }
  88286. };
  88287. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88288. var _this = this;
  88289. if (!this._buildAllowed) {
  88290. return;
  88291. }
  88292. this._scene.autoClear = true;
  88293. var engine = this._scene.getEngine();
  88294. this._disposePostProcesses();
  88295. if (this._cameras !== null) {
  88296. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88297. // get back cameras to be used to reattach pipeline
  88298. this._cameras = this._camerasToBeAttached.slice();
  88299. }
  88300. this._reset();
  88301. this._prevPostProcess = null;
  88302. this._prevPrevPostProcess = null;
  88303. this._hasCleared = false;
  88304. if (this.depthOfFieldEnabled) {
  88305. // Multi camera suport
  88306. if (this._cameras.length > 1) {
  88307. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88308. var camera = _a[_i];
  88309. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88310. depthRenderer.useOnlyInActiveCamera = true;
  88311. }
  88312. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88313. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88314. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88315. }
  88316. });
  88317. }
  88318. else {
  88319. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88320. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88321. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88322. }
  88323. if (!this.depthOfField._isReady()) {
  88324. this.depthOfField._updateEffects();
  88325. }
  88326. this.addEffect(this.depthOfField);
  88327. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88328. }
  88329. else {
  88330. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88331. }
  88332. if (this.bloomEnabled) {
  88333. if (!this.bloom._isReady()) {
  88334. this.bloom._updateEffects();
  88335. }
  88336. this.addEffect(this.bloom);
  88337. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88338. }
  88339. if (this._imageProcessingEnabled) {
  88340. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88341. if (this._hdr) {
  88342. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88343. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88344. }
  88345. else {
  88346. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88347. }
  88348. }
  88349. if (this.sharpenEnabled) {
  88350. if (!this.sharpen.isReady()) {
  88351. this.sharpen.updateEffect();
  88352. }
  88353. this.addEffect(this._sharpenEffect);
  88354. this._setAutoClearAndTextureSharing(this.sharpen);
  88355. }
  88356. if (this.grainEnabled) {
  88357. if (!this.grain.isReady()) {
  88358. this.grain.updateEffect();
  88359. }
  88360. this.addEffect(this._grainEffect);
  88361. this._setAutoClearAndTextureSharing(this.grain);
  88362. }
  88363. if (this.chromaticAberrationEnabled) {
  88364. if (!this.chromaticAberration.isReady()) {
  88365. this.chromaticAberration.updateEffect();
  88366. }
  88367. this.addEffect(this._chromaticAberrationEffect);
  88368. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88369. }
  88370. if (this.fxaaEnabled) {
  88371. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88372. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88373. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88374. }
  88375. if (this._cameras !== null) {
  88376. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88377. }
  88378. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88379. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88380. }
  88381. };
  88382. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88383. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88384. for (var i = 0; i < this._cameras.length; i++) {
  88385. var camera = this._cameras[i];
  88386. if (this.imageProcessing) {
  88387. this.imageProcessing.dispose(camera);
  88388. }
  88389. if (this.fxaa) {
  88390. this.fxaa.dispose(camera);
  88391. }
  88392. // These are created in the constructor and should not be disposed on every pipeline change
  88393. if (disposeNonRecreated) {
  88394. if (this.sharpen) {
  88395. this.sharpen.dispose(camera);
  88396. }
  88397. if (this.depthOfField) {
  88398. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88399. this.depthOfField.disposeEffects(camera);
  88400. }
  88401. if (this.bloom) {
  88402. this.bloom.disposeEffects(camera);
  88403. }
  88404. if (this.chromaticAberration) {
  88405. this.chromaticAberration.dispose(camera);
  88406. }
  88407. if (this.grain) {
  88408. this.grain.dispose(camera);
  88409. }
  88410. if (this._glowLayer) {
  88411. this._glowLayer.dispose();
  88412. }
  88413. }
  88414. }
  88415. this.imageProcessing = null;
  88416. this.fxaa = null;
  88417. if (disposeNonRecreated) {
  88418. this.sharpen = null;
  88419. this._sharpenEffect = null;
  88420. this.depthOfField = null;
  88421. this.bloom = null;
  88422. this.chromaticAberration = null;
  88423. this._chromaticAberrationEffect = null;
  88424. this.grain = null;
  88425. this._grainEffect = null;
  88426. this._glowLayer = null;
  88427. }
  88428. };
  88429. /**
  88430. * Adds a camera to the pipeline
  88431. * @param camera the camera to be added
  88432. */
  88433. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88434. this._camerasToBeAttached.push(camera);
  88435. this._buildPipeline();
  88436. };
  88437. /**
  88438. * Removes a camera from the pipeline
  88439. * @param camera the camera to remove
  88440. */
  88441. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88442. var index = this._camerasToBeAttached.indexOf(camera);
  88443. this._camerasToBeAttached.splice(index, 1);
  88444. this._buildPipeline();
  88445. };
  88446. /**
  88447. * Dispose of the pipeline and stop all post processes
  88448. */
  88449. DefaultRenderingPipeline.prototype.dispose = function () {
  88450. this._disposePostProcesses(true);
  88451. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88452. this._scene.autoClear = true;
  88453. if (this._resizeObserver) {
  88454. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88455. this._resizeObserver = null;
  88456. }
  88457. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88458. _super.prototype.dispose.call(this);
  88459. };
  88460. /**
  88461. * Serialize the rendering pipeline (Used when exporting)
  88462. * @returns the serialized object
  88463. */
  88464. DefaultRenderingPipeline.prototype.serialize = function () {
  88465. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88466. serializationObject.customType = "DefaultRenderingPipeline";
  88467. return serializationObject;
  88468. };
  88469. /**
  88470. * Parse the serialized pipeline
  88471. * @param source Source pipeline.
  88472. * @param scene The scene to load the pipeline to.
  88473. * @param rootUrl The URL of the serialized pipeline.
  88474. * @returns An instantiated pipeline from the serialized object.
  88475. */
  88476. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88477. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88478. };
  88479. __decorate([
  88480. BABYLON.serialize()
  88481. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88482. __decorate([
  88483. BABYLON.serialize()
  88484. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88485. __decorate([
  88486. BABYLON.serialize()
  88487. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88488. __decorate([
  88489. BABYLON.serialize()
  88490. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88491. __decorate([
  88492. BABYLON.serialize()
  88493. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88494. __decorate([
  88495. BABYLON.serialize()
  88496. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88497. __decorate([
  88498. BABYLON.serialize()
  88499. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88500. __decorate([
  88501. BABYLON.serialize()
  88502. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88503. __decorate([
  88504. BABYLON.serialize()
  88505. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88506. __decorate([
  88507. BABYLON.serialize()
  88508. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88509. __decorate([
  88510. BABYLON.serialize()
  88511. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88512. __decorate([
  88513. BABYLON.serialize()
  88514. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88515. __decorate([
  88516. BABYLON.serialize()
  88517. ], DefaultRenderingPipeline.prototype, "samples", null);
  88518. __decorate([
  88519. BABYLON.serialize()
  88520. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88521. __decorate([
  88522. BABYLON.serialize()
  88523. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88524. __decorate([
  88525. BABYLON.serialize()
  88526. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88527. __decorate([
  88528. BABYLON.serialize()
  88529. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88530. return DefaultRenderingPipeline;
  88531. }(BABYLON.PostProcessRenderPipeline));
  88532. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88533. })(BABYLON || (BABYLON = {}));
  88534. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88535. var BABYLON;
  88536. (function (BABYLON) {
  88537. /**
  88538. * @hidden
  88539. */
  88540. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88541. __extends(ImageProcessingConfigurationDefines, _super);
  88542. function ImageProcessingConfigurationDefines() {
  88543. var _this = _super.call(this) || this;
  88544. _this.IMAGEPROCESSING = false;
  88545. _this.VIGNETTE = false;
  88546. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88547. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88548. _this.TONEMAPPING = false;
  88549. _this.TONEMAPPING_ACES = false;
  88550. _this.CONTRAST = false;
  88551. _this.COLORCURVES = false;
  88552. _this.COLORGRADING = false;
  88553. _this.COLORGRADING3D = false;
  88554. _this.SAMPLER3DGREENDEPTH = false;
  88555. _this.SAMPLER3DBGRMAP = false;
  88556. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88557. _this.EXPOSURE = false;
  88558. _this.rebuild();
  88559. return _this;
  88560. }
  88561. return ImageProcessingConfigurationDefines;
  88562. }(BABYLON.MaterialDefines));
  88563. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88564. /**
  88565. * This groups together the common properties used for image processing either in direct forward pass
  88566. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88567. * or not.
  88568. */
  88569. var ImageProcessingConfiguration = /** @class */ (function () {
  88570. function ImageProcessingConfiguration() {
  88571. /**
  88572. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88573. */
  88574. this.colorCurves = new BABYLON.ColorCurves();
  88575. this._colorCurvesEnabled = false;
  88576. this._colorGradingEnabled = false;
  88577. this._colorGradingWithGreenDepth = true;
  88578. this._colorGradingBGR = true;
  88579. /** @hidden */
  88580. this._exposure = 1.0;
  88581. this._toneMappingEnabled = false;
  88582. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88583. this._contrast = 1.0;
  88584. /**
  88585. * Vignette stretch size.
  88586. */
  88587. this.vignetteStretch = 0;
  88588. /**
  88589. * Vignette centre X Offset.
  88590. */
  88591. this.vignetteCentreX = 0;
  88592. /**
  88593. * Vignette centre Y Offset.
  88594. */
  88595. this.vignetteCentreY = 0;
  88596. /**
  88597. * Vignette weight or intensity of the vignette effect.
  88598. */
  88599. this.vignetteWeight = 1.5;
  88600. /**
  88601. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88602. * if vignetteEnabled is set to true.
  88603. */
  88604. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88605. /**
  88606. * Camera field of view used by the Vignette effect.
  88607. */
  88608. this.vignetteCameraFov = 0.5;
  88609. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  88610. this._vignetteEnabled = false;
  88611. this._applyByPostProcess = false;
  88612. this._isEnabled = true;
  88613. /**
  88614. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  88615. */
  88616. this.onUpdateParameters = new BABYLON.Observable();
  88617. }
  88618. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  88619. /**
  88620. * Gets wether the color curves effect is enabled.
  88621. */
  88622. get: function () {
  88623. return this._colorCurvesEnabled;
  88624. },
  88625. /**
  88626. * Sets wether the color curves effect is enabled.
  88627. */
  88628. set: function (value) {
  88629. if (this._colorCurvesEnabled === value) {
  88630. return;
  88631. }
  88632. this._colorCurvesEnabled = value;
  88633. this._updateParameters();
  88634. },
  88635. enumerable: true,
  88636. configurable: true
  88637. });
  88638. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  88639. /**
  88640. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88641. */
  88642. get: function () {
  88643. return this._colorGradingTexture;
  88644. },
  88645. /**
  88646. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88647. */
  88648. set: function (value) {
  88649. if (this._colorGradingTexture === value) {
  88650. return;
  88651. }
  88652. this._colorGradingTexture = value;
  88653. this._updateParameters();
  88654. },
  88655. enumerable: true,
  88656. configurable: true
  88657. });
  88658. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  88659. /**
  88660. * Gets wether the color grading effect is enabled.
  88661. */
  88662. get: function () {
  88663. return this._colorGradingEnabled;
  88664. },
  88665. /**
  88666. * Sets wether the color grading effect is enabled.
  88667. */
  88668. set: function (value) {
  88669. if (this._colorGradingEnabled === value) {
  88670. return;
  88671. }
  88672. this._colorGradingEnabled = value;
  88673. this._updateParameters();
  88674. },
  88675. enumerable: true,
  88676. configurable: true
  88677. });
  88678. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  88679. /**
  88680. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  88681. */
  88682. get: function () {
  88683. return this._colorGradingWithGreenDepth;
  88684. },
  88685. /**
  88686. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  88687. */
  88688. set: function (value) {
  88689. if (this._colorGradingWithGreenDepth === value) {
  88690. return;
  88691. }
  88692. this._colorGradingWithGreenDepth = value;
  88693. this._updateParameters();
  88694. },
  88695. enumerable: true,
  88696. configurable: true
  88697. });
  88698. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  88699. /**
  88700. * Gets wether the color grading texture contains BGR values.
  88701. */
  88702. get: function () {
  88703. return this._colorGradingBGR;
  88704. },
  88705. /**
  88706. * Sets wether the color grading texture contains BGR values.
  88707. */
  88708. set: function (value) {
  88709. if (this._colorGradingBGR === value) {
  88710. return;
  88711. }
  88712. this._colorGradingBGR = value;
  88713. this._updateParameters();
  88714. },
  88715. enumerable: true,
  88716. configurable: true
  88717. });
  88718. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  88719. /**
  88720. * Gets the Exposure used in the effect.
  88721. */
  88722. get: function () {
  88723. return this._exposure;
  88724. },
  88725. /**
  88726. * Sets the Exposure used in the effect.
  88727. */
  88728. set: function (value) {
  88729. if (this._exposure === value) {
  88730. return;
  88731. }
  88732. this._exposure = value;
  88733. this._updateParameters();
  88734. },
  88735. enumerable: true,
  88736. configurable: true
  88737. });
  88738. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  88739. /**
  88740. * Gets wether the tone mapping effect is enabled.
  88741. */
  88742. get: function () {
  88743. return this._toneMappingEnabled;
  88744. },
  88745. /**
  88746. * Sets wether the tone mapping effect is enabled.
  88747. */
  88748. set: function (value) {
  88749. if (this._toneMappingEnabled === value) {
  88750. return;
  88751. }
  88752. this._toneMappingEnabled = value;
  88753. this._updateParameters();
  88754. },
  88755. enumerable: true,
  88756. configurable: true
  88757. });
  88758. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  88759. /**
  88760. * Gets the type of tone mapping effect.
  88761. */
  88762. get: function () {
  88763. return this._toneMappingType;
  88764. },
  88765. /**
  88766. * Sets the type of tone mapping effect used in BabylonJS.
  88767. */
  88768. set: function (value) {
  88769. if (this._toneMappingType === value) {
  88770. return;
  88771. }
  88772. this._toneMappingType = value;
  88773. this._updateParameters();
  88774. },
  88775. enumerable: true,
  88776. configurable: true
  88777. });
  88778. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  88779. /**
  88780. * Gets the contrast used in the effect.
  88781. */
  88782. get: function () {
  88783. return this._contrast;
  88784. },
  88785. /**
  88786. * Sets the contrast used in the effect.
  88787. */
  88788. set: function (value) {
  88789. if (this._contrast === value) {
  88790. return;
  88791. }
  88792. this._contrast = value;
  88793. this._updateParameters();
  88794. },
  88795. enumerable: true,
  88796. configurable: true
  88797. });
  88798. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  88799. /**
  88800. * Gets the vignette blend mode allowing different kind of effect.
  88801. */
  88802. get: function () {
  88803. return this._vignetteBlendMode;
  88804. },
  88805. /**
  88806. * Sets the vignette blend mode allowing different kind of effect.
  88807. */
  88808. set: function (value) {
  88809. if (this._vignetteBlendMode === value) {
  88810. return;
  88811. }
  88812. this._vignetteBlendMode = value;
  88813. this._updateParameters();
  88814. },
  88815. enumerable: true,
  88816. configurable: true
  88817. });
  88818. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  88819. /**
  88820. * Gets wether the vignette effect is enabled.
  88821. */
  88822. get: function () {
  88823. return this._vignetteEnabled;
  88824. },
  88825. /**
  88826. * Sets wether the vignette effect is enabled.
  88827. */
  88828. set: function (value) {
  88829. if (this._vignetteEnabled === value) {
  88830. return;
  88831. }
  88832. this._vignetteEnabled = value;
  88833. this._updateParameters();
  88834. },
  88835. enumerable: true,
  88836. configurable: true
  88837. });
  88838. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  88839. /**
  88840. * Gets wether the image processing is applied through a post process or not.
  88841. */
  88842. get: function () {
  88843. return this._applyByPostProcess;
  88844. },
  88845. /**
  88846. * Sets wether the image processing is applied through a post process or not.
  88847. */
  88848. set: function (value) {
  88849. if (this._applyByPostProcess === value) {
  88850. return;
  88851. }
  88852. this._applyByPostProcess = value;
  88853. this._updateParameters();
  88854. },
  88855. enumerable: true,
  88856. configurable: true
  88857. });
  88858. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  88859. /**
  88860. * Gets wether the image processing is enabled or not.
  88861. */
  88862. get: function () {
  88863. return this._isEnabled;
  88864. },
  88865. /**
  88866. * Sets wether the image processing is enabled or not.
  88867. */
  88868. set: function (value) {
  88869. if (this._isEnabled === value) {
  88870. return;
  88871. }
  88872. this._isEnabled = value;
  88873. this._updateParameters();
  88874. },
  88875. enumerable: true,
  88876. configurable: true
  88877. });
  88878. /**
  88879. * Method called each time the image processing information changes requires to recompile the effect.
  88880. */
  88881. ImageProcessingConfiguration.prototype._updateParameters = function () {
  88882. this.onUpdateParameters.notifyObservers(this);
  88883. };
  88884. /**
  88885. * Gets the current class name.
  88886. * @return "ImageProcessingConfiguration"
  88887. */
  88888. ImageProcessingConfiguration.prototype.getClassName = function () {
  88889. return "ImageProcessingConfiguration";
  88890. };
  88891. /**
  88892. * Prepare the list of uniforms associated with the Image Processing effects.
  88893. * @param uniforms The list of uniforms used in the effect
  88894. * @param defines the list of defines currently in use
  88895. */
  88896. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  88897. if (defines.EXPOSURE) {
  88898. uniforms.push("exposureLinear");
  88899. }
  88900. if (defines.CONTRAST) {
  88901. uniforms.push("contrast");
  88902. }
  88903. if (defines.COLORGRADING) {
  88904. uniforms.push("colorTransformSettings");
  88905. }
  88906. if (defines.VIGNETTE) {
  88907. uniforms.push("vInverseScreenSize");
  88908. uniforms.push("vignetteSettings1");
  88909. uniforms.push("vignetteSettings2");
  88910. }
  88911. if (defines.COLORCURVES) {
  88912. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  88913. }
  88914. };
  88915. /**
  88916. * Prepare the list of samplers associated with the Image Processing effects.
  88917. * @param samplersList The list of uniforms used in the effect
  88918. * @param defines the list of defines currently in use
  88919. */
  88920. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  88921. if (defines.COLORGRADING) {
  88922. samplersList.push("txColorTransform");
  88923. }
  88924. };
  88925. /**
  88926. * Prepare the list of defines associated to the shader.
  88927. * @param defines the list of defines to complete
  88928. * @param forPostProcess Define if we are currently in post process mode or not
  88929. */
  88930. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  88931. if (forPostProcess === void 0) { forPostProcess = false; }
  88932. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  88933. defines.VIGNETTE = false;
  88934. defines.TONEMAPPING = false;
  88935. defines.TONEMAPPING_ACES = false;
  88936. defines.CONTRAST = false;
  88937. defines.EXPOSURE = false;
  88938. defines.COLORCURVES = false;
  88939. defines.COLORGRADING = false;
  88940. defines.COLORGRADING3D = false;
  88941. defines.IMAGEPROCESSING = false;
  88942. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  88943. return;
  88944. }
  88945. defines.VIGNETTE = this.vignetteEnabled;
  88946. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  88947. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  88948. defines.TONEMAPPING = this.toneMappingEnabled;
  88949. switch (this._toneMappingType) {
  88950. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  88951. defines.TONEMAPPING_ACES = true;
  88952. break;
  88953. }
  88954. defines.CONTRAST = (this.contrast !== 1.0);
  88955. defines.EXPOSURE = (this.exposure !== 1.0);
  88956. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  88957. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  88958. if (defines.COLORGRADING) {
  88959. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  88960. }
  88961. else {
  88962. defines.COLORGRADING3D = false;
  88963. }
  88964. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  88965. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  88966. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  88967. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  88968. };
  88969. /**
  88970. * Returns true if all the image processing information are ready.
  88971. * @returns True if ready, otherwise, false
  88972. */
  88973. ImageProcessingConfiguration.prototype.isReady = function () {
  88974. // Color Grading texure can not be none blocking.
  88975. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  88976. };
  88977. /**
  88978. * Binds the image processing to the shader.
  88979. * @param effect The effect to bind to
  88980. * @param aspectRatio Define the current aspect ratio of the effect
  88981. */
  88982. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  88983. if (aspectRatio === void 0) { aspectRatio = 1; }
  88984. // Color Curves
  88985. if (this._colorCurvesEnabled && this.colorCurves) {
  88986. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  88987. }
  88988. // Vignette
  88989. if (this._vignetteEnabled) {
  88990. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  88991. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  88992. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  88993. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  88994. var vignetteScaleX = vignetteScaleY * aspectRatio;
  88995. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  88996. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  88997. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  88998. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  88999. var vignettePower = -2.0 * this.vignetteWeight;
  89000. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89001. }
  89002. // Exposure
  89003. effect.setFloat("exposureLinear", this.exposure);
  89004. // Contrast
  89005. effect.setFloat("contrast", this.contrast);
  89006. // Color transform settings
  89007. if (this.colorGradingTexture) {
  89008. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89009. var textureSize = this.colorGradingTexture.getSize().height;
  89010. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89011. 0.5 / textureSize, // textureOffset
  89012. textureSize, // textureSize
  89013. this.colorGradingTexture.level // weight
  89014. );
  89015. }
  89016. };
  89017. /**
  89018. * Clones the current image processing instance.
  89019. * @return The cloned image processing
  89020. */
  89021. ImageProcessingConfiguration.prototype.clone = function () {
  89022. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89023. };
  89024. /**
  89025. * Serializes the current image processing instance to a json representation.
  89026. * @return a JSON representation
  89027. */
  89028. ImageProcessingConfiguration.prototype.serialize = function () {
  89029. return BABYLON.SerializationHelper.Serialize(this);
  89030. };
  89031. /**
  89032. * Parses the image processing from a json representation.
  89033. * @param source the JSON source to parse
  89034. * @return The parsed image processing
  89035. */
  89036. ImageProcessingConfiguration.Parse = function (source) {
  89037. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89038. };
  89039. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89040. /**
  89041. * Used to apply the vignette as a mix with the pixel color.
  89042. */
  89043. get: function () {
  89044. return this._VIGNETTEMODE_MULTIPLY;
  89045. },
  89046. enumerable: true,
  89047. configurable: true
  89048. });
  89049. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89050. /**
  89051. * Used to apply the vignette as a replacement of the pixel color.
  89052. */
  89053. get: function () {
  89054. return this._VIGNETTEMODE_OPAQUE;
  89055. },
  89056. enumerable: true,
  89057. configurable: true
  89058. });
  89059. /**
  89060. * Default tone mapping applied in BabylonJS.
  89061. */
  89062. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89063. /**
  89064. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89065. * to other engines rendering to increase portability.
  89066. */
  89067. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89068. // Static constants associated to the image processing.
  89069. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89070. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89071. __decorate([
  89072. BABYLON.serializeAsColorCurves()
  89073. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89074. __decorate([
  89075. BABYLON.serialize()
  89076. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89077. __decorate([
  89078. BABYLON.serializeAsTexture("colorGradingTexture")
  89079. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89080. __decorate([
  89081. BABYLON.serialize()
  89082. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89083. __decorate([
  89084. BABYLON.serialize()
  89085. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89086. __decorate([
  89087. BABYLON.serialize()
  89088. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89089. __decorate([
  89090. BABYLON.serialize()
  89091. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89092. __decorate([
  89093. BABYLON.serialize()
  89094. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89095. __decorate([
  89096. BABYLON.serialize()
  89097. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89098. __decorate([
  89099. BABYLON.serialize()
  89100. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89101. __decorate([
  89102. BABYLON.serialize()
  89103. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89104. __decorate([
  89105. BABYLON.serialize()
  89106. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89107. __decorate([
  89108. BABYLON.serialize()
  89109. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89110. __decorate([
  89111. BABYLON.serialize()
  89112. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89113. __decorate([
  89114. BABYLON.serializeAsColor4()
  89115. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89116. __decorate([
  89117. BABYLON.serialize()
  89118. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89119. __decorate([
  89120. BABYLON.serialize()
  89121. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89122. __decorate([
  89123. BABYLON.serialize()
  89124. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89125. __decorate([
  89126. BABYLON.serialize()
  89127. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89128. __decorate([
  89129. BABYLON.serialize()
  89130. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89131. return ImageProcessingConfiguration;
  89132. }());
  89133. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89134. })(BABYLON || (BABYLON = {}));
  89135. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89136. var BABYLON;
  89137. (function (BABYLON) {
  89138. /**
  89139. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89140. * It can help converting any input color in a desired output one. This can then be used to create effects
  89141. * from sepia, black and white to sixties or futuristic rendering...
  89142. *
  89143. * The only supported format is currently 3dl.
  89144. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89145. */
  89146. var ColorGradingTexture = /** @class */ (function (_super) {
  89147. __extends(ColorGradingTexture, _super);
  89148. /**
  89149. * Instantiates a ColorGradingTexture from the following parameters.
  89150. *
  89151. * @param url The location of the color gradind data (currently only supporting 3dl)
  89152. * @param scene The scene the texture will be used in
  89153. */
  89154. function ColorGradingTexture(url, scene) {
  89155. var _this = _super.call(this, scene) || this;
  89156. if (!url) {
  89157. return _this;
  89158. }
  89159. _this._engine = scene.getEngine();
  89160. _this._textureMatrix = BABYLON.Matrix.Identity();
  89161. _this.name = url;
  89162. _this.url = url;
  89163. _this.hasAlpha = false;
  89164. _this.isCube = false;
  89165. _this.is3D = _this._engine.webGLVersion > 1;
  89166. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89167. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89168. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89169. _this.anisotropicFilteringLevel = 1;
  89170. _this._texture = _this._getFromCache(url, true);
  89171. if (!_this._texture) {
  89172. if (!scene.useDelayedTextureLoading) {
  89173. _this.loadTexture();
  89174. }
  89175. else {
  89176. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89177. }
  89178. }
  89179. return _this;
  89180. }
  89181. /**
  89182. * Returns the texture matrix used in most of the material.
  89183. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89184. */
  89185. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89186. return this._textureMatrix;
  89187. };
  89188. /**
  89189. * Occurs when the file being loaded is a .3dl LUT file.
  89190. */
  89191. ColorGradingTexture.prototype.load3dlTexture = function () {
  89192. var engine = this._engine;
  89193. var texture;
  89194. if (engine.webGLVersion === 1) {
  89195. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89196. }
  89197. else {
  89198. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89199. }
  89200. this._texture = texture;
  89201. var callback = function (text) {
  89202. if (typeof text !== "string") {
  89203. return;
  89204. }
  89205. var data = null;
  89206. var tempData = null;
  89207. var line;
  89208. var lines = text.split('\n');
  89209. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89210. var maxColor = 0;
  89211. for (var i = 0; i < lines.length; i++) {
  89212. line = lines[i];
  89213. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89214. continue;
  89215. }
  89216. if (line.indexOf('#') === 0) {
  89217. continue;
  89218. }
  89219. var words = line.split(" ");
  89220. if (size === 0) {
  89221. // Number of space + one
  89222. size = words.length;
  89223. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89224. tempData = new Float32Array(size * size * size * 4);
  89225. continue;
  89226. }
  89227. if (size != 0) {
  89228. var r = Math.max(parseInt(words[0]), 0);
  89229. var g = Math.max(parseInt(words[1]), 0);
  89230. var b = Math.max(parseInt(words[2]), 0);
  89231. maxColor = Math.max(r, maxColor);
  89232. maxColor = Math.max(g, maxColor);
  89233. maxColor = Math.max(b, maxColor);
  89234. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89235. if (tempData) {
  89236. tempData[pixelStorageIndex + 0] = r;
  89237. tempData[pixelStorageIndex + 1] = g;
  89238. tempData[pixelStorageIndex + 2] = b;
  89239. }
  89240. // Keep for reference in case of back compat problems.
  89241. // pixelIndexSlice++;
  89242. // if (pixelIndexSlice % size == 0) {
  89243. // pixelIndexH++;
  89244. // pixelIndexSlice = 0;
  89245. // if (pixelIndexH % size == 0) {
  89246. // pixelIndexW++;
  89247. // pixelIndexH = 0;
  89248. // }
  89249. // }
  89250. pixelIndexH++;
  89251. if (pixelIndexH % size == 0) {
  89252. pixelIndexSlice++;
  89253. pixelIndexH = 0;
  89254. if (pixelIndexSlice % size == 0) {
  89255. pixelIndexW++;
  89256. pixelIndexSlice = 0;
  89257. }
  89258. }
  89259. }
  89260. }
  89261. if (tempData && data) {
  89262. for (var i = 0; i < tempData.length; i++) {
  89263. if (i > 0 && (i + 1) % 4 === 0) {
  89264. data[i] = 255;
  89265. }
  89266. else {
  89267. var value = tempData[i];
  89268. data[i] = (value / maxColor * 255);
  89269. }
  89270. }
  89271. }
  89272. if (texture.is3D) {
  89273. texture.updateSize(size, size, size);
  89274. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89275. }
  89276. else {
  89277. texture.updateSize(size * size, size);
  89278. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89279. }
  89280. };
  89281. var scene = this.getScene();
  89282. if (scene) {
  89283. scene._loadFile(this.url, callback);
  89284. }
  89285. else {
  89286. this._engine._loadFile(this.url, callback);
  89287. }
  89288. return this._texture;
  89289. };
  89290. /**
  89291. * Starts the loading process of the texture.
  89292. */
  89293. ColorGradingTexture.prototype.loadTexture = function () {
  89294. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89295. this.load3dlTexture();
  89296. }
  89297. };
  89298. /**
  89299. * Clones the color gradind texture.
  89300. */
  89301. ColorGradingTexture.prototype.clone = function () {
  89302. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89303. // Base texture
  89304. newTexture.level = this.level;
  89305. return newTexture;
  89306. };
  89307. /**
  89308. * Called during delayed load for textures.
  89309. */
  89310. ColorGradingTexture.prototype.delayLoad = function () {
  89311. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89312. return;
  89313. }
  89314. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89315. this._texture = this._getFromCache(this.url, true);
  89316. if (!this._texture) {
  89317. this.loadTexture();
  89318. }
  89319. };
  89320. /**
  89321. * Parses a color grading texture serialized by Babylon.
  89322. * @param parsedTexture The texture information being parsedTexture
  89323. * @param scene The scene to load the texture in
  89324. * @param rootUrl The root url of the data assets to load
  89325. * @return A color gradind texture
  89326. */
  89327. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89328. var texture = null;
  89329. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89330. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89331. texture.name = parsedTexture.name;
  89332. texture.level = parsedTexture.level;
  89333. }
  89334. return texture;
  89335. };
  89336. /**
  89337. * Serializes the LUT texture to json format.
  89338. */
  89339. ColorGradingTexture.prototype.serialize = function () {
  89340. if (!this.name) {
  89341. return null;
  89342. }
  89343. var serializationObject = {};
  89344. serializationObject.name = this.name;
  89345. serializationObject.level = this.level;
  89346. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89347. return serializationObject;
  89348. };
  89349. /**
  89350. * Empty line regex stored for GC.
  89351. */
  89352. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89353. return ColorGradingTexture;
  89354. }(BABYLON.BaseTexture));
  89355. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89356. })(BABYLON || (BABYLON = {}));
  89357. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89358. var BABYLON;
  89359. (function (BABYLON) {
  89360. /**
  89361. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89362. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89363. * 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;
  89364. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89365. */
  89366. var ColorCurves = /** @class */ (function () {
  89367. function ColorCurves() {
  89368. this._dirty = true;
  89369. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89370. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89371. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89372. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89373. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89374. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89375. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89376. this._globalHue = 30;
  89377. this._globalDensity = 0;
  89378. this._globalSaturation = 0;
  89379. this._globalExposure = 0;
  89380. this._highlightsHue = 30;
  89381. this._highlightsDensity = 0;
  89382. this._highlightsSaturation = 0;
  89383. this._highlightsExposure = 0;
  89384. this._midtonesHue = 30;
  89385. this._midtonesDensity = 0;
  89386. this._midtonesSaturation = 0;
  89387. this._midtonesExposure = 0;
  89388. this._shadowsHue = 30;
  89389. this._shadowsDensity = 0;
  89390. this._shadowsSaturation = 0;
  89391. this._shadowsExposure = 0;
  89392. }
  89393. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89394. /**
  89395. * Gets the global Hue value.
  89396. * 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).
  89397. */
  89398. get: function () {
  89399. return this._globalHue;
  89400. },
  89401. /**
  89402. * Sets the global Hue value.
  89403. * 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).
  89404. */
  89405. set: function (value) {
  89406. this._globalHue = value;
  89407. this._dirty = true;
  89408. },
  89409. enumerable: true,
  89410. configurable: true
  89411. });
  89412. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89413. /**
  89414. * Gets the global Density value.
  89415. * 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.
  89416. * Values less than zero provide a filter of opposite hue.
  89417. */
  89418. get: function () {
  89419. return this._globalDensity;
  89420. },
  89421. /**
  89422. * Sets the global Density value.
  89423. * 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.
  89424. * Values less than zero provide a filter of opposite hue.
  89425. */
  89426. set: function (value) {
  89427. this._globalDensity = value;
  89428. this._dirty = true;
  89429. },
  89430. enumerable: true,
  89431. configurable: true
  89432. });
  89433. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89434. /**
  89435. * Gets the global Saturation value.
  89436. * 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.
  89437. */
  89438. get: function () {
  89439. return this._globalSaturation;
  89440. },
  89441. /**
  89442. * Sets the global Saturation value.
  89443. * 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.
  89444. */
  89445. set: function (value) {
  89446. this._globalSaturation = value;
  89447. this._dirty = true;
  89448. },
  89449. enumerable: true,
  89450. configurable: true
  89451. });
  89452. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89453. /**
  89454. * Gets the global Exposure value.
  89455. * 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.
  89456. */
  89457. get: function () {
  89458. return this._globalExposure;
  89459. },
  89460. /**
  89461. * Sets the global Exposure value.
  89462. * 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.
  89463. */
  89464. set: function (value) {
  89465. this._globalExposure = value;
  89466. this._dirty = true;
  89467. },
  89468. enumerable: true,
  89469. configurable: true
  89470. });
  89471. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89472. /**
  89473. * Gets the highlights Hue value.
  89474. * 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).
  89475. */
  89476. get: function () {
  89477. return this._highlightsHue;
  89478. },
  89479. /**
  89480. * Sets the highlights Hue value.
  89481. * 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).
  89482. */
  89483. set: function (value) {
  89484. this._highlightsHue = value;
  89485. this._dirty = true;
  89486. },
  89487. enumerable: true,
  89488. configurable: true
  89489. });
  89490. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89491. /**
  89492. * Gets the highlights Density value.
  89493. * 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.
  89494. * Values less than zero provide a filter of opposite hue.
  89495. */
  89496. get: function () {
  89497. return this._highlightsDensity;
  89498. },
  89499. /**
  89500. * Sets the highlights Density value.
  89501. * 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.
  89502. * Values less than zero provide a filter of opposite hue.
  89503. */
  89504. set: function (value) {
  89505. this._highlightsDensity = value;
  89506. this._dirty = true;
  89507. },
  89508. enumerable: true,
  89509. configurable: true
  89510. });
  89511. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89512. /**
  89513. * Gets the highlights Saturation value.
  89514. * 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.
  89515. */
  89516. get: function () {
  89517. return this._highlightsSaturation;
  89518. },
  89519. /**
  89520. * Sets the highlights Saturation value.
  89521. * 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.
  89522. */
  89523. set: function (value) {
  89524. this._highlightsSaturation = value;
  89525. this._dirty = true;
  89526. },
  89527. enumerable: true,
  89528. configurable: true
  89529. });
  89530. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89531. /**
  89532. * Gets the highlights Exposure value.
  89533. * 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.
  89534. */
  89535. get: function () {
  89536. return this._highlightsExposure;
  89537. },
  89538. /**
  89539. * Sets the highlights Exposure value.
  89540. * 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.
  89541. */
  89542. set: function (value) {
  89543. this._highlightsExposure = value;
  89544. this._dirty = true;
  89545. },
  89546. enumerable: true,
  89547. configurable: true
  89548. });
  89549. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89550. /**
  89551. * Gets the midtones Hue value.
  89552. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  89553. */
  89554. get: function () {
  89555. return this._midtonesHue;
  89556. },
  89557. /**
  89558. * Sets the midtones Hue value.
  89559. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  89560. */
  89561. set: function (value) {
  89562. this._midtonesHue = value;
  89563. this._dirty = true;
  89564. },
  89565. enumerable: true,
  89566. configurable: true
  89567. });
  89568. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89569. /**
  89570. * Gets the midtones Density value.
  89571. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  89572. * Values less than zero provide a filter of opposite hue.
  89573. */
  89574. get: function () {
  89575. return this._midtonesDensity;
  89576. },
  89577. /**
  89578. * Sets the midtones Density value.
  89579. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  89580. * Values less than zero provide a filter of opposite hue.
  89581. */
  89582. set: function (value) {
  89583. this._midtonesDensity = value;
  89584. this._dirty = true;
  89585. },
  89586. enumerable: true,
  89587. configurable: true
  89588. });
  89589. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89590. /**
  89591. * Gets the midtones Saturation value.
  89592. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  89593. */
  89594. get: function () {
  89595. return this._midtonesSaturation;
  89596. },
  89597. /**
  89598. * Sets the midtones Saturation value.
  89599. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  89600. */
  89601. set: function (value) {
  89602. this._midtonesSaturation = value;
  89603. this._dirty = true;
  89604. },
  89605. enumerable: true,
  89606. configurable: true
  89607. });
  89608. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  89609. /**
  89610. * Gets the midtones Exposure value.
  89611. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  89612. */
  89613. get: function () {
  89614. return this._midtonesExposure;
  89615. },
  89616. /**
  89617. * Sets the midtones Exposure value.
  89618. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  89619. */
  89620. set: function (value) {
  89621. this._midtonesExposure = value;
  89622. this._dirty = true;
  89623. },
  89624. enumerable: true,
  89625. configurable: true
  89626. });
  89627. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  89628. /**
  89629. * Gets the shadows Hue value.
  89630. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  89631. */
  89632. get: function () {
  89633. return this._shadowsHue;
  89634. },
  89635. /**
  89636. * Sets the shadows Hue value.
  89637. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  89638. */
  89639. set: function (value) {
  89640. this._shadowsHue = value;
  89641. this._dirty = true;
  89642. },
  89643. enumerable: true,
  89644. configurable: true
  89645. });
  89646. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  89647. /**
  89648. * Gets the shadows Density value.
  89649. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  89650. * Values less than zero provide a filter of opposite hue.
  89651. */
  89652. get: function () {
  89653. return this._shadowsDensity;
  89654. },
  89655. /**
  89656. * Sets the shadows Density value.
  89657. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  89658. * Values less than zero provide a filter of opposite hue.
  89659. */
  89660. set: function (value) {
  89661. this._shadowsDensity = value;
  89662. this._dirty = true;
  89663. },
  89664. enumerable: true,
  89665. configurable: true
  89666. });
  89667. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  89668. /**
  89669. * Gets the shadows Saturation value.
  89670. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  89671. */
  89672. get: function () {
  89673. return this._shadowsSaturation;
  89674. },
  89675. /**
  89676. * Sets the shadows Saturation value.
  89677. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  89678. */
  89679. set: function (value) {
  89680. this._shadowsSaturation = value;
  89681. this._dirty = true;
  89682. },
  89683. enumerable: true,
  89684. configurable: true
  89685. });
  89686. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  89687. /**
  89688. * Gets the shadows Exposure value.
  89689. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  89690. */
  89691. get: function () {
  89692. return this._shadowsExposure;
  89693. },
  89694. /**
  89695. * Sets the shadows Exposure value.
  89696. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  89697. */
  89698. set: function (value) {
  89699. this._shadowsExposure = value;
  89700. this._dirty = true;
  89701. },
  89702. enumerable: true,
  89703. configurable: true
  89704. });
  89705. /**
  89706. * Returns the class name
  89707. * @returns The class name
  89708. */
  89709. ColorCurves.prototype.getClassName = function () {
  89710. return "ColorCurves";
  89711. };
  89712. /**
  89713. * Binds the color curves to the shader.
  89714. * @param colorCurves The color curve to bind
  89715. * @param effect The effect to bind to
  89716. * @param positiveUniform The positive uniform shader parameter
  89717. * @param neutralUniform The neutral uniform shader parameter
  89718. * @param negativeUniform The negative uniform shader parameter
  89719. */
  89720. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  89721. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  89722. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  89723. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  89724. if (colorCurves._dirty) {
  89725. colorCurves._dirty = false;
  89726. // Fill in global info.
  89727. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  89728. // Compute highlights info.
  89729. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  89730. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  89731. // Compute midtones info.
  89732. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  89733. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  89734. // Compute shadows info.
  89735. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  89736. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  89737. // Compute deltas (neutral is midtones).
  89738. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  89739. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  89740. }
  89741. if (effect) {
  89742. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  89743. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  89744. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  89745. }
  89746. };
  89747. /**
  89748. * Prepare the list of uniforms associated with the ColorCurves effects.
  89749. * @param uniformsList The list of uniforms used in the effect
  89750. */
  89751. ColorCurves.PrepareUniforms = function (uniformsList) {
  89752. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  89753. };
  89754. /**
  89755. * Returns color grading data based on a hue, density, saturation and exposure value.
  89756. * @param filterHue The hue of the color filter.
  89757. * @param filterDensity The density of the color filter.
  89758. * @param saturation The saturation.
  89759. * @param exposure The exposure.
  89760. * @param result The result data container.
  89761. */
  89762. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  89763. if (hue == null) {
  89764. return;
  89765. }
  89766. hue = ColorCurves.clamp(hue, 0, 360);
  89767. density = ColorCurves.clamp(density, -100, 100);
  89768. saturation = ColorCurves.clamp(saturation, -100, 100);
  89769. exposure = ColorCurves.clamp(exposure, -100, 100);
  89770. // Remap the slider/config filter density with non-linear mapping and also scale by half
  89771. // so that the maximum filter density is only 50% control. This provides fine control
  89772. // for small values and reasonable range.
  89773. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  89774. density *= 0.5;
  89775. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  89776. if (density < 0) {
  89777. density *= -1;
  89778. hue = (hue + 180) % 360;
  89779. }
  89780. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  89781. result.scaleToRef(2, result);
  89782. result.a = 1 + 0.01 * saturation;
  89783. };
  89784. /**
  89785. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  89786. * @param value The input slider value in range [-100,100].
  89787. * @returns Adjusted value.
  89788. */
  89789. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  89790. value /= 100;
  89791. var x = Math.abs(value);
  89792. x = Math.pow(x, 2);
  89793. if (value < 0) {
  89794. x *= -1;
  89795. }
  89796. x *= 100;
  89797. return x;
  89798. };
  89799. /**
  89800. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  89801. * @param hue The hue (H) input.
  89802. * @param saturation The saturation (S) input.
  89803. * @param brightness The brightness (B) input.
  89804. * @result An RGBA color represented as Vector4.
  89805. */
  89806. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  89807. var h = ColorCurves.clamp(hue, 0, 360);
  89808. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  89809. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  89810. if (s === 0) {
  89811. result.r = v;
  89812. result.g = v;
  89813. result.b = v;
  89814. }
  89815. else {
  89816. // sector 0 to 5
  89817. h /= 60;
  89818. var i = Math.floor(h);
  89819. // fractional part of h
  89820. var f = h - i;
  89821. var p = v * (1 - s);
  89822. var q = v * (1 - s * f);
  89823. var t = v * (1 - s * (1 - f));
  89824. switch (i) {
  89825. case 0:
  89826. result.r = v;
  89827. result.g = t;
  89828. result.b = p;
  89829. break;
  89830. case 1:
  89831. result.r = q;
  89832. result.g = v;
  89833. result.b = p;
  89834. break;
  89835. case 2:
  89836. result.r = p;
  89837. result.g = v;
  89838. result.b = t;
  89839. break;
  89840. case 3:
  89841. result.r = p;
  89842. result.g = q;
  89843. result.b = v;
  89844. break;
  89845. case 4:
  89846. result.r = t;
  89847. result.g = p;
  89848. result.b = v;
  89849. break;
  89850. default: // case 5:
  89851. result.r = v;
  89852. result.g = p;
  89853. result.b = q;
  89854. break;
  89855. }
  89856. }
  89857. result.a = 1;
  89858. };
  89859. /**
  89860. * Returns a value clamped between min and max
  89861. * @param value The value to clamp
  89862. * @param min The minimum of value
  89863. * @param max The maximum of value
  89864. * @returns The clamped value.
  89865. */
  89866. ColorCurves.clamp = function (value, min, max) {
  89867. return Math.min(Math.max(value, min), max);
  89868. };
  89869. /**
  89870. * Clones the current color curve instance.
  89871. * @return The cloned curves
  89872. */
  89873. ColorCurves.prototype.clone = function () {
  89874. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  89875. };
  89876. /**
  89877. * Serializes the current color curve instance to a json representation.
  89878. * @return a JSON representation
  89879. */
  89880. ColorCurves.prototype.serialize = function () {
  89881. return BABYLON.SerializationHelper.Serialize(this);
  89882. };
  89883. /**
  89884. * Parses the color curve from a json representation.
  89885. * @param source the JSON source to parse
  89886. * @return The parsed curves
  89887. */
  89888. ColorCurves.Parse = function (source) {
  89889. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  89890. };
  89891. __decorate([
  89892. BABYLON.serialize()
  89893. ], ColorCurves.prototype, "_globalHue", void 0);
  89894. __decorate([
  89895. BABYLON.serialize()
  89896. ], ColorCurves.prototype, "_globalDensity", void 0);
  89897. __decorate([
  89898. BABYLON.serialize()
  89899. ], ColorCurves.prototype, "_globalSaturation", void 0);
  89900. __decorate([
  89901. BABYLON.serialize()
  89902. ], ColorCurves.prototype, "_globalExposure", void 0);
  89903. __decorate([
  89904. BABYLON.serialize()
  89905. ], ColorCurves.prototype, "_highlightsHue", void 0);
  89906. __decorate([
  89907. BABYLON.serialize()
  89908. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  89909. __decorate([
  89910. BABYLON.serialize()
  89911. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  89912. __decorate([
  89913. BABYLON.serialize()
  89914. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  89915. __decorate([
  89916. BABYLON.serialize()
  89917. ], ColorCurves.prototype, "_midtonesHue", void 0);
  89918. __decorate([
  89919. BABYLON.serialize()
  89920. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  89921. __decorate([
  89922. BABYLON.serialize()
  89923. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  89924. __decorate([
  89925. BABYLON.serialize()
  89926. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  89927. return ColorCurves;
  89928. }());
  89929. BABYLON.ColorCurves = ColorCurves;
  89930. })(BABYLON || (BABYLON = {}));
  89931. //# sourceMappingURL=babylon.colorCurves.js.map
  89932. var BABYLON;
  89933. (function (BABYLON) {
  89934. /**
  89935. * Post process which applies a refractin texture
  89936. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89937. */
  89938. var RefractionPostProcess = /** @class */ (function (_super) {
  89939. __extends(RefractionPostProcess, _super);
  89940. /**
  89941. * Initializes the RefractionPostProcess
  89942. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89943. * @param name The name of the effect.
  89944. * @param refractionTextureUrl Url of the refraction texture to use
  89945. * @param color the base color of the refraction (used to taint the rendering)
  89946. * @param depth simulated refraction depth
  89947. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  89948. * @param camera The camera to apply the render pass to.
  89949. * @param options The required width/height ratio to downsize to before computing the render pass.
  89950. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89951. * @param engine The engine which the post process will be applied. (default: current engine)
  89952. * @param reusable If the post process can be reused on the same frame. (default: false)
  89953. */
  89954. function RefractionPostProcess(name, refractionTextureUrl,
  89955. /** the base color of the refraction (used to taint the rendering) */
  89956. color,
  89957. /** simulated refraction depth */
  89958. depth,
  89959. /** the coefficient of the base color (0 to remove base color tainting) */
  89960. colorLevel, options, camera, samplingMode, engine, reusable) {
  89961. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  89962. _this.color = color;
  89963. _this.depth = depth;
  89964. _this.colorLevel = colorLevel;
  89965. _this._ownRefractionTexture = true;
  89966. _this.onActivateObservable.add(function (cam) {
  89967. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  89968. });
  89969. _this.onApplyObservable.add(function (effect) {
  89970. effect.setColor3("baseColor", _this.color);
  89971. effect.setFloat("depth", _this.depth);
  89972. effect.setFloat("colorLevel", _this.colorLevel);
  89973. effect.setTexture("refractionSampler", _this._refTexture);
  89974. });
  89975. return _this;
  89976. }
  89977. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  89978. /**
  89979. * Gets or sets the refraction texture
  89980. * Please note that you are responsible for disposing the texture if you set it manually
  89981. */
  89982. get: function () {
  89983. return this._refTexture;
  89984. },
  89985. set: function (value) {
  89986. if (this._refTexture && this._ownRefractionTexture) {
  89987. this._refTexture.dispose();
  89988. }
  89989. this._refTexture = value;
  89990. this._ownRefractionTexture = false;
  89991. },
  89992. enumerable: true,
  89993. configurable: true
  89994. });
  89995. // Methods
  89996. /**
  89997. * Disposes of the post process
  89998. * @param camera Camera to dispose post process on
  89999. */
  90000. RefractionPostProcess.prototype.dispose = function (camera) {
  90001. if (this._refTexture && this._ownRefractionTexture) {
  90002. this._refTexture.dispose();
  90003. this._refTexture = null;
  90004. }
  90005. _super.prototype.dispose.call(this, camera);
  90006. };
  90007. return RefractionPostProcess;
  90008. }(BABYLON.PostProcess));
  90009. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90010. })(BABYLON || (BABYLON = {}));
  90011. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90012. var BABYLON;
  90013. (function (BABYLON) {
  90014. /**
  90015. * Post process used to render in black and white
  90016. */
  90017. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90018. __extends(BlackAndWhitePostProcess, _super);
  90019. /**
  90020. * Creates a black and white post process
  90021. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90022. * @param name The name of the effect.
  90023. * @param options The required width/height ratio to downsize to before computing the render pass.
  90024. * @param camera The camera to apply the render pass to.
  90025. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90026. * @param engine The engine which the post process will be applied. (default: current engine)
  90027. * @param reusable If the post process can be reused on the same frame. (default: false)
  90028. */
  90029. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90030. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90031. /**
  90032. * Linear about to convert he result to black and white (default: 1)
  90033. */
  90034. _this.degree = 1;
  90035. _this.onApplyObservable.add(function (effect) {
  90036. effect.setFloat("degree", _this.degree);
  90037. });
  90038. return _this;
  90039. }
  90040. return BlackAndWhitePostProcess;
  90041. }(BABYLON.PostProcess));
  90042. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90043. })(BABYLON || (BABYLON = {}));
  90044. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90045. var BABYLON;
  90046. (function (BABYLON) {
  90047. /**
  90048. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90049. * input texture to perform effects such as edge detection or sharpening
  90050. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90051. */
  90052. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90053. __extends(ConvolutionPostProcess, _super);
  90054. /**
  90055. * Creates a new instance ConvolutionPostProcess
  90056. * @param name The name of the effect.
  90057. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90058. * @param options The required width/height ratio to downsize to before computing the render pass.
  90059. * @param camera The camera to apply the render pass to.
  90060. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90061. * @param engine The engine which the post process will be applied. (default: current engine)
  90062. * @param reusable If the post process can be reused on the same frame. (default: false)
  90063. * @param textureType Type of textures used when performing the post process. (default: 0)
  90064. */
  90065. function ConvolutionPostProcess(name,
  90066. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90067. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90068. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90069. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90070. _this.kernel = kernel;
  90071. _this.onApply = function (effect) {
  90072. effect.setFloat2("screenSize", _this.width, _this.height);
  90073. effect.setArray("kernel", _this.kernel);
  90074. };
  90075. return _this;
  90076. }
  90077. // Statics
  90078. /**
  90079. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90080. */
  90081. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90082. /**
  90083. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90084. */
  90085. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90086. /**
  90087. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90088. */
  90089. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90090. /**
  90091. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90092. */
  90093. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90094. /**
  90095. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90096. */
  90097. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90098. /**
  90099. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90100. */
  90101. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90102. return ConvolutionPostProcess;
  90103. }(BABYLON.PostProcess));
  90104. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90105. })(BABYLON || (BABYLON = {}));
  90106. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90107. var BABYLON;
  90108. (function (BABYLON) {
  90109. /**
  90110. * Applies a kernel filter to the image
  90111. */
  90112. var FilterPostProcess = /** @class */ (function (_super) {
  90113. __extends(FilterPostProcess, _super);
  90114. /**
  90115. *
  90116. * @param name The name of the effect.
  90117. * @param kernelMatrix The matrix to be applied to the image
  90118. * @param options The required width/height ratio to downsize to before computing the render pass.
  90119. * @param camera The camera to apply the render pass to.
  90120. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90121. * @param engine The engine which the post process will be applied. (default: current engine)
  90122. * @param reusable If the post process can be reused on the same frame. (default: false)
  90123. */
  90124. function FilterPostProcess(name,
  90125. /** The matrix to be applied to the image */
  90126. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90127. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90128. _this.kernelMatrix = kernelMatrix;
  90129. _this.onApply = function (effect) {
  90130. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90131. };
  90132. return _this;
  90133. }
  90134. return FilterPostProcess;
  90135. }(BABYLON.PostProcess));
  90136. BABYLON.FilterPostProcess = FilterPostProcess;
  90137. })(BABYLON || (BABYLON = {}));
  90138. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90139. var BABYLON;
  90140. (function (BABYLON) {
  90141. /**
  90142. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90143. */
  90144. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90145. __extends(VolumetricLightScatteringPostProcess, _super);
  90146. /**
  90147. * @constructor
  90148. * @param name The post-process name
  90149. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  90150. * @param camera The camera that the post-process will be attached to
  90151. * @param mesh The mesh used to create the light scattering
  90152. * @param samples The post-process quality, default 100
  90153. * @param samplingModeThe post-process filtering mode
  90154. * @param engine The babylon engine
  90155. * @param reusable If the post-process is reusable
  90156. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90157. */
  90158. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90159. if (samples === void 0) { samples = 100; }
  90160. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90161. var _this = _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples) || this;
  90162. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90163. /**
  90164. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90165. */
  90166. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90167. /**
  90168. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90169. */
  90170. _this.useCustomMeshPosition = false;
  90171. /**
  90172. * If the post-process should inverse the light scattering direction
  90173. */
  90174. _this.invert = true;
  90175. /**
  90176. * Array containing the excluded meshes not rendered in the internal pass
  90177. */
  90178. _this.excludedMeshes = new Array();
  90179. /**
  90180. * Controls the overall intensity of the post-process
  90181. */
  90182. _this.exposure = 0.3;
  90183. /**
  90184. * Dissipates each sample's contribution in range [0, 1]
  90185. */
  90186. _this.decay = 0.96815;
  90187. /**
  90188. * Controls the overall intensity of each sample
  90189. */
  90190. _this.weight = 0.58767;
  90191. /**
  90192. * Controls the density of each sample
  90193. */
  90194. _this.density = 0.926;
  90195. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90196. engine = scene.getEngine();
  90197. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90198. // Configure mesh
  90199. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90200. // Configure
  90201. _this._createPass(scene, ratio.passRatio || ratio);
  90202. _this.onActivate = function (camera) {
  90203. if (!_this.isSupported) {
  90204. _this.dispose(camera);
  90205. }
  90206. _this.onActivate = null;
  90207. };
  90208. _this.onApplyObservable.add(function (effect) {
  90209. _this._updateMeshScreenCoordinates(scene);
  90210. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90211. effect.setFloat("exposure", _this.exposure);
  90212. effect.setFloat("decay", _this.decay);
  90213. effect.setFloat("weight", _this.weight);
  90214. effect.setFloat("density", _this.density);
  90215. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90216. });
  90217. return _this;
  90218. }
  90219. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90220. /**
  90221. * @hidden
  90222. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90223. */
  90224. get: function () {
  90225. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90226. return false;
  90227. },
  90228. set: function (useDiffuseColor) {
  90229. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90230. },
  90231. enumerable: true,
  90232. configurable: true
  90233. });
  90234. /**
  90235. * Returns the string "VolumetricLightScatteringPostProcess"
  90236. * @returns "VolumetricLightScatteringPostProcess"
  90237. */
  90238. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90239. return "VolumetricLightScatteringPostProcess";
  90240. };
  90241. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90242. var mesh = subMesh.getMesh();
  90243. // Render this.mesh as default
  90244. if (mesh === this.mesh && mesh.material) {
  90245. return mesh.material.isReady(mesh);
  90246. }
  90247. var defines = [];
  90248. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90249. var material = subMesh.getMaterial();
  90250. // Alpha test
  90251. if (material) {
  90252. if (material.needAlphaTesting()) {
  90253. defines.push("#define ALPHATEST");
  90254. }
  90255. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90256. attribs.push(BABYLON.VertexBuffer.UVKind);
  90257. defines.push("#define UV1");
  90258. }
  90259. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90260. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90261. defines.push("#define UV2");
  90262. }
  90263. }
  90264. // Bones
  90265. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90266. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90267. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90268. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90269. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90270. }
  90271. else {
  90272. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90273. }
  90274. // Instances
  90275. if (useInstances) {
  90276. defines.push("#define INSTANCES");
  90277. attribs.push("world0");
  90278. attribs.push("world1");
  90279. attribs.push("world2");
  90280. attribs.push("world3");
  90281. }
  90282. // Get correct effect
  90283. var join = defines.join("\n");
  90284. if (this._cachedDefines !== join) {
  90285. this._cachedDefines = join;
  90286. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90287. }
  90288. return this._volumetricLightScatteringPass.isReady();
  90289. };
  90290. /**
  90291. * Sets the new light position for light scattering effect
  90292. * @param position The new custom light position
  90293. */
  90294. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90295. this.customMeshPosition = position;
  90296. };
  90297. /**
  90298. * Returns the light position for light scattering effect
  90299. * @return Vector3 The custom light position
  90300. */
  90301. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90302. return this.customMeshPosition;
  90303. };
  90304. /**
  90305. * Disposes the internal assets and detaches the post-process from the camera
  90306. */
  90307. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90308. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90309. if (rttIndex !== -1) {
  90310. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90311. }
  90312. this._volumetricLightScatteringRTT.dispose();
  90313. _super.prototype.dispose.call(this, camera);
  90314. };
  90315. /**
  90316. * Returns the render target texture used by the post-process
  90317. * @return the render target texture used by the post-process
  90318. */
  90319. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90320. return this._volumetricLightScatteringRTT;
  90321. };
  90322. // Private methods
  90323. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90324. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90325. return true;
  90326. }
  90327. return false;
  90328. };
  90329. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90330. var _this = this;
  90331. var engine = scene.getEngine();
  90332. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90333. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90334. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90335. this._volumetricLightScatteringRTT.renderList = null;
  90336. this._volumetricLightScatteringRTT.renderParticles = false;
  90337. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90338. var camera = this.getCamera();
  90339. if (camera) {
  90340. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90341. }
  90342. else {
  90343. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90344. }
  90345. // Custom render function for submeshes
  90346. var renderSubMesh = function (subMesh) {
  90347. var mesh = subMesh.getRenderingMesh();
  90348. if (_this._meshExcluded(mesh)) {
  90349. return;
  90350. }
  90351. var material = subMesh.getMaterial();
  90352. if (!material) {
  90353. return;
  90354. }
  90355. var scene = mesh.getScene();
  90356. var engine = scene.getEngine();
  90357. // Culling
  90358. engine.setState(material.backFaceCulling);
  90359. // Managing instances
  90360. var batch = mesh._getInstancesRenderList(subMesh._id);
  90361. if (batch.mustReturn) {
  90362. return;
  90363. }
  90364. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90365. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90366. var effect = _this._volumetricLightScatteringPass;
  90367. if (mesh === _this.mesh) {
  90368. if (subMesh.effect) {
  90369. effect = subMesh.effect;
  90370. }
  90371. else {
  90372. effect = material.getEffect();
  90373. }
  90374. }
  90375. engine.enableEffect(effect);
  90376. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90377. if (mesh === _this.mesh) {
  90378. material.bind(mesh.getWorldMatrix(), mesh);
  90379. }
  90380. else {
  90381. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90382. // Alpha test
  90383. if (material && material.needAlphaTesting()) {
  90384. var alphaTexture = material.getAlphaTestTexture();
  90385. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90386. if (alphaTexture) {
  90387. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90388. }
  90389. }
  90390. // Bones
  90391. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90392. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90393. }
  90394. }
  90395. // Draw
  90396. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90397. }
  90398. };
  90399. // Render target texture callbacks
  90400. var savedSceneClearColor;
  90401. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90402. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90403. savedSceneClearColor = scene.clearColor;
  90404. scene.clearColor = sceneClearColor;
  90405. });
  90406. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90407. scene.clearColor = savedSceneClearColor;
  90408. });
  90409. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90410. var engine = scene.getEngine();
  90411. var index;
  90412. if (depthOnlySubMeshes.length) {
  90413. engine.setColorWrite(false);
  90414. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90415. renderSubMesh(depthOnlySubMeshes.data[index]);
  90416. }
  90417. engine.setColorWrite(true);
  90418. }
  90419. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90420. renderSubMesh(opaqueSubMeshes.data[index]);
  90421. }
  90422. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90423. renderSubMesh(alphaTestSubMeshes.data[index]);
  90424. }
  90425. if (transparentSubMeshes.length) {
  90426. // Sort sub meshes
  90427. for (index = 0; index < transparentSubMeshes.length; index++) {
  90428. var submesh = transparentSubMeshes.data[index];
  90429. var boundingInfo = submesh.getBoundingInfo();
  90430. if (boundingInfo && scene.activeCamera) {
  90431. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90432. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90433. }
  90434. }
  90435. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90436. sortedArray.sort(function (a, b) {
  90437. // Alpha index first
  90438. if (a._alphaIndex > b._alphaIndex) {
  90439. return 1;
  90440. }
  90441. if (a._alphaIndex < b._alphaIndex) {
  90442. return -1;
  90443. }
  90444. // Then distance to camera
  90445. if (a._distanceToCamera < b._distanceToCamera) {
  90446. return 1;
  90447. }
  90448. if (a._distanceToCamera > b._distanceToCamera) {
  90449. return -1;
  90450. }
  90451. return 0;
  90452. });
  90453. // Render sub meshes
  90454. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90455. for (index = 0; index < sortedArray.length; index++) {
  90456. renderSubMesh(sortedArray[index]);
  90457. }
  90458. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90459. }
  90460. };
  90461. };
  90462. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90463. var transform = scene.getTransformMatrix();
  90464. var meshPosition;
  90465. if (this.useCustomMeshPosition) {
  90466. meshPosition = this.customMeshPosition;
  90467. }
  90468. else if (this.attachedNode) {
  90469. meshPosition = this.attachedNode.position;
  90470. }
  90471. else {
  90472. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90473. }
  90474. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90475. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90476. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90477. if (this.invert) {
  90478. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90479. }
  90480. };
  90481. // Static methods
  90482. /**
  90483. * Creates a default mesh for the Volumeric Light Scattering post-process
  90484. * @param name The mesh name
  90485. * @param scene The scene where to create the mesh
  90486. * @return the default mesh
  90487. */
  90488. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90489. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90490. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90491. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90492. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90493. mesh.material = material;
  90494. return mesh;
  90495. };
  90496. __decorate([
  90497. BABYLON.serializeAsVector3()
  90498. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90499. __decorate([
  90500. BABYLON.serialize()
  90501. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90502. __decorate([
  90503. BABYLON.serialize()
  90504. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90505. __decorate([
  90506. BABYLON.serializeAsMeshReference()
  90507. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90508. __decorate([
  90509. BABYLON.serialize()
  90510. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90511. __decorate([
  90512. BABYLON.serialize()
  90513. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90514. __decorate([
  90515. BABYLON.serialize()
  90516. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90517. __decorate([
  90518. BABYLON.serialize()
  90519. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90520. __decorate([
  90521. BABYLON.serialize()
  90522. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90523. return VolumetricLightScatteringPostProcess;
  90524. }(BABYLON.PostProcess));
  90525. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90526. })(BABYLON || (BABYLON = {}));
  90527. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90528. var BABYLON;
  90529. (function (BABYLON) {
  90530. /**
  90531. *
  90532. * This post-process allows the modification of rendered colors by using
  90533. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90534. *
  90535. * The object needs to be provided an url to a texture containing the color
  90536. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90537. * Use an image editing software to tweak the LUT to match your needs.
  90538. *
  90539. * For an example of a color LUT, see here:
  90540. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90541. * For explanations on color grading, see here:
  90542. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90543. *
  90544. */
  90545. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90546. __extends(ColorCorrectionPostProcess, _super);
  90547. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90548. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90549. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90550. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90551. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90552. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90553. _this.onApply = function (effect) {
  90554. effect.setTexture("colorTable", _this._colorTableTexture);
  90555. };
  90556. return _this;
  90557. }
  90558. return ColorCorrectionPostProcess;
  90559. }(BABYLON.PostProcess));
  90560. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90561. })(BABYLON || (BABYLON = {}));
  90562. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90563. var BABYLON;
  90564. (function (BABYLON) {
  90565. /** Defines operator used for tonemapping */
  90566. var TonemappingOperator;
  90567. (function (TonemappingOperator) {
  90568. /** Hable */
  90569. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90570. /** Reinhard */
  90571. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90572. /** HejiDawson */
  90573. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90574. /** Photographic */
  90575. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90576. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90577. /**
  90578. * Defines a post process to apply tone mapping
  90579. */
  90580. var TonemapPostProcess = /** @class */ (function (_super) {
  90581. __extends(TonemapPostProcess, _super);
  90582. /**
  90583. * Creates a new TonemapPostProcess
  90584. * @param name defines the name of the postprocess
  90585. * @param _operator defines the operator to use
  90586. * @param exposureAdjustment defines the required exposure adjustement
  90587. * @param camera defines the camera to use (can be null)
  90588. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90589. * @param engine defines the hosting engine (can be ignore if camera is set)
  90590. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90591. */
  90592. function TonemapPostProcess(name, _operator,
  90593. /** Defines the required exposure adjustement */
  90594. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90595. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90596. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90597. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90598. _this._operator = _operator;
  90599. _this.exposureAdjustment = exposureAdjustment;
  90600. var defines = "#define ";
  90601. if (_this._operator === TonemappingOperator.Hable) {
  90602. defines += "HABLE_TONEMAPPING";
  90603. }
  90604. else if (_this._operator === TonemappingOperator.Reinhard) {
  90605. defines += "REINHARD_TONEMAPPING";
  90606. }
  90607. else if (_this._operator === TonemappingOperator.HejiDawson) {
  90608. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  90609. }
  90610. else if (_this._operator === TonemappingOperator.Photographic) {
  90611. defines += "PHOTOGRAPHIC_TONEMAPPING";
  90612. }
  90613. //sadly a second call to create the effect.
  90614. _this.updateEffect(defines);
  90615. _this.onApply = function (effect) {
  90616. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  90617. };
  90618. return _this;
  90619. }
  90620. return TonemapPostProcess;
  90621. }(BABYLON.PostProcess));
  90622. BABYLON.TonemapPostProcess = TonemapPostProcess;
  90623. })(BABYLON || (BABYLON = {}));
  90624. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  90625. var BABYLON;
  90626. (function (BABYLON) {
  90627. /**
  90628. * DisplayPassPostProcess which produces an output the same as it's input
  90629. */
  90630. var DisplayPassPostProcess = /** @class */ (function (_super) {
  90631. __extends(DisplayPassPostProcess, _super);
  90632. /**
  90633. * Creates the DisplayPassPostProcess
  90634. * @param name The name of the effect.
  90635. * @param options The required width/height ratio to downsize to before computing the render pass.
  90636. * @param camera The camera to apply the render pass to.
  90637. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90638. * @param engine The engine which the post process will be applied. (default: current engine)
  90639. * @param reusable If the post process can be reused on the same frame. (default: false)
  90640. */
  90641. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  90642. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  90643. }
  90644. return DisplayPassPostProcess;
  90645. }(BABYLON.PostProcess));
  90646. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  90647. })(BABYLON || (BABYLON = {}));
  90648. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  90649. var BABYLON;
  90650. (function (BABYLON) {
  90651. /**
  90652. * Extracts highlights from the image
  90653. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90654. */
  90655. var HighlightsPostProcess = /** @class */ (function (_super) {
  90656. __extends(HighlightsPostProcess, _super);
  90657. /**
  90658. * Extracts highlights from the image
  90659. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90660. * @param name The name of the effect.
  90661. * @param options The required width/height ratio to downsize to before computing the render pass.
  90662. * @param camera The camera to apply the render pass to.
  90663. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90664. * @param engine The engine which the post process will be applied. (default: current engine)
  90665. * @param reusable If the post process can be reused on the same frame. (default: false)
  90666. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  90667. */
  90668. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  90669. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90670. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90671. }
  90672. return HighlightsPostProcess;
  90673. }(BABYLON.PostProcess));
  90674. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  90675. })(BABYLON || (BABYLON = {}));
  90676. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  90677. var BABYLON;
  90678. (function (BABYLON) {
  90679. /**
  90680. * ImageProcessingPostProcess
  90681. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  90682. */
  90683. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  90684. __extends(ImageProcessingPostProcess, _super);
  90685. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  90686. if (camera === void 0) { camera = null; }
  90687. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90688. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  90689. _this._fromLinearSpace = true;
  90690. /**
  90691. * Defines cache preventing GC.
  90692. */
  90693. _this._defines = {
  90694. IMAGEPROCESSING: false,
  90695. VIGNETTE: false,
  90696. VIGNETTEBLENDMODEMULTIPLY: false,
  90697. VIGNETTEBLENDMODEOPAQUE: false,
  90698. TONEMAPPING: false,
  90699. TONEMAPPING_ACES: false,
  90700. CONTRAST: false,
  90701. COLORCURVES: false,
  90702. COLORGRADING: false,
  90703. COLORGRADING3D: false,
  90704. FROMLINEARSPACE: false,
  90705. SAMPLER3DGREENDEPTH: false,
  90706. SAMPLER3DBGRMAP: false,
  90707. IMAGEPROCESSINGPOSTPROCESS: false,
  90708. EXPOSURE: false,
  90709. };
  90710. // Setup the configuration as forced by the constructor. This would then not force the
  90711. // scene materials output in linear space and let untouched the default forward pass.
  90712. if (imageProcessingConfiguration) {
  90713. imageProcessingConfiguration.applyByPostProcess = true;
  90714. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  90715. // This will cause the shader to be compiled
  90716. _this.fromLinearSpace = false;
  90717. }
  90718. // Setup the default processing configuration to the scene.
  90719. else {
  90720. _this._attachImageProcessingConfiguration(null, true);
  90721. _this.imageProcessingConfiguration.applyByPostProcess = true;
  90722. }
  90723. _this.onApply = function (effect) {
  90724. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  90725. };
  90726. return _this;
  90727. }
  90728. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  90729. /**
  90730. * Gets the image processing configuration used either in this material.
  90731. */
  90732. get: function () {
  90733. return this._imageProcessingConfiguration;
  90734. },
  90735. /**
  90736. * Sets the Default image processing configuration used either in the this material.
  90737. *
  90738. * If sets to null, the scene one is in use.
  90739. */
  90740. set: function (value) {
  90741. this._attachImageProcessingConfiguration(value);
  90742. },
  90743. enumerable: true,
  90744. configurable: true
  90745. });
  90746. /**
  90747. * Attaches a new image processing configuration to the PBR Material.
  90748. * @param configuration
  90749. */
  90750. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  90751. var _this = this;
  90752. if (doNotBuild === void 0) { doNotBuild = false; }
  90753. if (configuration === this._imageProcessingConfiguration) {
  90754. return;
  90755. }
  90756. // Detaches observer.
  90757. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  90758. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  90759. }
  90760. // Pick the scene configuration if needed.
  90761. if (!configuration) {
  90762. var scene = null;
  90763. var engine = this.getEngine();
  90764. var camera = this.getCamera();
  90765. if (camera) {
  90766. scene = camera.getScene();
  90767. }
  90768. else if (engine && engine.scenes) {
  90769. var scenes = engine.scenes;
  90770. scene = scenes[scenes.length - 1];
  90771. }
  90772. else {
  90773. scene = BABYLON.Engine.LastCreatedScene;
  90774. }
  90775. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  90776. }
  90777. else {
  90778. this._imageProcessingConfiguration = configuration;
  90779. }
  90780. // Attaches observer.
  90781. if (this._imageProcessingConfiguration) {
  90782. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  90783. _this._updateParameters();
  90784. });
  90785. }
  90786. // Ensure the effect will be rebuilt.
  90787. if (!doNotBuild) {
  90788. this._updateParameters();
  90789. }
  90790. };
  90791. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  90792. /**
  90793. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90794. */
  90795. get: function () {
  90796. return this.imageProcessingConfiguration.colorCurves;
  90797. },
  90798. /**
  90799. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90800. */
  90801. set: function (value) {
  90802. this.imageProcessingConfiguration.colorCurves = value;
  90803. },
  90804. enumerable: true,
  90805. configurable: true
  90806. });
  90807. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  90808. /**
  90809. * Gets wether the color curves effect is enabled.
  90810. */
  90811. get: function () {
  90812. return this.imageProcessingConfiguration.colorCurvesEnabled;
  90813. },
  90814. /**
  90815. * Sets wether the color curves effect is enabled.
  90816. */
  90817. set: function (value) {
  90818. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  90819. },
  90820. enumerable: true,
  90821. configurable: true
  90822. });
  90823. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  90824. /**
  90825. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90826. */
  90827. get: function () {
  90828. return this.imageProcessingConfiguration.colorGradingTexture;
  90829. },
  90830. /**
  90831. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90832. */
  90833. set: function (value) {
  90834. this.imageProcessingConfiguration.colorGradingTexture = value;
  90835. },
  90836. enumerable: true,
  90837. configurable: true
  90838. });
  90839. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  90840. /**
  90841. * Gets wether the color grading effect is enabled.
  90842. */
  90843. get: function () {
  90844. return this.imageProcessingConfiguration.colorGradingEnabled;
  90845. },
  90846. /**
  90847. * Gets wether the color grading effect is enabled.
  90848. */
  90849. set: function (value) {
  90850. this.imageProcessingConfiguration.colorGradingEnabled = value;
  90851. },
  90852. enumerable: true,
  90853. configurable: true
  90854. });
  90855. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  90856. /**
  90857. * Gets exposure used in the effect.
  90858. */
  90859. get: function () {
  90860. return this.imageProcessingConfiguration.exposure;
  90861. },
  90862. /**
  90863. * Sets exposure used in the effect.
  90864. */
  90865. set: function (value) {
  90866. this.imageProcessingConfiguration.exposure = value;
  90867. },
  90868. enumerable: true,
  90869. configurable: true
  90870. });
  90871. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  90872. /**
  90873. * Gets wether tonemapping is enabled or not.
  90874. */
  90875. get: function () {
  90876. return this._imageProcessingConfiguration.toneMappingEnabled;
  90877. },
  90878. /**
  90879. * Sets wether tonemapping is enabled or not
  90880. */
  90881. set: function (value) {
  90882. this._imageProcessingConfiguration.toneMappingEnabled = value;
  90883. },
  90884. enumerable: true,
  90885. configurable: true
  90886. });
  90887. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  90888. /**
  90889. * Gets contrast used in the effect.
  90890. */
  90891. get: function () {
  90892. return this.imageProcessingConfiguration.contrast;
  90893. },
  90894. /**
  90895. * Sets contrast used in the effect.
  90896. */
  90897. set: function (value) {
  90898. this.imageProcessingConfiguration.contrast = value;
  90899. },
  90900. enumerable: true,
  90901. configurable: true
  90902. });
  90903. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  90904. /**
  90905. * Gets Vignette stretch size.
  90906. */
  90907. get: function () {
  90908. return this.imageProcessingConfiguration.vignetteStretch;
  90909. },
  90910. /**
  90911. * Sets Vignette stretch size.
  90912. */
  90913. set: function (value) {
  90914. this.imageProcessingConfiguration.vignetteStretch = value;
  90915. },
  90916. enumerable: true,
  90917. configurable: true
  90918. });
  90919. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  90920. /**
  90921. * Gets Vignette centre X Offset.
  90922. */
  90923. get: function () {
  90924. return this.imageProcessingConfiguration.vignetteCentreX;
  90925. },
  90926. /**
  90927. * Sets Vignette centre X Offset.
  90928. */
  90929. set: function (value) {
  90930. this.imageProcessingConfiguration.vignetteCentreX = value;
  90931. },
  90932. enumerable: true,
  90933. configurable: true
  90934. });
  90935. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  90936. /**
  90937. * Gets Vignette centre Y Offset.
  90938. */
  90939. get: function () {
  90940. return this.imageProcessingConfiguration.vignetteCentreY;
  90941. },
  90942. /**
  90943. * Sets Vignette centre Y Offset.
  90944. */
  90945. set: function (value) {
  90946. this.imageProcessingConfiguration.vignetteCentreY = value;
  90947. },
  90948. enumerable: true,
  90949. configurable: true
  90950. });
  90951. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  90952. /**
  90953. * Gets Vignette weight or intensity of the vignette effect.
  90954. */
  90955. get: function () {
  90956. return this.imageProcessingConfiguration.vignetteWeight;
  90957. },
  90958. /**
  90959. * Sets Vignette weight or intensity of the vignette effect.
  90960. */
  90961. set: function (value) {
  90962. this.imageProcessingConfiguration.vignetteWeight = value;
  90963. },
  90964. enumerable: true,
  90965. configurable: true
  90966. });
  90967. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  90968. /**
  90969. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90970. * if vignetteEnabled is set to true.
  90971. */
  90972. get: function () {
  90973. return this.imageProcessingConfiguration.vignetteColor;
  90974. },
  90975. /**
  90976. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90977. * if vignetteEnabled is set to true.
  90978. */
  90979. set: function (value) {
  90980. this.imageProcessingConfiguration.vignetteColor = value;
  90981. },
  90982. enumerable: true,
  90983. configurable: true
  90984. });
  90985. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  90986. /**
  90987. * Gets Camera field of view used by the Vignette effect.
  90988. */
  90989. get: function () {
  90990. return this.imageProcessingConfiguration.vignetteCameraFov;
  90991. },
  90992. /**
  90993. * Sets Camera field of view used by the Vignette effect.
  90994. */
  90995. set: function (value) {
  90996. this.imageProcessingConfiguration.vignetteCameraFov = value;
  90997. },
  90998. enumerable: true,
  90999. configurable: true
  91000. });
  91001. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91002. /**
  91003. * Gets the vignette blend mode allowing different kind of effect.
  91004. */
  91005. get: function () {
  91006. return this.imageProcessingConfiguration.vignetteBlendMode;
  91007. },
  91008. /**
  91009. * Sets the vignette blend mode allowing different kind of effect.
  91010. */
  91011. set: function (value) {
  91012. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91013. },
  91014. enumerable: true,
  91015. configurable: true
  91016. });
  91017. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91018. /**
  91019. * Gets wether the vignette effect is enabled.
  91020. */
  91021. get: function () {
  91022. return this.imageProcessingConfiguration.vignetteEnabled;
  91023. },
  91024. /**
  91025. * Sets wether the vignette effect is enabled.
  91026. */
  91027. set: function (value) {
  91028. this.imageProcessingConfiguration.vignetteEnabled = value;
  91029. },
  91030. enumerable: true,
  91031. configurable: true
  91032. });
  91033. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91034. /**
  91035. * Gets wether the input of the processing is in Gamma or Linear Space.
  91036. */
  91037. get: function () {
  91038. return this._fromLinearSpace;
  91039. },
  91040. /**
  91041. * Sets wether the input of the processing is in Gamma or Linear Space.
  91042. */
  91043. set: function (value) {
  91044. if (this._fromLinearSpace === value) {
  91045. return;
  91046. }
  91047. this._fromLinearSpace = value;
  91048. this._updateParameters();
  91049. },
  91050. enumerable: true,
  91051. configurable: true
  91052. });
  91053. /**
  91054. * "ImageProcessingPostProcess"
  91055. * @returns "ImageProcessingPostProcess"
  91056. */
  91057. ImageProcessingPostProcess.prototype.getClassName = function () {
  91058. return "ImageProcessingPostProcess";
  91059. };
  91060. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91061. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91062. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91063. var defines = "";
  91064. for (var define in this._defines) {
  91065. if (this._defines[define]) {
  91066. defines += "#define " + define + ";\r\n";
  91067. }
  91068. }
  91069. var samplers = ["textureSampler"];
  91070. var uniforms = ["scale"];
  91071. if (BABYLON.ImageProcessingConfiguration) {
  91072. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91073. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91074. }
  91075. this.updateEffect(defines, uniforms, samplers);
  91076. };
  91077. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91078. _super.prototype.dispose.call(this, camera);
  91079. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91080. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91081. }
  91082. if (this._imageProcessingConfiguration) {
  91083. this.imageProcessingConfiguration.applyByPostProcess = false;
  91084. }
  91085. };
  91086. __decorate([
  91087. BABYLON.serialize()
  91088. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91089. return ImageProcessingPostProcess;
  91090. }(BABYLON.PostProcess));
  91091. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91092. })(BABYLON || (BABYLON = {}));
  91093. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91094. var BABYLON;
  91095. (function (BABYLON) {
  91096. /**
  91097. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91098. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91099. * As an example, all you have to do is to create the post-process:
  91100. * var mb = new BABYLON.MotionBlurProcess(
  91101. * 'mb', // The name of the effect.
  91102. * scene, // The scene containing the objects to blur according to their velocity.
  91103. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91104. * camera // The camera to apply the render pass to.
  91105. * );
  91106. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91107. */
  91108. var MotionBlurProcess = /** @class */ (function (_super) {
  91109. __extends(MotionBlurProcess, _super);
  91110. /**
  91111. * Creates a new instance MotionBlurPostProcess
  91112. * @param name The name of the effect.
  91113. * @param scene The scene containing the objects to blur according to their velocity.
  91114. * @param options The required width/height ratio to downsize to before computing the render pass.
  91115. * @param camera The camera to apply the render pass to.
  91116. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91117. * @param engine The engine which the post process will be applied. (default: current engine)
  91118. * @param reusable If the post process can be reused on the same frame. (default: false)
  91119. * @param textureType Type of textures used when performing the post process. (default: 0)
  91120. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  91121. */
  91122. function MotionBlurProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91123. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91124. if (blockCompilation === void 0) { blockCompilation = false; }
  91125. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  91126. /**
  91127. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91128. */
  91129. _this.motionStrength = 1;
  91130. _this._motionBlurSamples = 32;
  91131. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91132. if (_this._geometryBufferRenderer) {
  91133. if (!_this._geometryBufferRenderer.isSupported) {
  91134. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91135. _this.dispose();
  91136. return _this;
  91137. }
  91138. _this._geometryBufferRenderer.enableVelocity = true;
  91139. }
  91140. _this.onApply = function (effect) {
  91141. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91142. effect.setFloat("motionScale", scene.getAnimationRatio());
  91143. effect.setFloat("motionStrength", _this.motionStrength);
  91144. if (_this._geometryBufferRenderer) {
  91145. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91146. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91147. }
  91148. };
  91149. return _this;
  91150. }
  91151. Object.defineProperty(MotionBlurProcess.prototype, "motionBlurSamples", {
  91152. /**
  91153. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91154. */
  91155. get: function () {
  91156. return this._motionBlurSamples;
  91157. },
  91158. /**
  91159. * Sets the number of iterations to be used for motion blur quality
  91160. */
  91161. set: function (samples) {
  91162. this._motionBlurSamples = samples;
  91163. this.updateEffect("#define SAMPLES " + samples.toFixed(1));
  91164. },
  91165. enumerable: true,
  91166. configurable: true
  91167. });
  91168. /**
  91169. * Disposes the post process.
  91170. * @param camera The camera to dispose the post process on.
  91171. */
  91172. MotionBlurProcess.prototype.dispose = function (camera) {
  91173. if (this._geometryBufferRenderer) {
  91174. // Clear previous transformation matrices dictionary used to compute objects velocities
  91175. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91176. }
  91177. _super.prototype.dispose.call(this, camera);
  91178. };
  91179. return MotionBlurProcess;
  91180. }(BABYLON.PostProcess));
  91181. BABYLON.MotionBlurProcess = MotionBlurProcess;
  91182. })(BABYLON || (BABYLON = {}));
  91183. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91184. var BABYLON;
  91185. (function (BABYLON) {
  91186. /**
  91187. * Class used to store bone information
  91188. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91189. */
  91190. var Bone = /** @class */ (function (_super) {
  91191. __extends(Bone, _super);
  91192. /**
  91193. * Create a new bone
  91194. * @param name defines the bone name
  91195. * @param skeleton defines the parent skeleton
  91196. * @param parentBone defines the parent (can be null if the bone is the root)
  91197. * @param localMatrix defines the local matrix
  91198. * @param restPose defines the rest pose matrix
  91199. * @param baseMatrix defines the base matrix
  91200. * @param index defines index of the bone in the hiearchy
  91201. */
  91202. function Bone(
  91203. /**
  91204. * defines the bone name
  91205. */
  91206. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91207. if (parentBone === void 0) { parentBone = null; }
  91208. if (localMatrix === void 0) { localMatrix = null; }
  91209. if (restPose === void 0) { restPose = null; }
  91210. if (baseMatrix === void 0) { baseMatrix = null; }
  91211. if (index === void 0) { index = null; }
  91212. var _this = _super.call(this, name, skeleton.getScene()) || this;
  91213. _this.name = name;
  91214. /**
  91215. * Gets the list of child bones
  91216. */
  91217. _this.children = new Array();
  91218. /** Gets the animations associated with this bone */
  91219. _this.animations = new Array();
  91220. /**
  91221. * @hidden Internal only
  91222. * Set this value to map this bone to a different index in the transform matrices
  91223. * Set this value to -1 to exclude the bone from the transform matrices
  91224. */
  91225. _this._index = null;
  91226. _this._absoluteTransform = new BABYLON.Matrix();
  91227. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91228. _this._scalingDeterminant = 1;
  91229. _this._worldTransform = new BABYLON.Matrix();
  91230. _this._needToDecompose = true;
  91231. _this._needToCompose = false;
  91232. _this._skeleton = skeleton;
  91233. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91234. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91235. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91236. _this._index = index;
  91237. skeleton.bones.push(_this);
  91238. _this.setParent(parentBone, false);
  91239. if (baseMatrix || localMatrix) {
  91240. _this._updateDifferenceMatrix();
  91241. }
  91242. return _this;
  91243. }
  91244. Object.defineProperty(Bone.prototype, "_matrix", {
  91245. /** @hidden */
  91246. get: function () {
  91247. this._compose();
  91248. return this._localMatrix;
  91249. },
  91250. /** @hidden */
  91251. set: function (value) {
  91252. this._localMatrix.copyFrom(value);
  91253. this._needToDecompose = true;
  91254. },
  91255. enumerable: true,
  91256. configurable: true
  91257. });
  91258. // Members
  91259. /**
  91260. * Gets the parent skeleton
  91261. * @returns a skeleton
  91262. */
  91263. Bone.prototype.getSkeleton = function () {
  91264. return this._skeleton;
  91265. };
  91266. /**
  91267. * Gets parent bone
  91268. * @returns a bone or null if the bone is the root of the bone hierarchy
  91269. */
  91270. Bone.prototype.getParent = function () {
  91271. return this._parent;
  91272. };
  91273. /**
  91274. * Sets the parent bone
  91275. * @param parent defines the parent (can be null if the bone is the root)
  91276. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91277. */
  91278. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91279. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91280. if (this._parent === parent) {
  91281. return;
  91282. }
  91283. if (this._parent) {
  91284. var index = this._parent.children.indexOf(this);
  91285. if (index !== -1) {
  91286. this._parent.children.splice(index, 1);
  91287. }
  91288. }
  91289. this._parent = parent;
  91290. if (this._parent) {
  91291. this._parent.children.push(this);
  91292. }
  91293. if (updateDifferenceMatrix) {
  91294. this._updateDifferenceMatrix();
  91295. }
  91296. this.markAsDirty();
  91297. };
  91298. /**
  91299. * Gets the local matrix
  91300. * @returns a matrix
  91301. */
  91302. Bone.prototype.getLocalMatrix = function () {
  91303. this._compose();
  91304. return this._localMatrix;
  91305. };
  91306. /**
  91307. * Gets the base matrix (initial matrix which remains unchanged)
  91308. * @returns a matrix
  91309. */
  91310. Bone.prototype.getBaseMatrix = function () {
  91311. return this._baseMatrix;
  91312. };
  91313. /**
  91314. * Gets the rest pose matrix
  91315. * @returns a matrix
  91316. */
  91317. Bone.prototype.getRestPose = function () {
  91318. return this._restPose;
  91319. };
  91320. /**
  91321. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91322. */
  91323. Bone.prototype.getWorldMatrix = function () {
  91324. return this._worldTransform;
  91325. };
  91326. /**
  91327. * Sets the local matrix to rest pose matrix
  91328. */
  91329. Bone.prototype.returnToRest = function () {
  91330. this.updateMatrix(this._restPose.clone());
  91331. };
  91332. /**
  91333. * Gets the inverse of the absolute transform matrix.
  91334. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91335. * @returns a matrix
  91336. */
  91337. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91338. return this._invertedAbsoluteTransform;
  91339. };
  91340. /**
  91341. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91342. * @returns a matrix
  91343. */
  91344. Bone.prototype.getAbsoluteTransform = function () {
  91345. return this._absoluteTransform;
  91346. };
  91347. Object.defineProperty(Bone.prototype, "position", {
  91348. // Properties (matches AbstractMesh properties)
  91349. /** Gets or sets current position (in local space) */
  91350. get: function () {
  91351. this._decompose();
  91352. return this._localPosition;
  91353. },
  91354. set: function (newPosition) {
  91355. this._decompose();
  91356. this._localPosition.copyFrom(newPosition);
  91357. this._markAsDirtyAndCompose();
  91358. },
  91359. enumerable: true,
  91360. configurable: true
  91361. });
  91362. Object.defineProperty(Bone.prototype, "rotation", {
  91363. /** Gets or sets current rotation (in local space) */
  91364. get: function () {
  91365. return this.getRotation();
  91366. },
  91367. set: function (newRotation) {
  91368. this.setRotation(newRotation);
  91369. },
  91370. enumerable: true,
  91371. configurable: true
  91372. });
  91373. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91374. /** Gets or sets current rotation quaternion (in local space) */
  91375. get: function () {
  91376. this._decompose();
  91377. return this._localRotation;
  91378. },
  91379. set: function (newRotation) {
  91380. this.setRotationQuaternion(newRotation);
  91381. },
  91382. enumerable: true,
  91383. configurable: true
  91384. });
  91385. Object.defineProperty(Bone.prototype, "scaling", {
  91386. /** Gets or sets current scaling (in local space) */
  91387. get: function () {
  91388. return this.getScale();
  91389. },
  91390. set: function (newScaling) {
  91391. this.setScale(newScaling);
  91392. },
  91393. enumerable: true,
  91394. configurable: true
  91395. });
  91396. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91397. /**
  91398. * Gets the animation properties override
  91399. */
  91400. get: function () {
  91401. return this._skeleton.animationPropertiesOverride;
  91402. },
  91403. enumerable: true,
  91404. configurable: true
  91405. });
  91406. // Methods
  91407. Bone.prototype._decompose = function () {
  91408. if (!this._needToDecompose) {
  91409. return;
  91410. }
  91411. this._needToDecompose = false;
  91412. if (!this._localScaling) {
  91413. this._localScaling = BABYLON.Vector3.Zero();
  91414. this._localRotation = BABYLON.Quaternion.Zero();
  91415. this._localPosition = BABYLON.Vector3.Zero();
  91416. }
  91417. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91418. };
  91419. Bone.prototype._compose = function () {
  91420. if (!this._needToCompose) {
  91421. return;
  91422. }
  91423. this._needToCompose = false;
  91424. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91425. };
  91426. /**
  91427. * Update the base and local matrices
  91428. * @param matrix defines the new base or local matrix
  91429. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91430. * @param updateLocalMatrix defines if the local matrix should be updated
  91431. */
  91432. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91433. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91434. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91435. this._baseMatrix.copyFrom(matrix);
  91436. if (updateDifferenceMatrix) {
  91437. this._updateDifferenceMatrix();
  91438. }
  91439. if (updateLocalMatrix) {
  91440. this._localMatrix.copyFrom(matrix);
  91441. this._markAsDirtyAndDecompose();
  91442. }
  91443. else {
  91444. this.markAsDirty();
  91445. }
  91446. };
  91447. /** @hidden */
  91448. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91449. if (updateChildren === void 0) { updateChildren = true; }
  91450. if (!rootMatrix) {
  91451. rootMatrix = this._baseMatrix;
  91452. }
  91453. if (this._parent) {
  91454. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91455. }
  91456. else {
  91457. this._absoluteTransform.copyFrom(rootMatrix);
  91458. }
  91459. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91460. if (updateChildren) {
  91461. for (var index = 0; index < this.children.length; index++) {
  91462. this.children[index]._updateDifferenceMatrix();
  91463. }
  91464. }
  91465. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91466. };
  91467. /**
  91468. * Flag the bone as dirty (Forcing it to update everything)
  91469. */
  91470. Bone.prototype.markAsDirty = function () {
  91471. this._currentRenderId++;
  91472. this._childRenderId++;
  91473. this._skeleton._markAsDirty();
  91474. };
  91475. Bone.prototype._markAsDirtyAndCompose = function () {
  91476. this.markAsDirty();
  91477. this._needToCompose = true;
  91478. };
  91479. Bone.prototype._markAsDirtyAndDecompose = function () {
  91480. this.markAsDirty();
  91481. this._needToDecompose = true;
  91482. };
  91483. /**
  91484. * Copy an animation range from another bone
  91485. * @param source defines the source bone
  91486. * @param rangeName defines the range name to copy
  91487. * @param frameOffset defines the frame offset
  91488. * @param rescaleAsRequired defines if rescaling must be applied if required
  91489. * @param skelDimensionsRatio defines the scaling ratio
  91490. * @returns true if operation was successful
  91491. */
  91492. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91493. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91494. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91495. // all animation may be coming from a library skeleton, so may need to create animation
  91496. if (this.animations.length === 0) {
  91497. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91498. this.animations[0].setKeys([]);
  91499. }
  91500. // get animation info / verify there is such a range from the source bone
  91501. var sourceRange = source.animations[0].getRange(rangeName);
  91502. if (!sourceRange) {
  91503. return false;
  91504. }
  91505. var from = sourceRange.from;
  91506. var to = sourceRange.to;
  91507. var sourceKeys = source.animations[0].getKeys();
  91508. // rescaling prep
  91509. var sourceBoneLength = source.length;
  91510. var sourceParent = source.getParent();
  91511. var parent = this.getParent();
  91512. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91513. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91514. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91515. var destKeys = this.animations[0].getKeys();
  91516. // loop vars declaration
  91517. var orig;
  91518. var origTranslation;
  91519. var mat;
  91520. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91521. orig = sourceKeys[key];
  91522. if (orig.frame >= from && orig.frame <= to) {
  91523. if (rescaleAsRequired) {
  91524. mat = orig.value.clone();
  91525. // scale based on parent ratio, when bone has parent
  91526. if (parentScalingReqd) {
  91527. origTranslation = mat.getTranslation();
  91528. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91529. // scale based on skeleton dimension ratio when root bone, and value is passed
  91530. }
  91531. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91532. origTranslation = mat.getTranslation();
  91533. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91534. // use original when root bone, and no data for skelDimensionsRatio
  91535. }
  91536. else {
  91537. mat = orig.value;
  91538. }
  91539. }
  91540. else {
  91541. mat = orig.value;
  91542. }
  91543. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91544. }
  91545. }
  91546. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91547. return true;
  91548. };
  91549. /**
  91550. * Translate the bone in local or world space
  91551. * @param vec The amount to translate the bone
  91552. * @param space The space that the translation is in
  91553. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91554. */
  91555. Bone.prototype.translate = function (vec, space, mesh) {
  91556. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91557. var lm = this.getLocalMatrix();
  91558. if (space == BABYLON.Space.LOCAL) {
  91559. lm.m[12] += vec.x;
  91560. lm.m[13] += vec.y;
  91561. lm.m[14] += vec.z;
  91562. }
  91563. else {
  91564. var wm = null;
  91565. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91566. if (mesh) {
  91567. wm = mesh.getWorldMatrix();
  91568. }
  91569. this._skeleton.computeAbsoluteTransforms();
  91570. var tmat = Bone._tmpMats[0];
  91571. var tvec = Bone._tmpVecs[0];
  91572. if (this._parent) {
  91573. if (mesh && wm) {
  91574. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91575. tmat.multiplyToRef(wm, tmat);
  91576. }
  91577. else {
  91578. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91579. }
  91580. }
  91581. tmat.m[12] = 0;
  91582. tmat.m[13] = 0;
  91583. tmat.m[14] = 0;
  91584. tmat.invert();
  91585. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91586. lm.m[12] += tvec.x;
  91587. lm.m[13] += tvec.y;
  91588. lm.m[14] += tvec.z;
  91589. }
  91590. this._markAsDirtyAndDecompose();
  91591. };
  91592. /**
  91593. * Set the postion of the bone in local or world space
  91594. * @param position The position to set the bone
  91595. * @param space The space that the position is in
  91596. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91597. */
  91598. Bone.prototype.setPosition = function (position, space, mesh) {
  91599. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91600. var lm = this.getLocalMatrix();
  91601. if (space == BABYLON.Space.LOCAL) {
  91602. lm.m[12] = position.x;
  91603. lm.m[13] = position.y;
  91604. lm.m[14] = position.z;
  91605. }
  91606. else {
  91607. var wm = null;
  91608. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91609. if (mesh) {
  91610. wm = mesh.getWorldMatrix();
  91611. }
  91612. this._skeleton.computeAbsoluteTransforms();
  91613. var tmat = Bone._tmpMats[0];
  91614. var vec = Bone._tmpVecs[0];
  91615. if (this._parent) {
  91616. if (mesh && wm) {
  91617. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91618. tmat.multiplyToRef(wm, tmat);
  91619. }
  91620. else {
  91621. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91622. }
  91623. }
  91624. tmat.invert();
  91625. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  91626. lm.m[12] = vec.x;
  91627. lm.m[13] = vec.y;
  91628. lm.m[14] = vec.z;
  91629. }
  91630. this._markAsDirtyAndDecompose();
  91631. };
  91632. /**
  91633. * Set the absolute position of the bone (world space)
  91634. * @param position The position to set the bone
  91635. * @param mesh The mesh that this bone is attached to
  91636. */
  91637. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  91638. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  91639. };
  91640. /**
  91641. * Scale the bone on the x, y and z axes (in local space)
  91642. * @param x The amount to scale the bone on the x axis
  91643. * @param y The amount to scale the bone on the y axis
  91644. * @param z The amount to scale the bone on the z axis
  91645. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  91646. */
  91647. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  91648. if (scaleChildren === void 0) { scaleChildren = false; }
  91649. var locMat = this.getLocalMatrix();
  91650. // Apply new scaling on top of current local matrix
  91651. var scaleMat = Bone._tmpMats[0];
  91652. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  91653. scaleMat.multiplyToRef(locMat, locMat);
  91654. // Invert scaling matrix and apply the inverse to all children
  91655. scaleMat.invert();
  91656. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  91657. var child = _a[_i];
  91658. var cm = child.getLocalMatrix();
  91659. cm.multiplyToRef(scaleMat, cm);
  91660. cm.m[12] *= x;
  91661. cm.m[13] *= y;
  91662. cm.m[14] *= z;
  91663. child._markAsDirtyAndDecompose();
  91664. }
  91665. this._markAsDirtyAndDecompose();
  91666. if (scaleChildren) {
  91667. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  91668. var child = _c[_b];
  91669. child.scale(x, y, z, scaleChildren);
  91670. }
  91671. }
  91672. };
  91673. /**
  91674. * Set the bone scaling in local space
  91675. * @param scale defines the scaling vector
  91676. */
  91677. Bone.prototype.setScale = function (scale) {
  91678. this._decompose();
  91679. this._localScaling.copyFrom(scale);
  91680. this._markAsDirtyAndCompose();
  91681. };
  91682. /**
  91683. * Gets the current scaling in local space
  91684. * @returns the current scaling vector
  91685. */
  91686. Bone.prototype.getScale = function () {
  91687. this._decompose();
  91688. return this._localScaling;
  91689. };
  91690. /**
  91691. * Gets the current scaling in local space and stores it in a target vector
  91692. * @param result defines the target vector
  91693. */
  91694. Bone.prototype.getScaleToRef = function (result) {
  91695. this._decompose();
  91696. result.copyFrom(this._localScaling);
  91697. };
  91698. /**
  91699. * Set the yaw, pitch, and roll of the bone in local or world space
  91700. * @param yaw The rotation of the bone on the y axis
  91701. * @param pitch The rotation of the bone on the x axis
  91702. * @param roll The rotation of the bone on the z axis
  91703. * @param space The space that the axes of rotation are in
  91704. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91705. */
  91706. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  91707. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91708. if (space === BABYLON.Space.LOCAL) {
  91709. var quat = Bone._tmpQuat;
  91710. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  91711. this.setRotationQuaternion(quat, space, mesh);
  91712. return;
  91713. }
  91714. var rotMatInv = Bone._tmpMats[0];
  91715. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91716. return;
  91717. }
  91718. var rotMat = Bone._tmpMats[1];
  91719. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  91720. rotMatInv.multiplyToRef(rotMat, rotMat);
  91721. this._rotateWithMatrix(rotMat, space, mesh);
  91722. };
  91723. /**
  91724. * Add a rotation to the bone on an axis in local or world space
  91725. * @param axis The axis to rotate the bone on
  91726. * @param amount The amount to rotate the bone
  91727. * @param space The space that the axis is in
  91728. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91729. */
  91730. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  91731. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91732. var rmat = Bone._tmpMats[0];
  91733. rmat.m[12] = 0;
  91734. rmat.m[13] = 0;
  91735. rmat.m[14] = 0;
  91736. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  91737. this._rotateWithMatrix(rmat, space, mesh);
  91738. };
  91739. /**
  91740. * Set the rotation of the bone to a particular axis angle in local or world space
  91741. * @param axis The axis to rotate the bone on
  91742. * @param angle The angle that the bone should be rotated to
  91743. * @param space The space that the axis is in
  91744. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91745. */
  91746. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  91747. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91748. if (space === BABYLON.Space.LOCAL) {
  91749. var quat = Bone._tmpQuat;
  91750. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  91751. this.setRotationQuaternion(quat, space, mesh);
  91752. return;
  91753. }
  91754. var rotMatInv = Bone._tmpMats[0];
  91755. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91756. return;
  91757. }
  91758. var rotMat = Bone._tmpMats[1];
  91759. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  91760. rotMatInv.multiplyToRef(rotMat, rotMat);
  91761. this._rotateWithMatrix(rotMat, space, mesh);
  91762. };
  91763. /**
  91764. * Set the euler rotation of the bone in local of world space
  91765. * @param rotation The euler rotation that the bone should be set to
  91766. * @param space The space that the rotation is in
  91767. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91768. */
  91769. Bone.prototype.setRotation = function (rotation, space, mesh) {
  91770. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91771. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  91772. };
  91773. /**
  91774. * Set the quaternion rotation of the bone in local of world space
  91775. * @param quat The quaternion rotation that the bone should be set to
  91776. * @param space The space that the rotation is in
  91777. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91778. */
  91779. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  91780. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91781. if (space === BABYLON.Space.LOCAL) {
  91782. this._decompose();
  91783. this._localRotation.copyFrom(quat);
  91784. this._markAsDirtyAndCompose();
  91785. return;
  91786. }
  91787. var rotMatInv = Bone._tmpMats[0];
  91788. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91789. return;
  91790. }
  91791. var rotMat = Bone._tmpMats[1];
  91792. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  91793. rotMatInv.multiplyToRef(rotMat, rotMat);
  91794. this._rotateWithMatrix(rotMat, space, mesh);
  91795. };
  91796. /**
  91797. * Set the rotation matrix of the bone in local of world space
  91798. * @param rotMat The rotation matrix that the bone should be set to
  91799. * @param space The space that the rotation is in
  91800. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91801. */
  91802. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  91803. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91804. if (space === BABYLON.Space.LOCAL) {
  91805. var quat = Bone._tmpQuat;
  91806. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  91807. this.setRotationQuaternion(quat, space, mesh);
  91808. return;
  91809. }
  91810. var rotMatInv = Bone._tmpMats[0];
  91811. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91812. return;
  91813. }
  91814. var rotMat2 = Bone._tmpMats[1];
  91815. rotMat2.copyFrom(rotMat);
  91816. rotMatInv.multiplyToRef(rotMat, rotMat2);
  91817. this._rotateWithMatrix(rotMat2, space, mesh);
  91818. };
  91819. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  91820. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91821. var lmat = this.getLocalMatrix();
  91822. var lx = lmat.m[12];
  91823. var ly = lmat.m[13];
  91824. var lz = lmat.m[14];
  91825. var parent = this.getParent();
  91826. var parentScale = Bone._tmpMats[3];
  91827. var parentScaleInv = Bone._tmpMats[4];
  91828. if (parent && space == BABYLON.Space.WORLD) {
  91829. if (mesh) {
  91830. parentScale.copyFrom(mesh.getWorldMatrix());
  91831. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  91832. }
  91833. else {
  91834. parentScale.copyFrom(parent.getAbsoluteTransform());
  91835. }
  91836. parentScaleInv.copyFrom(parentScale);
  91837. parentScaleInv.invert();
  91838. lmat.multiplyToRef(parentScale, lmat);
  91839. lmat.multiplyToRef(rmat, lmat);
  91840. lmat.multiplyToRef(parentScaleInv, lmat);
  91841. }
  91842. else {
  91843. if (space == BABYLON.Space.WORLD && mesh) {
  91844. parentScale.copyFrom(mesh.getWorldMatrix());
  91845. parentScaleInv.copyFrom(parentScale);
  91846. parentScaleInv.invert();
  91847. lmat.multiplyToRef(parentScale, lmat);
  91848. lmat.multiplyToRef(rmat, lmat);
  91849. lmat.multiplyToRef(parentScaleInv, lmat);
  91850. }
  91851. else {
  91852. lmat.multiplyToRef(rmat, lmat);
  91853. }
  91854. }
  91855. lmat.m[12] = lx;
  91856. lmat.m[13] = ly;
  91857. lmat.m[14] = lz;
  91858. this.computeAbsoluteTransforms();
  91859. this._markAsDirtyAndDecompose();
  91860. };
  91861. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  91862. var scaleMatrix = Bone._tmpMats[2];
  91863. rotMatInv.copyFrom(this.getAbsoluteTransform());
  91864. if (mesh) {
  91865. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  91866. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  91867. }
  91868. rotMatInv.invert();
  91869. if (isNaN(rotMatInv.m[0])) {
  91870. // Matrix failed to invert.
  91871. // This can happen if scale is zero for example.
  91872. return false;
  91873. }
  91874. scaleMatrix.m[0] *= this._scalingDeterminant;
  91875. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  91876. return true;
  91877. };
  91878. /**
  91879. * Get the position of the bone in local or world space
  91880. * @param space The space that the returned position is in
  91881. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91882. * @returns The position of the bone
  91883. */
  91884. Bone.prototype.getPosition = function (space, mesh) {
  91885. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91886. if (mesh === void 0) { mesh = null; }
  91887. var pos = BABYLON.Vector3.Zero();
  91888. this.getPositionToRef(space, mesh, pos);
  91889. return pos;
  91890. };
  91891. /**
  91892. * Copy the position of the bone to a vector3 in local or world space
  91893. * @param space The space that the returned position is in
  91894. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91895. * @param result The vector3 to copy the position to
  91896. */
  91897. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  91898. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91899. if (space == BABYLON.Space.LOCAL) {
  91900. var lm = this.getLocalMatrix();
  91901. result.x = lm.m[12];
  91902. result.y = lm.m[13];
  91903. result.z = lm.m[14];
  91904. }
  91905. else {
  91906. var wm = null;
  91907. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91908. if (mesh) {
  91909. wm = mesh.getWorldMatrix();
  91910. }
  91911. this._skeleton.computeAbsoluteTransforms();
  91912. var tmat = Bone._tmpMats[0];
  91913. if (mesh && wm) {
  91914. tmat.copyFrom(this.getAbsoluteTransform());
  91915. tmat.multiplyToRef(wm, tmat);
  91916. }
  91917. else {
  91918. tmat = this.getAbsoluteTransform();
  91919. }
  91920. result.x = tmat.m[12];
  91921. result.y = tmat.m[13];
  91922. result.z = tmat.m[14];
  91923. }
  91924. };
  91925. /**
  91926. * Get the absolute position of the bone (world space)
  91927. * @param mesh The mesh that this bone is attached to
  91928. * @returns The absolute position of the bone
  91929. */
  91930. Bone.prototype.getAbsolutePosition = function (mesh) {
  91931. if (mesh === void 0) { mesh = null; }
  91932. var pos = BABYLON.Vector3.Zero();
  91933. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  91934. return pos;
  91935. };
  91936. /**
  91937. * Copy the absolute position of the bone (world space) to the result param
  91938. * @param mesh The mesh that this bone is attached to
  91939. * @param result The vector3 to copy the absolute position to
  91940. */
  91941. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  91942. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  91943. };
  91944. /**
  91945. * Compute the absolute transforms of this bone and its children
  91946. */
  91947. Bone.prototype.computeAbsoluteTransforms = function () {
  91948. this._compose();
  91949. if (this._parent) {
  91950. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91951. }
  91952. else {
  91953. this._absoluteTransform.copyFrom(this._localMatrix);
  91954. var poseMatrix = this._skeleton.getPoseMatrix();
  91955. if (poseMatrix) {
  91956. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  91957. }
  91958. }
  91959. var children = this.children;
  91960. var len = children.length;
  91961. for (var i = 0; i < len; i++) {
  91962. children[i].computeAbsoluteTransforms();
  91963. }
  91964. };
  91965. /**
  91966. * Get the world direction from an axis that is in the local space of the bone
  91967. * @param localAxis The local direction that is used to compute the world direction
  91968. * @param mesh The mesh that this bone is attached to
  91969. * @returns The world direction
  91970. */
  91971. Bone.prototype.getDirection = function (localAxis, mesh) {
  91972. if (mesh === void 0) { mesh = null; }
  91973. var result = BABYLON.Vector3.Zero();
  91974. this.getDirectionToRef(localAxis, mesh, result);
  91975. return result;
  91976. };
  91977. /**
  91978. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  91979. * @param localAxis The local direction that is used to compute the world direction
  91980. * @param mesh The mesh that this bone is attached to
  91981. * @param result The vector3 that the world direction will be copied to
  91982. */
  91983. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  91984. if (mesh === void 0) { mesh = null; }
  91985. var wm = null;
  91986. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91987. if (mesh) {
  91988. wm = mesh.getWorldMatrix();
  91989. }
  91990. this._skeleton.computeAbsoluteTransforms();
  91991. var mat = Bone._tmpMats[0];
  91992. mat.copyFrom(this.getAbsoluteTransform());
  91993. if (mesh && wm) {
  91994. mat.multiplyToRef(wm, mat);
  91995. }
  91996. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  91997. result.normalize();
  91998. };
  91999. /**
  92000. * Get the euler rotation of the bone in local or world space
  92001. * @param space The space that the rotation should be in
  92002. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92003. * @returns The euler rotation
  92004. */
  92005. Bone.prototype.getRotation = function (space, mesh) {
  92006. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92007. if (mesh === void 0) { mesh = null; }
  92008. var result = BABYLON.Vector3.Zero();
  92009. this.getRotationToRef(space, mesh, result);
  92010. return result;
  92011. };
  92012. /**
  92013. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92014. * @param space The space that the rotation should be in
  92015. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92016. * @param result The vector3 that the rotation should be copied to
  92017. */
  92018. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92019. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92020. if (mesh === void 0) { mesh = null; }
  92021. var quat = Bone._tmpQuat;
  92022. this.getRotationQuaternionToRef(space, mesh, quat);
  92023. quat.toEulerAnglesToRef(result);
  92024. };
  92025. /**
  92026. * Get the quaternion rotation of the bone in either local or world space
  92027. * @param space The space that the rotation should be in
  92028. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92029. * @returns The quaternion rotation
  92030. */
  92031. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92032. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92033. if (mesh === void 0) { mesh = null; }
  92034. var result = BABYLON.Quaternion.Identity();
  92035. this.getRotationQuaternionToRef(space, mesh, result);
  92036. return result;
  92037. };
  92038. /**
  92039. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92040. * @param space The space that the rotation should be in
  92041. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92042. * @param result The quaternion that the rotation should be copied to
  92043. */
  92044. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92045. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92046. if (mesh === void 0) { mesh = null; }
  92047. if (space == BABYLON.Space.LOCAL) {
  92048. this._decompose();
  92049. result.copyFrom(this._localRotation);
  92050. }
  92051. else {
  92052. var mat = Bone._tmpMats[0];
  92053. var amat = this.getAbsoluteTransform();
  92054. if (mesh) {
  92055. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92056. }
  92057. else {
  92058. mat.copyFrom(amat);
  92059. }
  92060. mat.m[0] *= this._scalingDeterminant;
  92061. mat.m[1] *= this._scalingDeterminant;
  92062. mat.m[2] *= this._scalingDeterminant;
  92063. mat.decompose(undefined, result, undefined);
  92064. }
  92065. };
  92066. /**
  92067. * Get the rotation matrix of the bone in local or world space
  92068. * @param space The space that the rotation should be in
  92069. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92070. * @returns The rotation matrix
  92071. */
  92072. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92073. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92074. var result = BABYLON.Matrix.Identity();
  92075. this.getRotationMatrixToRef(space, mesh, result);
  92076. return result;
  92077. };
  92078. /**
  92079. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92080. * @param space The space that the rotation should be in
  92081. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92082. * @param result The quaternion that the rotation should be copied to
  92083. */
  92084. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92085. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92086. if (space == BABYLON.Space.LOCAL) {
  92087. this.getLocalMatrix().getRotationMatrixToRef(result);
  92088. }
  92089. else {
  92090. var mat = Bone._tmpMats[0];
  92091. var amat = this.getAbsoluteTransform();
  92092. if (mesh) {
  92093. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92094. }
  92095. else {
  92096. mat.copyFrom(amat);
  92097. }
  92098. mat.m[0] *= this._scalingDeterminant;
  92099. mat.m[1] *= this._scalingDeterminant;
  92100. mat.m[2] *= this._scalingDeterminant;
  92101. mat.getRotationMatrixToRef(result);
  92102. }
  92103. };
  92104. /**
  92105. * Get the world position of a point that is in the local space of the bone
  92106. * @param position The local position
  92107. * @param mesh The mesh that this bone is attached to
  92108. * @returns The world position
  92109. */
  92110. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92111. if (mesh === void 0) { mesh = null; }
  92112. var result = BABYLON.Vector3.Zero();
  92113. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92114. return result;
  92115. };
  92116. /**
  92117. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92118. * @param position The local position
  92119. * @param mesh The mesh that this bone is attached to
  92120. * @param result The vector3 that the world position should be copied to
  92121. */
  92122. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92123. if (mesh === void 0) { mesh = null; }
  92124. var wm = null;
  92125. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92126. if (mesh) {
  92127. wm = mesh.getWorldMatrix();
  92128. }
  92129. this._skeleton.computeAbsoluteTransforms();
  92130. var tmat = Bone._tmpMats[0];
  92131. if (mesh && wm) {
  92132. tmat.copyFrom(this.getAbsoluteTransform());
  92133. tmat.multiplyToRef(wm, tmat);
  92134. }
  92135. else {
  92136. tmat = this.getAbsoluteTransform();
  92137. }
  92138. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92139. };
  92140. /**
  92141. * Get the local position of a point that is in world space
  92142. * @param position The world position
  92143. * @param mesh The mesh that this bone is attached to
  92144. * @returns The local position
  92145. */
  92146. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92147. if (mesh === void 0) { mesh = null; }
  92148. var result = BABYLON.Vector3.Zero();
  92149. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92150. return result;
  92151. };
  92152. /**
  92153. * Get the local position of a point that is in world space and copy it to the result param
  92154. * @param position The world position
  92155. * @param mesh The mesh that this bone is attached to
  92156. * @param result The vector3 that the local position should be copied to
  92157. */
  92158. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92159. if (mesh === void 0) { mesh = null; }
  92160. var wm = null;
  92161. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92162. if (mesh) {
  92163. wm = mesh.getWorldMatrix();
  92164. }
  92165. this._skeleton.computeAbsoluteTransforms();
  92166. var tmat = Bone._tmpMats[0];
  92167. tmat.copyFrom(this.getAbsoluteTransform());
  92168. if (mesh && wm) {
  92169. tmat.multiplyToRef(wm, tmat);
  92170. }
  92171. tmat.invert();
  92172. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92173. };
  92174. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92175. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92176. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92177. return Bone;
  92178. }(BABYLON.Node));
  92179. BABYLON.Bone = Bone;
  92180. })(BABYLON || (BABYLON = {}));
  92181. //# sourceMappingURL=babylon.bone.js.map
  92182. var BABYLON;
  92183. (function (BABYLON) {
  92184. /**
  92185. * Class used to apply inverse kinematics to bones
  92186. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92187. */
  92188. var BoneIKController = /** @class */ (function () {
  92189. /**
  92190. * Creates a new BoneIKController
  92191. * @param mesh defines the mesh to control
  92192. * @param bone defines the bone to control
  92193. * @param options defines options to set up the controller
  92194. */
  92195. function BoneIKController(mesh, bone, options) {
  92196. /**
  92197. * Gets or sets the target position
  92198. */
  92199. this.targetPosition = BABYLON.Vector3.Zero();
  92200. /**
  92201. * Gets or sets the pole target position
  92202. */
  92203. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92204. /**
  92205. * Gets or sets the pole target local offset
  92206. */
  92207. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92208. /**
  92209. * Gets or sets the pole angle
  92210. */
  92211. this.poleAngle = 0;
  92212. /**
  92213. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  92214. */
  92215. this.slerpAmount = 1;
  92216. this._bone1Quat = BABYLON.Quaternion.Identity();
  92217. this._bone1Mat = BABYLON.Matrix.Identity();
  92218. this._bone2Ang = Math.PI;
  92219. this._maxAngle = Math.PI;
  92220. this._rightHandedSystem = false;
  92221. this._bendAxis = BABYLON.Vector3.Right();
  92222. this._slerping = false;
  92223. this._adjustRoll = 0;
  92224. this._bone2 = bone;
  92225. this._bone1 = bone.getParent();
  92226. if (!this._bone1) {
  92227. return;
  92228. }
  92229. this.mesh = mesh;
  92230. var bonePos = bone.getPosition();
  92231. if (bone.getAbsoluteTransform().determinant() > 0) {
  92232. this._rightHandedSystem = true;
  92233. this._bendAxis.x = 0;
  92234. this._bendAxis.y = 0;
  92235. this._bendAxis.z = -1;
  92236. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92237. this._adjustRoll = Math.PI * .5;
  92238. this._bendAxis.z = 1;
  92239. }
  92240. }
  92241. if (this._bone1.length) {
  92242. var boneScale1 = this._bone1.getScale();
  92243. var boneScale2 = this._bone2.getScale();
  92244. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92245. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92246. }
  92247. else if (this._bone1.children[0]) {
  92248. mesh.computeWorldMatrix(true);
  92249. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92250. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92251. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92252. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92253. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92254. }
  92255. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92256. this.maxAngle = Math.PI;
  92257. if (options) {
  92258. if (options.targetMesh) {
  92259. this.targetMesh = options.targetMesh;
  92260. this.targetMesh.computeWorldMatrix(true);
  92261. }
  92262. if (options.poleTargetMesh) {
  92263. this.poleTargetMesh = options.poleTargetMesh;
  92264. this.poleTargetMesh.computeWorldMatrix(true);
  92265. }
  92266. else if (options.poleTargetBone) {
  92267. this.poleTargetBone = options.poleTargetBone;
  92268. }
  92269. else if (this._bone1.getParent()) {
  92270. this.poleTargetBone = this._bone1.getParent();
  92271. }
  92272. if (options.poleTargetLocalOffset) {
  92273. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92274. }
  92275. if (options.poleAngle) {
  92276. this.poleAngle = options.poleAngle;
  92277. }
  92278. if (options.bendAxis) {
  92279. this._bendAxis.copyFrom(options.bendAxis);
  92280. }
  92281. if (options.maxAngle) {
  92282. this.maxAngle = options.maxAngle;
  92283. }
  92284. if (options.slerpAmount) {
  92285. this.slerpAmount = options.slerpAmount;
  92286. }
  92287. }
  92288. }
  92289. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92290. /**
  92291. * Gets or sets maximum allowed angle
  92292. */
  92293. get: function () {
  92294. return this._maxAngle;
  92295. },
  92296. set: function (value) {
  92297. this._setMaxAngle(value);
  92298. },
  92299. enumerable: true,
  92300. configurable: true
  92301. });
  92302. BoneIKController.prototype._setMaxAngle = function (ang) {
  92303. if (ang < 0) {
  92304. ang = 0;
  92305. }
  92306. if (ang > Math.PI || ang == undefined) {
  92307. ang = Math.PI;
  92308. }
  92309. this._maxAngle = ang;
  92310. var a = this._bone1Length;
  92311. var b = this._bone2Length;
  92312. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92313. };
  92314. /**
  92315. * Force the controller to update the bones
  92316. */
  92317. BoneIKController.prototype.update = function () {
  92318. var bone1 = this._bone1;
  92319. if (!bone1) {
  92320. return;
  92321. }
  92322. var target = this.targetPosition;
  92323. var poleTarget = this.poleTargetPosition;
  92324. var mat1 = BoneIKController._tmpMats[0];
  92325. var mat2 = BoneIKController._tmpMats[1];
  92326. if (this.targetMesh) {
  92327. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92328. }
  92329. if (this.poleTargetBone) {
  92330. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92331. }
  92332. else if (this.poleTargetMesh) {
  92333. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92334. }
  92335. var bonePos = BoneIKController._tmpVecs[0];
  92336. var zaxis = BoneIKController._tmpVecs[1];
  92337. var xaxis = BoneIKController._tmpVecs[2];
  92338. var yaxis = BoneIKController._tmpVecs[3];
  92339. var upAxis = BoneIKController._tmpVecs[4];
  92340. var _tmpQuat = BoneIKController._tmpQuat;
  92341. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92342. poleTarget.subtractToRef(bonePos, upAxis);
  92343. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92344. upAxis.y = 1;
  92345. }
  92346. else {
  92347. upAxis.normalize();
  92348. }
  92349. target.subtractToRef(bonePos, yaxis);
  92350. yaxis.normalize();
  92351. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92352. zaxis.normalize();
  92353. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92354. xaxis.normalize();
  92355. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92356. var a = this._bone1Length;
  92357. var b = this._bone2Length;
  92358. var c = BABYLON.Vector3.Distance(bonePos, target);
  92359. if (this._maxReach > 0) {
  92360. c = Math.min(this._maxReach, c);
  92361. }
  92362. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92363. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92364. if (acosa > 1) {
  92365. acosa = 1;
  92366. }
  92367. if (acosb > 1) {
  92368. acosb = 1;
  92369. }
  92370. if (acosa < -1) {
  92371. acosa = -1;
  92372. }
  92373. if (acosb < -1) {
  92374. acosb = -1;
  92375. }
  92376. var angA = Math.acos(acosa);
  92377. var angB = Math.acos(acosb);
  92378. var angC = -angA - angB;
  92379. if (this._rightHandedSystem) {
  92380. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92381. mat2.multiplyToRef(mat1, mat1);
  92382. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92383. mat2.multiplyToRef(mat1, mat1);
  92384. }
  92385. else {
  92386. var _tmpVec = BoneIKController._tmpVecs[5];
  92387. _tmpVec.copyFrom(this._bendAxis);
  92388. _tmpVec.x *= -1;
  92389. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92390. mat2.multiplyToRef(mat1, mat1);
  92391. }
  92392. if (this.poleAngle) {
  92393. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92394. mat1.multiplyToRef(mat2, mat1);
  92395. }
  92396. if (this._bone1) {
  92397. if (this.slerpAmount < 1) {
  92398. if (!this._slerping) {
  92399. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92400. }
  92401. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92402. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92403. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92404. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92405. this._slerping = true;
  92406. }
  92407. else {
  92408. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92409. this._bone1Mat.copyFrom(mat1);
  92410. this._slerping = false;
  92411. }
  92412. }
  92413. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92414. this._bone2Ang = angC;
  92415. };
  92416. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92417. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92418. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92419. return BoneIKController;
  92420. }());
  92421. BABYLON.BoneIKController = BoneIKController;
  92422. })(BABYLON || (BABYLON = {}));
  92423. //# sourceMappingURL=babylon.boneIKController.js.map
  92424. var BABYLON;
  92425. (function (BABYLON) {
  92426. /**
  92427. * Class used to make a bone look toward a point in space
  92428. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92429. */
  92430. var BoneLookController = /** @class */ (function () {
  92431. /**
  92432. * Create a BoneLookController
  92433. * @param mesh the mesh that the bone belongs to
  92434. * @param bone the bone that will be looking to the target
  92435. * @param target the target Vector3 to look at
  92436. * @param settings optional settings:
  92437. * * maxYaw: the maximum angle the bone will yaw to
  92438. * * minYaw: the minimum angle the bone will yaw to
  92439. * * maxPitch: the maximum angle the bone will pitch to
  92440. * * minPitch: the minimum angle the bone will yaw to
  92441. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92442. * * upAxis: the up axis of the coordinate system
  92443. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92444. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92445. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92446. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92447. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92448. * * adjustRoll: used to make an adjustment to the roll of the bone
  92449. **/
  92450. function BoneLookController(mesh, bone, target, options) {
  92451. /**
  92452. * The up axis of the coordinate system that is used when the bone is rotated
  92453. */
  92454. this.upAxis = BABYLON.Vector3.Up();
  92455. /**
  92456. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92457. */
  92458. this.upAxisSpace = BABYLON.Space.LOCAL;
  92459. /**
  92460. * Used to make an adjustment to the yaw of the bone
  92461. */
  92462. this.adjustYaw = 0;
  92463. /**
  92464. * Used to make an adjustment to the pitch of the bone
  92465. */
  92466. this.adjustPitch = 0;
  92467. /**
  92468. * Used to make an adjustment to the roll of the bone
  92469. */
  92470. this.adjustRoll = 0;
  92471. /**
  92472. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  92473. */
  92474. this.slerpAmount = 1;
  92475. this._boneQuat = BABYLON.Quaternion.Identity();
  92476. this._slerping = false;
  92477. this._firstFrameSkipped = false;
  92478. this._fowardAxis = BABYLON.Vector3.Forward();
  92479. this.mesh = mesh;
  92480. this.bone = bone;
  92481. this.target = target;
  92482. if (options) {
  92483. if (options.adjustYaw) {
  92484. this.adjustYaw = options.adjustYaw;
  92485. }
  92486. if (options.adjustPitch) {
  92487. this.adjustPitch = options.adjustPitch;
  92488. }
  92489. if (options.adjustRoll) {
  92490. this.adjustRoll = options.adjustRoll;
  92491. }
  92492. if (options.maxYaw != null) {
  92493. this.maxYaw = options.maxYaw;
  92494. }
  92495. else {
  92496. this.maxYaw = Math.PI;
  92497. }
  92498. if (options.minYaw != null) {
  92499. this.minYaw = options.minYaw;
  92500. }
  92501. else {
  92502. this.minYaw = -Math.PI;
  92503. }
  92504. if (options.maxPitch != null) {
  92505. this.maxPitch = options.maxPitch;
  92506. }
  92507. else {
  92508. this.maxPitch = Math.PI;
  92509. }
  92510. if (options.minPitch != null) {
  92511. this.minPitch = options.minPitch;
  92512. }
  92513. else {
  92514. this.minPitch = -Math.PI;
  92515. }
  92516. if (options.slerpAmount != null) {
  92517. this.slerpAmount = options.slerpAmount;
  92518. }
  92519. if (options.upAxis != null) {
  92520. this.upAxis = options.upAxis;
  92521. }
  92522. if (options.upAxisSpace != null) {
  92523. this.upAxisSpace = options.upAxisSpace;
  92524. }
  92525. if (options.yawAxis != null || options.pitchAxis != null) {
  92526. var newYawAxis = BABYLON.Axis.Y;
  92527. var newPitchAxis = BABYLON.Axis.X;
  92528. if (options.yawAxis != null) {
  92529. newYawAxis = options.yawAxis.clone();
  92530. newYawAxis.normalize();
  92531. }
  92532. if (options.pitchAxis != null) {
  92533. newPitchAxis = options.pitchAxis.clone();
  92534. newPitchAxis.normalize();
  92535. }
  92536. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92537. this._transformYawPitch = BABYLON.Matrix.Identity();
  92538. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92539. this._transformYawPitchInv = this._transformYawPitch.clone();
  92540. this._transformYawPitch.invert();
  92541. }
  92542. }
  92543. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92544. this.upAxisSpace = BABYLON.Space.LOCAL;
  92545. }
  92546. }
  92547. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92548. /**
  92549. * Gets or sets the minimum yaw angle that the bone can look to
  92550. */
  92551. get: function () {
  92552. return this._minYaw;
  92553. },
  92554. set: function (value) {
  92555. this._minYaw = value;
  92556. this._minYawSin = Math.sin(value);
  92557. this._minYawCos = Math.cos(value);
  92558. if (this._maxYaw != null) {
  92559. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92560. this._yawRange = this._maxYaw - this._minYaw;
  92561. }
  92562. },
  92563. enumerable: true,
  92564. configurable: true
  92565. });
  92566. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92567. /**
  92568. * Gets or sets the maximum yaw angle that the bone can look to
  92569. */
  92570. get: function () {
  92571. return this._maxYaw;
  92572. },
  92573. set: function (value) {
  92574. this._maxYaw = value;
  92575. this._maxYawSin = Math.sin(value);
  92576. this._maxYawCos = Math.cos(value);
  92577. if (this._minYaw != null) {
  92578. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92579. this._yawRange = this._maxYaw - this._minYaw;
  92580. }
  92581. },
  92582. enumerable: true,
  92583. configurable: true
  92584. });
  92585. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92586. /**
  92587. * Gets or sets the minimum pitch angle that the bone can look to
  92588. */
  92589. get: function () {
  92590. return this._minPitch;
  92591. },
  92592. set: function (value) {
  92593. this._minPitch = value;
  92594. this._minPitchTan = Math.tan(value);
  92595. },
  92596. enumerable: true,
  92597. configurable: true
  92598. });
  92599. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92600. /**
  92601. * Gets or sets the maximum pitch angle that the bone can look to
  92602. */
  92603. get: function () {
  92604. return this._maxPitch;
  92605. },
  92606. set: function (value) {
  92607. this._maxPitch = value;
  92608. this._maxPitchTan = Math.tan(value);
  92609. },
  92610. enumerable: true,
  92611. configurable: true
  92612. });
  92613. /**
  92614. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  92615. */
  92616. BoneLookController.prototype.update = function () {
  92617. //skip the first frame when slerping so that the mesh rotation is correct
  92618. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  92619. this._firstFrameSkipped = true;
  92620. return;
  92621. }
  92622. var bone = this.bone;
  92623. var bonePos = BoneLookController._tmpVecs[0];
  92624. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  92625. var target = this.target;
  92626. var _tmpMat1 = BoneLookController._tmpMats[0];
  92627. var _tmpMat2 = BoneLookController._tmpMats[1];
  92628. var mesh = this.mesh;
  92629. var parentBone = bone.getParent();
  92630. var upAxis = BoneLookController._tmpVecs[1];
  92631. upAxis.copyFrom(this.upAxis);
  92632. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  92633. if (this._transformYawPitch) {
  92634. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  92635. }
  92636. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  92637. }
  92638. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  92639. mesh.getDirectionToRef(upAxis, upAxis);
  92640. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  92641. upAxis.normalize();
  92642. }
  92643. }
  92644. var checkYaw = false;
  92645. var checkPitch = false;
  92646. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  92647. checkYaw = true;
  92648. }
  92649. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  92650. checkPitch = true;
  92651. }
  92652. if (checkYaw || checkPitch) {
  92653. var spaceMat = BoneLookController._tmpMats[2];
  92654. var spaceMatInv = BoneLookController._tmpMats[3];
  92655. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  92656. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  92657. }
  92658. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  92659. spaceMat.copyFrom(mesh.getWorldMatrix());
  92660. }
  92661. else {
  92662. var forwardAxis = BoneLookController._tmpVecs[2];
  92663. forwardAxis.copyFrom(this._fowardAxis);
  92664. if (this._transformYawPitch) {
  92665. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  92666. }
  92667. if (parentBone) {
  92668. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  92669. }
  92670. else {
  92671. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  92672. }
  92673. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  92674. rightAxis.normalize();
  92675. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  92676. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  92677. }
  92678. spaceMat.invertToRef(spaceMatInv);
  92679. var xzlen = null;
  92680. if (checkPitch) {
  92681. var localTarget = BoneLookController._tmpVecs[3];
  92682. target.subtractToRef(bonePos, localTarget);
  92683. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92684. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92685. var pitch = Math.atan2(localTarget.y, xzlen);
  92686. var newPitch = pitch;
  92687. if (pitch > this._maxPitch) {
  92688. localTarget.y = this._maxPitchTan * xzlen;
  92689. newPitch = this._maxPitch;
  92690. }
  92691. else if (pitch < this._minPitch) {
  92692. localTarget.y = this._minPitchTan * xzlen;
  92693. newPitch = this._minPitch;
  92694. }
  92695. if (pitch != newPitch) {
  92696. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92697. localTarget.addInPlace(bonePos);
  92698. target = localTarget;
  92699. }
  92700. }
  92701. if (checkYaw) {
  92702. var localTarget = BoneLookController._tmpVecs[4];
  92703. target.subtractToRef(bonePos, localTarget);
  92704. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92705. var yaw = Math.atan2(localTarget.x, localTarget.z);
  92706. var newYaw = yaw;
  92707. if (yaw > this._maxYaw || yaw < this._minYaw) {
  92708. if (xzlen == null) {
  92709. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92710. }
  92711. if (this._yawRange > Math.PI) {
  92712. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  92713. localTarget.z = this._maxYawCos * xzlen;
  92714. localTarget.x = this._maxYawSin * xzlen;
  92715. newYaw = this._maxYaw;
  92716. }
  92717. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  92718. localTarget.z = this._minYawCos * xzlen;
  92719. localTarget.x = this._minYawSin * xzlen;
  92720. newYaw = this._minYaw;
  92721. }
  92722. }
  92723. else {
  92724. if (yaw > this._maxYaw) {
  92725. localTarget.z = this._maxYawCos * xzlen;
  92726. localTarget.x = this._maxYawSin * xzlen;
  92727. newYaw = this._maxYaw;
  92728. }
  92729. else if (yaw < this._minYaw) {
  92730. localTarget.z = this._minYawCos * xzlen;
  92731. localTarget.x = this._minYawSin * xzlen;
  92732. newYaw = this._minYaw;
  92733. }
  92734. }
  92735. }
  92736. if (this._slerping && this._yawRange > Math.PI) {
  92737. //are we going to be crossing into the min/max region?
  92738. var boneFwd = BoneLookController._tmpVecs[8];
  92739. boneFwd.copyFrom(BABYLON.Axis.Z);
  92740. if (this._transformYawPitch) {
  92741. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  92742. }
  92743. var boneRotMat = BoneLookController._tmpMats[4];
  92744. this._boneQuat.toRotationMatrix(boneRotMat);
  92745. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  92746. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  92747. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  92748. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  92749. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  92750. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  92751. if (angBtwTar > angBtwMidYaw) {
  92752. if (xzlen == null) {
  92753. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92754. }
  92755. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  92756. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  92757. if (angBtwMin < angBtwMax) {
  92758. newYaw = boneYaw + Math.PI * .75;
  92759. localTarget.z = Math.cos(newYaw) * xzlen;
  92760. localTarget.x = Math.sin(newYaw) * xzlen;
  92761. }
  92762. else {
  92763. newYaw = boneYaw - Math.PI * .75;
  92764. localTarget.z = Math.cos(newYaw) * xzlen;
  92765. localTarget.x = Math.sin(newYaw) * xzlen;
  92766. }
  92767. }
  92768. }
  92769. if (yaw != newYaw) {
  92770. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92771. localTarget.addInPlace(bonePos);
  92772. target = localTarget;
  92773. }
  92774. }
  92775. }
  92776. var zaxis = BoneLookController._tmpVecs[5];
  92777. var xaxis = BoneLookController._tmpVecs[6];
  92778. var yaxis = BoneLookController._tmpVecs[7];
  92779. var _tmpQuat = BoneLookController._tmpQuat;
  92780. target.subtractToRef(bonePos, zaxis);
  92781. zaxis.normalize();
  92782. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  92783. xaxis.normalize();
  92784. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  92785. yaxis.normalize();
  92786. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  92787. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  92788. return;
  92789. }
  92790. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  92791. return;
  92792. }
  92793. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  92794. return;
  92795. }
  92796. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  92797. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  92798. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  92799. }
  92800. if (this.slerpAmount < 1) {
  92801. if (!this._slerping) {
  92802. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  92803. }
  92804. if (this._transformYawPitch) {
  92805. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92806. }
  92807. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  92808. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  92809. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  92810. this._slerping = true;
  92811. }
  92812. else {
  92813. if (this._transformYawPitch) {
  92814. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92815. }
  92816. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  92817. this._slerping = false;
  92818. }
  92819. };
  92820. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  92821. var angDiff = ang2 - ang1;
  92822. angDiff %= Math.PI * 2;
  92823. if (angDiff > Math.PI) {
  92824. angDiff -= Math.PI * 2;
  92825. }
  92826. else if (angDiff < -Math.PI) {
  92827. angDiff += Math.PI * 2;
  92828. }
  92829. return angDiff;
  92830. };
  92831. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  92832. ang1 %= (2 * Math.PI);
  92833. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92834. ang2 %= (2 * Math.PI);
  92835. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92836. var ab = 0;
  92837. if (ang1 < ang2) {
  92838. ab = ang2 - ang1;
  92839. }
  92840. else {
  92841. ab = ang1 - ang2;
  92842. }
  92843. if (ab > Math.PI) {
  92844. ab = Math.PI * 2 - ab;
  92845. }
  92846. return ab;
  92847. };
  92848. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  92849. ang %= (2 * Math.PI);
  92850. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  92851. ang1 %= (2 * Math.PI);
  92852. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92853. ang2 %= (2 * Math.PI);
  92854. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92855. if (ang1 < ang2) {
  92856. if (ang > ang1 && ang < ang2) {
  92857. return true;
  92858. }
  92859. }
  92860. else {
  92861. if (ang > ang2 && ang < ang1) {
  92862. return true;
  92863. }
  92864. }
  92865. return false;
  92866. };
  92867. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  92868. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  92869. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92870. return BoneLookController;
  92871. }());
  92872. BABYLON.BoneLookController = BoneLookController;
  92873. })(BABYLON || (BABYLON = {}));
  92874. //# sourceMappingURL=babylon.boneLookController.js.map
  92875. var BABYLON;
  92876. (function (BABYLON) {
  92877. /**
  92878. * Class used to handle skinning animations
  92879. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92880. */
  92881. var Skeleton = /** @class */ (function () {
  92882. /**
  92883. * Creates a new skeleton
  92884. * @param name defines the skeleton name
  92885. * @param id defines the skeleton Id
  92886. * @param scene defines the hosting scene
  92887. */
  92888. function Skeleton(
  92889. /** defines the skeleton name */
  92890. name,
  92891. /** defines the skeleton Id */
  92892. id, scene) {
  92893. this.name = name;
  92894. this.id = id;
  92895. /**
  92896. * Gets the list of child bones
  92897. */
  92898. this.bones = new Array();
  92899. /**
  92900. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  92901. */
  92902. this.needInitialSkinMatrix = false;
  92903. this._isDirty = true;
  92904. this._meshesWithPoseMatrix = new Array();
  92905. this._identity = BABYLON.Matrix.Identity();
  92906. this._ranges = {};
  92907. this._lastAbsoluteTransformsUpdateId = -1;
  92908. /**
  92909. * Specifies if the skeleton should be serialized
  92910. */
  92911. this.doNotSerialize = false;
  92912. this._animationPropertiesOverride = null;
  92913. // Events
  92914. /**
  92915. * An observable triggered before computing the skeleton's matrices
  92916. */
  92917. this.onBeforeComputeObservable = new BABYLON.Observable();
  92918. this.bones = [];
  92919. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  92920. scene.skeletons.push(this);
  92921. //make sure it will recalculate the matrix next time prepare is called.
  92922. this._isDirty = true;
  92923. }
  92924. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  92925. /**
  92926. * Gets or sets the animation properties override
  92927. */
  92928. get: function () {
  92929. if (!this._animationPropertiesOverride) {
  92930. return this._scene.animationPropertiesOverride;
  92931. }
  92932. return this._animationPropertiesOverride;
  92933. },
  92934. set: function (value) {
  92935. this._animationPropertiesOverride = value;
  92936. },
  92937. enumerable: true,
  92938. configurable: true
  92939. });
  92940. // Members
  92941. /**
  92942. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  92943. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  92944. * @returns a Float32Array containing matrices data
  92945. */
  92946. Skeleton.prototype.getTransformMatrices = function (mesh) {
  92947. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  92948. return mesh._bonesTransformMatrices;
  92949. }
  92950. if (!this._transformMatrices) {
  92951. this.prepare();
  92952. }
  92953. return this._transformMatrices;
  92954. };
  92955. /**
  92956. * Gets the current hosting scene
  92957. * @returns a scene object
  92958. */
  92959. Skeleton.prototype.getScene = function () {
  92960. return this._scene;
  92961. };
  92962. // Methods
  92963. /**
  92964. * Gets a string representing the current skeleton data
  92965. * @param fullDetails defines a boolean indicating if we want a verbose version
  92966. * @returns a string representing the current skeleton data
  92967. */
  92968. Skeleton.prototype.toString = function (fullDetails) {
  92969. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  92970. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  92971. if (fullDetails) {
  92972. ret += ", Ranges: {";
  92973. var first = true;
  92974. for (var name_1 in this._ranges) {
  92975. if (first) {
  92976. ret += ", ";
  92977. first = false;
  92978. }
  92979. ret += name_1;
  92980. }
  92981. ret += "}";
  92982. }
  92983. return ret;
  92984. };
  92985. /**
  92986. * Get bone's index searching by name
  92987. * @param name defines bone's name to search for
  92988. * @return the indice of the bone. Returns -1 if not found
  92989. */
  92990. Skeleton.prototype.getBoneIndexByName = function (name) {
  92991. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  92992. if (this.bones[boneIndex].name === name) {
  92993. return boneIndex;
  92994. }
  92995. }
  92996. return -1;
  92997. };
  92998. /**
  92999. * Creater a new animation range
  93000. * @param name defines the name of the range
  93001. * @param from defines the start key
  93002. * @param to defines the end key
  93003. */
  93004. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93005. // check name not already in use
  93006. if (!this._ranges[name]) {
  93007. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93008. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93009. if (this.bones[i].animations[0]) {
  93010. this.bones[i].animations[0].createRange(name, from, to);
  93011. }
  93012. }
  93013. }
  93014. };
  93015. /**
  93016. * Delete a specific animation range
  93017. * @param name defines the name of the range
  93018. * @param deleteFrames defines if frames must be removed as well
  93019. */
  93020. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93021. if (deleteFrames === void 0) { deleteFrames = true; }
  93022. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93023. if (this.bones[i].animations[0]) {
  93024. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93025. }
  93026. }
  93027. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93028. };
  93029. /**
  93030. * Gets a specific animation range
  93031. * @param name defines the name of the range to look for
  93032. * @returns the requested animation range or null if not found
  93033. */
  93034. Skeleton.prototype.getAnimationRange = function (name) {
  93035. return this._ranges[name];
  93036. };
  93037. /**
  93038. * Gets the list of all animation ranges defined on this skeleton
  93039. * @returns an array
  93040. */
  93041. Skeleton.prototype.getAnimationRanges = function () {
  93042. var animationRanges = [];
  93043. var name;
  93044. var i = 0;
  93045. for (name in this._ranges) {
  93046. animationRanges[i] = this._ranges[name];
  93047. i++;
  93048. }
  93049. return animationRanges;
  93050. };
  93051. /**
  93052. * Copy animation range from a source skeleton.
  93053. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93054. * @param source defines the source skeleton
  93055. * @param name defines the name of the range to copy
  93056. * @param rescaleAsRequired defines if rescaling must be applied if required
  93057. * @returns true if operation was successful
  93058. */
  93059. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93060. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93061. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93062. return false;
  93063. }
  93064. var ret = true;
  93065. var frameOffset = this._getHighestAnimationFrame() + 1;
  93066. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93067. var boneDict = {};
  93068. var sourceBones = source.bones;
  93069. var nBones;
  93070. var i;
  93071. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93072. boneDict[sourceBones[i].name] = sourceBones[i];
  93073. }
  93074. if (this.bones.length !== sourceBones.length) {
  93075. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93076. ret = false;
  93077. }
  93078. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93079. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93080. var boneName = this.bones[i].name;
  93081. var sourceBone = boneDict[boneName];
  93082. if (sourceBone) {
  93083. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93084. }
  93085. else {
  93086. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93087. ret = false;
  93088. }
  93089. }
  93090. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93091. var range = source.getAnimationRange(name);
  93092. if (range) {
  93093. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93094. }
  93095. return ret;
  93096. };
  93097. /**
  93098. * Forces the skeleton to go to rest pose
  93099. */
  93100. Skeleton.prototype.returnToRest = function () {
  93101. for (var index = 0; index < this.bones.length; index++) {
  93102. this.bones[index].returnToRest();
  93103. }
  93104. };
  93105. Skeleton.prototype._getHighestAnimationFrame = function () {
  93106. var ret = 0;
  93107. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93108. if (this.bones[i].animations[0]) {
  93109. var highest = this.bones[i].animations[0].getHighestFrame();
  93110. if (ret < highest) {
  93111. ret = highest;
  93112. }
  93113. }
  93114. }
  93115. return ret;
  93116. };
  93117. /**
  93118. * Begin a specific animation range
  93119. * @param name defines the name of the range to start
  93120. * @param loop defines if looping must be turned on (false by default)
  93121. * @param speedRatio defines the speed ratio to apply (1 by default)
  93122. * @param onAnimationEnd defines a callback which will be called when animation will end
  93123. * @returns a new animatable
  93124. */
  93125. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93126. var range = this.getAnimationRange(name);
  93127. if (!range) {
  93128. return null;
  93129. }
  93130. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93131. };
  93132. /** @hidden */
  93133. Skeleton.prototype._markAsDirty = function () {
  93134. this._isDirty = true;
  93135. };
  93136. /** @hidden */
  93137. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93138. this._meshesWithPoseMatrix.push(mesh);
  93139. };
  93140. /** @hidden */
  93141. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93142. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93143. if (index > -1) {
  93144. this._meshesWithPoseMatrix.splice(index, 1);
  93145. }
  93146. };
  93147. /** @hidden */
  93148. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93149. this.onBeforeComputeObservable.notifyObservers(this);
  93150. for (var index = 0; index < this.bones.length; index++) {
  93151. var bone = this.bones[index];
  93152. var parentBone = bone.getParent();
  93153. if (parentBone) {
  93154. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93155. }
  93156. else {
  93157. if (initialSkinMatrix) {
  93158. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93159. }
  93160. else {
  93161. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93162. }
  93163. }
  93164. if (bone._index !== -1) {
  93165. var mappedIndex = bone._index === null ? index : bone._index;
  93166. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93167. }
  93168. }
  93169. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93170. };
  93171. /**
  93172. * Build all resources required to render a skeleton
  93173. */
  93174. Skeleton.prototype.prepare = function () {
  93175. if (!this._isDirty) {
  93176. return;
  93177. }
  93178. if (this.needInitialSkinMatrix) {
  93179. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93180. var mesh = this._meshesWithPoseMatrix[index];
  93181. var poseMatrix = mesh.getPoseMatrix();
  93182. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93183. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93184. }
  93185. if (this._synchronizedWithMesh !== mesh) {
  93186. this._synchronizedWithMesh = mesh;
  93187. // Prepare bones
  93188. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93189. var bone = this.bones[boneIndex];
  93190. if (!bone.getParent()) {
  93191. var matrix = bone.getBaseMatrix();
  93192. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93193. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93194. }
  93195. }
  93196. }
  93197. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93198. }
  93199. }
  93200. else {
  93201. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93202. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93203. }
  93204. this._computeTransformMatrices(this._transformMatrices, null);
  93205. }
  93206. this._isDirty = false;
  93207. this._scene._activeBones.addCount(this.bones.length, false);
  93208. };
  93209. /**
  93210. * Gets the list of animatables currently running for this skeleton
  93211. * @returns an array of animatables
  93212. */
  93213. Skeleton.prototype.getAnimatables = function () {
  93214. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93215. this._animatables = [];
  93216. for (var index = 0; index < this.bones.length; index++) {
  93217. this._animatables.push(this.bones[index]);
  93218. }
  93219. }
  93220. return this._animatables;
  93221. };
  93222. /**
  93223. * Clone the current skeleton
  93224. * @param name defines the name of the new skeleton
  93225. * @param id defines the id of the enw skeleton
  93226. * @returns the new skeleton
  93227. */
  93228. Skeleton.prototype.clone = function (name, id) {
  93229. var result = new Skeleton(name, id || name, this._scene);
  93230. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93231. for (var index = 0; index < this.bones.length; index++) {
  93232. var source = this.bones[index];
  93233. var parentBone = null;
  93234. var parent_1 = source.getParent();
  93235. if (parent_1) {
  93236. var parentIndex = this.bones.indexOf(parent_1);
  93237. parentBone = result.bones[parentIndex];
  93238. }
  93239. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93240. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93241. }
  93242. if (this._ranges) {
  93243. result._ranges = {};
  93244. for (var rangeName in this._ranges) {
  93245. var range = this._ranges[rangeName];
  93246. if (range) {
  93247. result._ranges[rangeName] = range.clone();
  93248. }
  93249. }
  93250. }
  93251. this._isDirty = true;
  93252. return result;
  93253. };
  93254. /**
  93255. * Enable animation blending for this skeleton
  93256. * @param blendingSpeed defines the blending speed to apply
  93257. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93258. */
  93259. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93260. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93261. this.bones.forEach(function (bone) {
  93262. bone.animations.forEach(function (animation) {
  93263. animation.enableBlending = true;
  93264. animation.blendingSpeed = blendingSpeed;
  93265. });
  93266. });
  93267. };
  93268. /**
  93269. * Releases all resources associated with the current skeleton
  93270. */
  93271. Skeleton.prototype.dispose = function () {
  93272. this._meshesWithPoseMatrix = [];
  93273. // Animations
  93274. this.getScene().stopAnimation(this);
  93275. // Remove from scene
  93276. this.getScene().removeSkeleton(this);
  93277. };
  93278. /**
  93279. * Serialize the skeleton in a JSON object
  93280. * @returns a JSON object
  93281. */
  93282. Skeleton.prototype.serialize = function () {
  93283. var serializationObject = {};
  93284. serializationObject.name = this.name;
  93285. serializationObject.id = this.id;
  93286. if (this.dimensionsAtRest) {
  93287. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93288. }
  93289. serializationObject.bones = [];
  93290. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93291. for (var index = 0; index < this.bones.length; index++) {
  93292. var bone = this.bones[index];
  93293. var parent_2 = bone.getParent();
  93294. var serializedBone = {
  93295. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93296. name: bone.name,
  93297. matrix: bone.getBaseMatrix().toArray(),
  93298. rest: bone.getRestPose().toArray()
  93299. };
  93300. serializationObject.bones.push(serializedBone);
  93301. if (bone.length) {
  93302. serializedBone.length = bone.length;
  93303. }
  93304. if (bone.metadata) {
  93305. serializedBone.metadata = bone.metadata;
  93306. }
  93307. if (bone.animations && bone.animations.length > 0) {
  93308. serializedBone.animation = bone.animations[0].serialize();
  93309. }
  93310. serializationObject.ranges = [];
  93311. for (var name in this._ranges) {
  93312. var source = this._ranges[name];
  93313. if (!source) {
  93314. continue;
  93315. }
  93316. var range = {};
  93317. range.name = name;
  93318. range.from = source.from;
  93319. range.to = source.to;
  93320. serializationObject.ranges.push(range);
  93321. }
  93322. }
  93323. return serializationObject;
  93324. };
  93325. /**
  93326. * Creates a new skeleton from serialized data
  93327. * @param parsedSkeleton defines the serialized data
  93328. * @param scene defines the hosting scene
  93329. * @returns a new skeleton
  93330. */
  93331. Skeleton.Parse = function (parsedSkeleton, scene) {
  93332. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93333. if (parsedSkeleton.dimensionsAtRest) {
  93334. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93335. }
  93336. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93337. var index;
  93338. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93339. var parsedBone = parsedSkeleton.bones[index];
  93340. var parentBone = null;
  93341. if (parsedBone.parentBoneIndex > -1) {
  93342. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93343. }
  93344. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93345. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93346. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93347. bone.id = parsedBone.id;
  93348. }
  93349. if (parsedBone.length) {
  93350. bone.length = parsedBone.length;
  93351. }
  93352. if (parsedBone.metadata) {
  93353. bone.metadata = parsedBone.metadata;
  93354. }
  93355. if (parsedBone.animation) {
  93356. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93357. }
  93358. }
  93359. // placed after bones, so createAnimationRange can cascade down
  93360. if (parsedSkeleton.ranges) {
  93361. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93362. var data = parsedSkeleton.ranges[index];
  93363. skeleton.createAnimationRange(data.name, data.from, data.to);
  93364. }
  93365. }
  93366. return skeleton;
  93367. };
  93368. /**
  93369. * Compute all node absolute transforms
  93370. * @param forceUpdate defines if computation must be done even if cache is up to date
  93371. */
  93372. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93373. if (forceUpdate === void 0) { forceUpdate = false; }
  93374. var renderId = this._scene.getRenderId();
  93375. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93376. this.bones[0].computeAbsoluteTransforms();
  93377. this._lastAbsoluteTransformsUpdateId = renderId;
  93378. }
  93379. };
  93380. /**
  93381. * Gets the root pose matrix
  93382. * @returns a matrix
  93383. */
  93384. Skeleton.prototype.getPoseMatrix = function () {
  93385. var poseMatrix = null;
  93386. if (this._meshesWithPoseMatrix.length > 0) {
  93387. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93388. }
  93389. return poseMatrix;
  93390. };
  93391. /**
  93392. * Sorts bones per internal index
  93393. */
  93394. Skeleton.prototype.sortBones = function () {
  93395. var bones = new Array();
  93396. var visited = new Array(this.bones.length);
  93397. for (var index = 0; index < this.bones.length; index++) {
  93398. this._sortBones(index, bones, visited);
  93399. }
  93400. this.bones = bones;
  93401. };
  93402. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93403. if (visited[index]) {
  93404. return;
  93405. }
  93406. visited[index] = true;
  93407. var bone = this.bones[index];
  93408. if (bone._index === undefined) {
  93409. bone._index = index;
  93410. }
  93411. var parentBone = bone.getParent();
  93412. if (parentBone) {
  93413. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93414. }
  93415. bones.push(bone);
  93416. };
  93417. return Skeleton;
  93418. }());
  93419. BABYLON.Skeleton = Skeleton;
  93420. })(BABYLON || (BABYLON = {}));
  93421. //# sourceMappingURL=babylon.skeleton.js.map
  93422. var BABYLON;
  93423. (function (BABYLON) {
  93424. /**
  93425. * This groups tools to convert HDR texture to native colors array.
  93426. */
  93427. var HDRTools = /** @class */ (function () {
  93428. function HDRTools() {
  93429. }
  93430. HDRTools.Ldexp = function (mantissa, exponent) {
  93431. if (exponent > 1023) {
  93432. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93433. }
  93434. if (exponent < -1074) {
  93435. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93436. }
  93437. return mantissa * Math.pow(2, exponent);
  93438. };
  93439. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93440. if (exponent > 0) { /*nonzero pixel*/
  93441. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93442. float32array[index + 0] = red * exponent;
  93443. float32array[index + 1] = green * exponent;
  93444. float32array[index + 2] = blue * exponent;
  93445. }
  93446. else {
  93447. float32array[index + 0] = 0;
  93448. float32array[index + 1] = 0;
  93449. float32array[index + 2] = 0;
  93450. }
  93451. };
  93452. HDRTools.readStringLine = function (uint8array, startIndex) {
  93453. var line = "";
  93454. var character = "";
  93455. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93456. character = String.fromCharCode(uint8array[i]);
  93457. if (character == "\n") {
  93458. break;
  93459. }
  93460. line += character;
  93461. }
  93462. return line;
  93463. };
  93464. /**
  93465. * Reads header information from an RGBE texture stored in a native array.
  93466. * More information on this format are available here:
  93467. * https://en.wikipedia.org/wiki/RGBE_image_format
  93468. *
  93469. * @param uint8array The binary file stored in native array.
  93470. * @return The header information.
  93471. */
  93472. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93473. var height = 0;
  93474. var width = 0;
  93475. var line = this.readStringLine(uint8array, 0);
  93476. if (line[0] != '#' || line[1] != '?') {
  93477. throw "Bad HDR Format.";
  93478. }
  93479. var endOfHeader = false;
  93480. var findFormat = false;
  93481. var lineIndex = 0;
  93482. do {
  93483. lineIndex += (line.length + 1);
  93484. line = this.readStringLine(uint8array, lineIndex);
  93485. if (line == "FORMAT=32-bit_rle_rgbe") {
  93486. findFormat = true;
  93487. }
  93488. else if (line.length == 0) {
  93489. endOfHeader = true;
  93490. }
  93491. } while (!endOfHeader);
  93492. if (!findFormat) {
  93493. throw "HDR Bad header format, unsupported FORMAT";
  93494. }
  93495. lineIndex += (line.length + 1);
  93496. line = this.readStringLine(uint8array, lineIndex);
  93497. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93498. var match = sizeRegexp.exec(line);
  93499. // TODO. Support +Y and -X if needed.
  93500. if (!match || match.length < 3) {
  93501. throw "HDR Bad header format, no size";
  93502. }
  93503. width = parseInt(match[2]);
  93504. height = parseInt(match[1]);
  93505. if (width < 8 || width > 0x7fff) {
  93506. throw "HDR Bad header format, unsupported size";
  93507. }
  93508. lineIndex += (line.length + 1);
  93509. return {
  93510. height: height,
  93511. width: width,
  93512. dataPosition: lineIndex
  93513. };
  93514. };
  93515. /**
  93516. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93517. * This RGBE texture needs to store the information as a panorama.
  93518. *
  93519. * More information on this format are available here:
  93520. * https://en.wikipedia.org/wiki/RGBE_image_format
  93521. *
  93522. * @param buffer The binary file stored in an array buffer.
  93523. * @param size The expected size of the extracted cubemap.
  93524. * @return The Cube Map information.
  93525. */
  93526. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93527. var uint8array = new Uint8Array(buffer);
  93528. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93529. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93530. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93531. return cubeMapData;
  93532. };
  93533. /**
  93534. * Returns the pixels data extracted from an RGBE texture.
  93535. * This pixels will be stored left to right up to down in the R G B order in one array.
  93536. *
  93537. * More information on this format are available here:
  93538. * https://en.wikipedia.org/wiki/RGBE_image_format
  93539. *
  93540. * @param uint8array The binary file stored in an array buffer.
  93541. * @param hdrInfo The header information of the file.
  93542. * @return The pixels data in RGB right to left up to down order.
  93543. */
  93544. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93545. // Keep for multi format supports.
  93546. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93547. };
  93548. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93549. var num_scanlines = hdrInfo.height;
  93550. var scanline_width = hdrInfo.width;
  93551. var a, b, c, d, count;
  93552. var dataIndex = hdrInfo.dataPosition;
  93553. var index = 0, endIndex = 0, i = 0;
  93554. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93555. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93556. // 3 channels of 4 bytes per pixel in float.
  93557. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93558. var resultArray = new Float32Array(resultBuffer);
  93559. // read in each successive scanline
  93560. while (num_scanlines > 0) {
  93561. a = uint8array[dataIndex++];
  93562. b = uint8array[dataIndex++];
  93563. c = uint8array[dataIndex++];
  93564. d = uint8array[dataIndex++];
  93565. if (a != 2 || b != 2 || (c & 0x80)) {
  93566. // this file is not run length encoded
  93567. throw "HDR Bad header format, not RLE";
  93568. }
  93569. if (((c << 8) | d) != scanline_width) {
  93570. throw "HDR Bad header format, wrong scan line width";
  93571. }
  93572. index = 0;
  93573. // read each of the four channels for the scanline into the buffer
  93574. for (i = 0; i < 4; i++) {
  93575. endIndex = (i + 1) * scanline_width;
  93576. while (index < endIndex) {
  93577. a = uint8array[dataIndex++];
  93578. b = uint8array[dataIndex++];
  93579. if (a > 128) {
  93580. // a run of the same value
  93581. count = a - 128;
  93582. if ((count == 0) || (count > endIndex - index)) {
  93583. throw "HDR Bad Format, bad scanline data (run)";
  93584. }
  93585. while (count-- > 0) {
  93586. scanLineArray[index++] = b;
  93587. }
  93588. }
  93589. else {
  93590. // a non-run
  93591. count = a;
  93592. if ((count == 0) || (count > endIndex - index)) {
  93593. throw "HDR Bad Format, bad scanline data (non-run)";
  93594. }
  93595. scanLineArray[index++] = b;
  93596. if (--count > 0) {
  93597. for (var j = 0; j < count; j++) {
  93598. scanLineArray[index++] = uint8array[dataIndex++];
  93599. }
  93600. }
  93601. }
  93602. }
  93603. }
  93604. // now convert data from buffer into floats
  93605. for (i = 0; i < scanline_width; i++) {
  93606. a = scanLineArray[i];
  93607. b = scanLineArray[i + scanline_width];
  93608. c = scanLineArray[i + 2 * scanline_width];
  93609. d = scanLineArray[i + 3 * scanline_width];
  93610. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  93611. }
  93612. num_scanlines--;
  93613. }
  93614. return resultArray;
  93615. };
  93616. return HDRTools;
  93617. }());
  93618. BABYLON.HDRTools = HDRTools;
  93619. })(BABYLON || (BABYLON = {}));
  93620. //# sourceMappingURL=babylon.hdr.js.map
  93621. var BABYLON;
  93622. (function (BABYLON) {
  93623. /**
  93624. * This represents a texture coming from an HDR input.
  93625. *
  93626. * The only supported format is currently panorama picture stored in RGBE format.
  93627. * Example of such files can be found on HDRLib: http://hdrlib.com/
  93628. */
  93629. var HDRCubeTexture = /** @class */ (function (_super) {
  93630. __extends(HDRCubeTexture, _super);
  93631. /**
  93632. * Instantiates an HDRTexture from the following parameters.
  93633. *
  93634. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  93635. * @param scene The scene the texture will be used in
  93636. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  93637. * @param noMipmap Forces to not generate the mipmap if true
  93638. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  93639. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  93640. * @param reserved Reserved flag for internal use.
  93641. */
  93642. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  93643. if (noMipmap === void 0) { noMipmap = false; }
  93644. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93645. if (gammaSpace === void 0) { gammaSpace = false; }
  93646. if (reserved === void 0) { reserved = false; }
  93647. if (onLoad === void 0) { onLoad = null; }
  93648. if (onError === void 0) { onError = null; }
  93649. var _this = _super.call(this, scene) || this;
  93650. _this._generateHarmonics = true;
  93651. _this._onLoad = null;
  93652. _this._onError = null;
  93653. /**
  93654. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  93655. */
  93656. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  93657. _this._isBlocking = true;
  93658. _this._rotationY = 0;
  93659. /**
  93660. * Gets or sets the center of the bounding box associated with the cube texture
  93661. * It must define where the camera used to render the texture was set
  93662. */
  93663. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  93664. if (!url) {
  93665. return _this;
  93666. }
  93667. _this.name = url;
  93668. _this.url = url;
  93669. _this.hasAlpha = false;
  93670. _this.isCube = true;
  93671. _this._textureMatrix = BABYLON.Matrix.Identity();
  93672. _this._onLoad = onLoad;
  93673. _this._onError = onError;
  93674. _this.gammaSpace = gammaSpace;
  93675. _this._noMipmap = noMipmap;
  93676. _this._size = size;
  93677. _this._texture = _this._getFromCache(url, _this._noMipmap);
  93678. if (!_this._texture) {
  93679. if (!scene.useDelayedTextureLoading) {
  93680. _this.loadTexture();
  93681. }
  93682. else {
  93683. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  93684. }
  93685. }
  93686. return _this;
  93687. }
  93688. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  93689. /**
  93690. * Gets wether or not the texture is blocking during loading.
  93691. */
  93692. get: function () {
  93693. return this._isBlocking;
  93694. },
  93695. /**
  93696. * Sets wether or not the texture is blocking during loading.
  93697. */
  93698. set: function (value) {
  93699. this._isBlocking = value;
  93700. },
  93701. enumerable: true,
  93702. configurable: true
  93703. });
  93704. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  93705. /**
  93706. * Gets texture matrix rotation angle around Y axis radians.
  93707. */
  93708. get: function () {
  93709. return this._rotationY;
  93710. },
  93711. /**
  93712. * Sets texture matrix rotation angle around Y axis in radians.
  93713. */
  93714. set: function (value) {
  93715. this._rotationY = value;
  93716. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  93717. },
  93718. enumerable: true,
  93719. configurable: true
  93720. });
  93721. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  93722. get: function () {
  93723. return this._boundingBoxSize;
  93724. },
  93725. /**
  93726. * Gets or sets the size of the bounding box associated with the cube texture
  93727. * When defined, the cubemap will switch to local mode
  93728. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93729. * @example https://www.babylonjs-playground.com/#RNASML
  93730. */
  93731. set: function (value) {
  93732. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  93733. return;
  93734. }
  93735. this._boundingBoxSize = value;
  93736. var scene = this.getScene();
  93737. if (scene) {
  93738. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  93739. }
  93740. },
  93741. enumerable: true,
  93742. configurable: true
  93743. });
  93744. /**
  93745. * Occurs when the file is raw .hdr file.
  93746. */
  93747. HDRCubeTexture.prototype.loadTexture = function () {
  93748. var _this = this;
  93749. var callback = function (buffer) {
  93750. _this.lodGenerationOffset = 0.0;
  93751. _this.lodGenerationScale = 0.8;
  93752. var scene = _this.getScene();
  93753. if (!scene) {
  93754. return null;
  93755. }
  93756. // Extract the raw linear data.
  93757. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  93758. // Generate harmonics if needed.
  93759. if (_this._generateHarmonics) {
  93760. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  93761. _this.sphericalPolynomial = sphericalPolynomial;
  93762. }
  93763. var results = [];
  93764. var byteArray = null;
  93765. // Push each faces.
  93766. for (var j = 0; j < 6; j++) {
  93767. // Create uintarray fallback.
  93768. if (!scene.getEngine().getCaps().textureFloat) {
  93769. // 3 channels of 1 bytes per pixel in bytes.
  93770. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  93771. byteArray = new Uint8Array(byteBuffer);
  93772. }
  93773. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  93774. // If special cases.
  93775. if (_this.gammaSpace || byteArray) {
  93776. for (var i = 0; i < _this._size * _this._size; i++) {
  93777. // Put in gamma space if requested.
  93778. if (_this.gammaSpace) {
  93779. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  93780. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  93781. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  93782. }
  93783. // Convert to int texture for fallback.
  93784. if (byteArray) {
  93785. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  93786. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  93787. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  93788. // May use luminance instead if the result is not accurate.
  93789. var max = Math.max(Math.max(r, g), b);
  93790. if (max > 255) {
  93791. var scale = 255 / max;
  93792. r *= scale;
  93793. g *= scale;
  93794. b *= scale;
  93795. }
  93796. byteArray[(i * 3) + 0] = r;
  93797. byteArray[(i * 3) + 1] = g;
  93798. byteArray[(i * 3) + 2] = b;
  93799. }
  93800. }
  93801. }
  93802. if (byteArray) {
  93803. results.push(byteArray);
  93804. }
  93805. else {
  93806. results.push(dataFace);
  93807. }
  93808. }
  93809. return results;
  93810. };
  93811. var scene = this.getScene();
  93812. if (scene) {
  93813. this._texture = scene.getEngine().createRawCubeTextureFromUrl(this.url, scene, this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, scene.getEngine().getCaps().textureFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, this._noMipmap, callback, null, this._onLoad, this._onError);
  93814. }
  93815. };
  93816. HDRCubeTexture.prototype.clone = function () {
  93817. var scene = this.getScene();
  93818. if (!scene) {
  93819. return this;
  93820. }
  93821. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  93822. // Base texture
  93823. newTexture.level = this.level;
  93824. newTexture.wrapU = this.wrapU;
  93825. newTexture.wrapV = this.wrapV;
  93826. newTexture.coordinatesIndex = this.coordinatesIndex;
  93827. newTexture.coordinatesMode = this.coordinatesMode;
  93828. return newTexture;
  93829. };
  93830. // Methods
  93831. HDRCubeTexture.prototype.delayLoad = function () {
  93832. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  93833. return;
  93834. }
  93835. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  93836. this._texture = this._getFromCache(this.url, this._noMipmap);
  93837. if (!this._texture) {
  93838. this.loadTexture();
  93839. }
  93840. };
  93841. /**
  93842. * Get the texture reflection matrix used to rotate/transform the reflection.
  93843. * @returns the reflection matrix
  93844. */
  93845. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  93846. return this._textureMatrix;
  93847. };
  93848. /**
  93849. * Set the texture reflection matrix used to rotate/transform the reflection.
  93850. * @param value Define the reflection matrix to set
  93851. */
  93852. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  93853. this._textureMatrix = value;
  93854. };
  93855. /**
  93856. * Parses a JSON representation of an HDR Texture in order to create the texture
  93857. * @param parsedTexture Define the JSON representation
  93858. * @param scene Define the scene the texture should be created in
  93859. * @param rootUrl Define the root url in case we need to load relative dependencies
  93860. * @returns the newly created texture after parsing
  93861. */
  93862. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  93863. var texture = null;
  93864. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  93865. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  93866. texture.name = parsedTexture.name;
  93867. texture.hasAlpha = parsedTexture.hasAlpha;
  93868. texture.level = parsedTexture.level;
  93869. texture.coordinatesMode = parsedTexture.coordinatesMode;
  93870. texture.isBlocking = parsedTexture.isBlocking;
  93871. }
  93872. if (texture) {
  93873. if (parsedTexture.boundingBoxPosition) {
  93874. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  93875. }
  93876. if (parsedTexture.boundingBoxSize) {
  93877. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  93878. }
  93879. if (parsedTexture.rotationY) {
  93880. texture.rotationY = parsedTexture.rotationY;
  93881. }
  93882. }
  93883. return texture;
  93884. };
  93885. HDRCubeTexture.prototype.serialize = function () {
  93886. if (!this.name) {
  93887. return null;
  93888. }
  93889. var serializationObject = {};
  93890. serializationObject.name = this.name;
  93891. serializationObject.hasAlpha = this.hasAlpha;
  93892. serializationObject.isCube = true;
  93893. serializationObject.level = this.level;
  93894. serializationObject.size = this._size;
  93895. serializationObject.coordinatesMode = this.coordinatesMode;
  93896. serializationObject.useInGammaSpace = this.gammaSpace;
  93897. serializationObject.generateHarmonics = this._generateHarmonics;
  93898. serializationObject.customType = "BABYLON.HDRCubeTexture";
  93899. serializationObject.noMipmap = this._noMipmap;
  93900. serializationObject.isBlocking = this._isBlocking;
  93901. serializationObject.rotationY = this._rotationY;
  93902. return serializationObject;
  93903. };
  93904. HDRCubeTexture._facesMapping = [
  93905. "right",
  93906. "left",
  93907. "up",
  93908. "down",
  93909. "front",
  93910. "back"
  93911. ];
  93912. return HDRCubeTexture;
  93913. }(BABYLON.BaseTexture));
  93914. BABYLON.HDRCubeTexture = HDRCubeTexture;
  93915. })(BABYLON || (BABYLON = {}));
  93916. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  93917. var BABYLON;
  93918. (function (BABYLON) {
  93919. /**
  93920. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  93921. */
  93922. var PanoramaToCubeMapTools = /** @class */ (function () {
  93923. function PanoramaToCubeMapTools() {
  93924. }
  93925. /**
  93926. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93927. *
  93928. * @param float32Array The source data.
  93929. * @param inputWidth The width of the input panorama.
  93930. * @param inputHeight The height of the input panorama.
  93931. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93932. * @return The cubemap data
  93933. */
  93934. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  93935. if (!float32Array) {
  93936. throw "ConvertPanoramaToCubemap: input cannot be null";
  93937. }
  93938. if (float32Array.length != inputWidth * inputHeight * 3) {
  93939. throw "ConvertPanoramaToCubemap: input size is wrong";
  93940. }
  93941. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  93942. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  93943. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  93944. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  93945. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  93946. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  93947. return {
  93948. front: textureFront,
  93949. back: textureBack,
  93950. left: textureLeft,
  93951. right: textureRight,
  93952. up: textureUp,
  93953. down: textureDown,
  93954. size: size,
  93955. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  93956. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  93957. gammaSpace: false,
  93958. };
  93959. };
  93960. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  93961. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  93962. var textureArray = new Float32Array(buffer);
  93963. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  93964. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  93965. var dy = 1 / texSize;
  93966. var fy = 0;
  93967. for (var y = 0; y < texSize; y++) {
  93968. var xv1 = faceData[0];
  93969. var xv2 = faceData[2];
  93970. for (var x = 0; x < texSize; x++) {
  93971. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  93972. v.normalize();
  93973. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  93974. // 3 channels per pixels
  93975. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  93976. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  93977. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  93978. xv1 = xv1.add(rotDX1);
  93979. xv2 = xv2.add(rotDX2);
  93980. }
  93981. fy += dy;
  93982. }
  93983. return textureArray;
  93984. };
  93985. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  93986. var theta = Math.atan2(vDir.z, vDir.x);
  93987. var phi = Math.acos(vDir.y);
  93988. while (theta < -Math.PI) {
  93989. theta += 2 * Math.PI;
  93990. }
  93991. while (theta > Math.PI) {
  93992. theta -= 2 * Math.PI;
  93993. }
  93994. var dx = theta / Math.PI;
  93995. var dy = phi / Math.PI;
  93996. // recenter.
  93997. dx = dx * 0.5 + 0.5;
  93998. var px = Math.round(dx * inputWidth);
  93999. if (px < 0) {
  94000. px = 0;
  94001. }
  94002. else if (px >= inputWidth) {
  94003. px = inputWidth - 1;
  94004. }
  94005. var py = Math.round(dy * inputHeight);
  94006. if (py < 0) {
  94007. py = 0;
  94008. }
  94009. else if (py >= inputHeight) {
  94010. py = inputHeight - 1;
  94011. }
  94012. var inputY = (inputHeight - py - 1);
  94013. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94014. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94015. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94016. return {
  94017. r: r,
  94018. g: g,
  94019. b: b
  94020. };
  94021. };
  94022. PanoramaToCubeMapTools.FACE_FRONT = [
  94023. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94024. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94025. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94026. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94027. ];
  94028. PanoramaToCubeMapTools.FACE_BACK = [
  94029. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94030. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94031. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94032. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94033. ];
  94034. PanoramaToCubeMapTools.FACE_RIGHT = [
  94035. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94036. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94037. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94038. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94039. ];
  94040. PanoramaToCubeMapTools.FACE_LEFT = [
  94041. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94042. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94043. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94044. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94045. ];
  94046. PanoramaToCubeMapTools.FACE_DOWN = [
  94047. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94048. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94049. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94050. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94051. ];
  94052. PanoramaToCubeMapTools.FACE_UP = [
  94053. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94054. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94055. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94056. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94057. ];
  94058. return PanoramaToCubeMapTools;
  94059. }());
  94060. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94061. })(BABYLON || (BABYLON = {}));
  94062. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94063. var BABYLON;
  94064. (function (BABYLON) {
  94065. /**
  94066. * Vector2 wth index property
  94067. */
  94068. var IndexedVector2 = /** @class */ (function (_super) {
  94069. __extends(IndexedVector2, _super);
  94070. function IndexedVector2(original,
  94071. /** Index of the vector2 */
  94072. index) {
  94073. var _this = _super.call(this, original.x, original.y) || this;
  94074. _this.index = index;
  94075. return _this;
  94076. }
  94077. return IndexedVector2;
  94078. }(BABYLON.Vector2));
  94079. /**
  94080. * Defines points to create a polygon
  94081. */
  94082. var PolygonPoints = /** @class */ (function () {
  94083. function PolygonPoints() {
  94084. this.elements = new Array();
  94085. }
  94086. PolygonPoints.prototype.add = function (originalPoints) {
  94087. var _this = this;
  94088. var result = new Array();
  94089. originalPoints.forEach(function (point) {
  94090. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94091. var newPoint = new IndexedVector2(point, _this.elements.length);
  94092. result.push(newPoint);
  94093. _this.elements.push(newPoint);
  94094. }
  94095. });
  94096. return result;
  94097. };
  94098. PolygonPoints.prototype.computeBounds = function () {
  94099. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94100. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94101. this.elements.forEach(function (point) {
  94102. // x
  94103. if (point.x < lmin.x) {
  94104. lmin.x = point.x;
  94105. }
  94106. else if (point.x > lmax.x) {
  94107. lmax.x = point.x;
  94108. }
  94109. // y
  94110. if (point.y < lmin.y) {
  94111. lmin.y = point.y;
  94112. }
  94113. else if (point.y > lmax.y) {
  94114. lmax.y = point.y;
  94115. }
  94116. });
  94117. return {
  94118. min: lmin,
  94119. max: lmax,
  94120. width: lmax.x - lmin.x,
  94121. height: lmax.y - lmin.y
  94122. };
  94123. };
  94124. return PolygonPoints;
  94125. }());
  94126. /**
  94127. * Polygon
  94128. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94129. */
  94130. var Polygon = /** @class */ (function () {
  94131. function Polygon() {
  94132. }
  94133. /**
  94134. * Creates a rectangle
  94135. * @param xmin bottom X coord
  94136. * @param ymin bottom Y coord
  94137. * @param xmax top X coord
  94138. * @param ymax top Y coord
  94139. * @returns points that make the resulting rectation
  94140. */
  94141. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94142. return [
  94143. new BABYLON.Vector2(xmin, ymin),
  94144. new BABYLON.Vector2(xmax, ymin),
  94145. new BABYLON.Vector2(xmax, ymax),
  94146. new BABYLON.Vector2(xmin, ymax)
  94147. ];
  94148. };
  94149. /**
  94150. * Creates a circle
  94151. * @param radius radius of circle
  94152. * @param cx scale in x
  94153. * @param cy scale in y
  94154. * @param numberOfSides number of sides that make up the circle
  94155. * @returns points that make the resulting circle
  94156. */
  94157. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94158. if (cx === void 0) { cx = 0; }
  94159. if (cy === void 0) { cy = 0; }
  94160. if (numberOfSides === void 0) { numberOfSides = 32; }
  94161. var result = new Array();
  94162. var angle = 0;
  94163. var increment = (Math.PI * 2) / numberOfSides;
  94164. for (var i = 0; i < numberOfSides; i++) {
  94165. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94166. angle -= increment;
  94167. }
  94168. return result;
  94169. };
  94170. /**
  94171. * Creates a polygon from input string
  94172. * @param input Input polygon data
  94173. * @returns the parsed points
  94174. */
  94175. Polygon.Parse = function (input) {
  94176. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94177. var i, result = [];
  94178. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94179. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94180. }
  94181. return result;
  94182. };
  94183. /**
  94184. * Starts building a polygon from x and y coordinates
  94185. * @param x x coordinate
  94186. * @param y y coordinate
  94187. * @returns the started path2
  94188. */
  94189. Polygon.StartingAt = function (x, y) {
  94190. return BABYLON.Path2.StartingAt(x, y);
  94191. };
  94192. return Polygon;
  94193. }());
  94194. BABYLON.Polygon = Polygon;
  94195. /**
  94196. * Builds a polygon
  94197. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94198. */
  94199. var PolygonMeshBuilder = /** @class */ (function () {
  94200. /**
  94201. * Creates a PolygonMeshBuilder
  94202. * @param name name of the builder
  94203. * @param contours Path of the polygon
  94204. * @param scene scene to add to
  94205. */
  94206. function PolygonMeshBuilder(name, contours, scene) {
  94207. this._points = new PolygonPoints();
  94208. this._outlinepoints = new PolygonPoints();
  94209. this._holes = new Array();
  94210. this._epoints = new Array();
  94211. this._eholes = new Array();
  94212. this._name = name;
  94213. this._scene = scene;
  94214. var points;
  94215. if (contours instanceof BABYLON.Path2) {
  94216. points = contours.getPoints();
  94217. }
  94218. else {
  94219. points = contours;
  94220. }
  94221. this._addToepoint(points);
  94222. this._points.add(points);
  94223. this._outlinepoints.add(points);
  94224. if (typeof earcut === 'undefined') {
  94225. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94226. }
  94227. }
  94228. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94229. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94230. var p = points_1[_i];
  94231. this._epoints.push(p.x, p.y);
  94232. }
  94233. };
  94234. /**
  94235. * Adds a whole within the polygon
  94236. * @param hole Array of points defining the hole
  94237. * @returns this
  94238. */
  94239. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94240. this._points.add(hole);
  94241. var holepoints = new PolygonPoints();
  94242. holepoints.add(hole);
  94243. this._holes.push(holepoints);
  94244. this._eholes.push(this._epoints.length / 2);
  94245. this._addToepoint(hole);
  94246. return this;
  94247. };
  94248. /**
  94249. * Creates the polygon
  94250. * @param updatable If the mesh should be updatable
  94251. * @param depth The depth of the mesh created
  94252. * @returns the created mesh
  94253. */
  94254. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94255. var _this = this;
  94256. if (updatable === void 0) { updatable = false; }
  94257. if (depth === void 0) { depth = 0; }
  94258. var result = new BABYLON.Mesh(this._name, this._scene);
  94259. var normals = new Array();
  94260. var positions = new Array();
  94261. var uvs = new Array();
  94262. var bounds = this._points.computeBounds();
  94263. this._points.elements.forEach(function (p) {
  94264. normals.push(0, 1.0, 0);
  94265. positions.push(p.x, 0, p.y);
  94266. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94267. });
  94268. var indices = new Array();
  94269. var res = earcut(this._epoints, this._eholes, 2);
  94270. for (var i = 0; i < res.length; i++) {
  94271. indices.push(res[i]);
  94272. }
  94273. if (depth > 0) {
  94274. var positionscount = (positions.length / 3); //get the current pointcount
  94275. this._points.elements.forEach(function (p) {
  94276. normals.push(0, -1.0, 0);
  94277. positions.push(p.x, -depth, p.y);
  94278. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94279. });
  94280. var totalCount = indices.length;
  94281. for (var i = 0; i < totalCount; i += 3) {
  94282. var i0 = indices[i + 0];
  94283. var i1 = indices[i + 1];
  94284. var i2 = indices[i + 2];
  94285. indices.push(i2 + positionscount);
  94286. indices.push(i1 + positionscount);
  94287. indices.push(i0 + positionscount);
  94288. }
  94289. //Add the sides
  94290. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94291. this._holes.forEach(function (hole) {
  94292. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94293. });
  94294. }
  94295. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94296. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94297. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94298. result.setIndices(indices);
  94299. return result;
  94300. };
  94301. /**
  94302. * Adds a side to the polygon
  94303. * @param positions points that make the polygon
  94304. * @param normals normals of the polygon
  94305. * @param uvs uvs of the polygon
  94306. * @param indices indices of the polygon
  94307. * @param bounds bounds of the polygon
  94308. * @param points points of the polygon
  94309. * @param depth depth of the polygon
  94310. * @param flip flip of the polygon
  94311. */
  94312. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94313. var StartIndex = positions.length / 3;
  94314. var ulength = 0;
  94315. for (var i = 0; i < points.elements.length; i++) {
  94316. var p = points.elements[i];
  94317. var p1;
  94318. if ((i + 1) > points.elements.length - 1) {
  94319. p1 = points.elements[0];
  94320. }
  94321. else {
  94322. p1 = points.elements[i + 1];
  94323. }
  94324. positions.push(p.x, 0, p.y);
  94325. positions.push(p.x, -depth, p.y);
  94326. positions.push(p1.x, 0, p1.y);
  94327. positions.push(p1.x, -depth, p1.y);
  94328. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94329. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94330. var v3 = v2.subtract(v1);
  94331. var v4 = new BABYLON.Vector3(0, 1, 0);
  94332. var vn = BABYLON.Vector3.Cross(v3, v4);
  94333. vn = vn.normalize();
  94334. uvs.push(ulength / bounds.width, 0);
  94335. uvs.push(ulength / bounds.width, 1);
  94336. ulength += v3.length();
  94337. uvs.push((ulength / bounds.width), 0);
  94338. uvs.push((ulength / bounds.width), 1);
  94339. if (!flip) {
  94340. normals.push(-vn.x, -vn.y, -vn.z);
  94341. normals.push(-vn.x, -vn.y, -vn.z);
  94342. normals.push(-vn.x, -vn.y, -vn.z);
  94343. normals.push(-vn.x, -vn.y, -vn.z);
  94344. indices.push(StartIndex);
  94345. indices.push(StartIndex + 1);
  94346. indices.push(StartIndex + 2);
  94347. indices.push(StartIndex + 1);
  94348. indices.push(StartIndex + 3);
  94349. indices.push(StartIndex + 2);
  94350. }
  94351. else {
  94352. normals.push(vn.x, vn.y, vn.z);
  94353. normals.push(vn.x, vn.y, vn.z);
  94354. normals.push(vn.x, vn.y, vn.z);
  94355. normals.push(vn.x, vn.y, vn.z);
  94356. indices.push(StartIndex);
  94357. indices.push(StartIndex + 2);
  94358. indices.push(StartIndex + 1);
  94359. indices.push(StartIndex + 1);
  94360. indices.push(StartIndex + 2);
  94361. indices.push(StartIndex + 3);
  94362. }
  94363. StartIndex += 4;
  94364. }
  94365. };
  94366. return PolygonMeshBuilder;
  94367. }());
  94368. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94369. })(BABYLON || (BABYLON = {}));
  94370. //# sourceMappingURL=babylon.polygonMesh.js.map
  94371. var BABYLON;
  94372. (function (BABYLON) {
  94373. /**
  94374. * Unique ID when we import meshes from Babylon to CSG
  94375. */
  94376. var currentCSGMeshId = 0;
  94377. /**
  94378. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94379. * one to provide additional features like texture coordinates and vertex
  94380. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94381. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94382. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94383. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94384. * is not used anywhere else.
  94385. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94386. */
  94387. var Vertex = /** @class */ (function () {
  94388. /**
  94389. * Initializes the vertex
  94390. * @param pos The position of the vertex
  94391. * @param normal The normal of the vertex
  94392. * @param uv The texture coordinate of the vertex
  94393. */
  94394. function Vertex(
  94395. /**
  94396. * The position of the vertex
  94397. */
  94398. pos,
  94399. /**
  94400. * The normal of the vertex
  94401. */
  94402. normal,
  94403. /**
  94404. * The texture coordinate of the vertex
  94405. */
  94406. uv) {
  94407. this.pos = pos;
  94408. this.normal = normal;
  94409. this.uv = uv;
  94410. }
  94411. /**
  94412. * Make a clone, or deep copy, of the vertex
  94413. * @returns A new Vertex
  94414. */
  94415. Vertex.prototype.clone = function () {
  94416. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94417. };
  94418. /**
  94419. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94420. * orientation of a polygon is flipped.
  94421. */
  94422. Vertex.prototype.flip = function () {
  94423. this.normal = this.normal.scale(-1);
  94424. };
  94425. /**
  94426. * Create a new vertex between this vertex and `other` by linearly
  94427. * interpolating all properties using a parameter of `t`. Subclasses should
  94428. * override this to interpolate additional properties.
  94429. * @param other the vertex to interpolate against
  94430. * @param t The factor used to linearly interpolate between the vertices
  94431. */
  94432. Vertex.prototype.interpolate = function (other, t) {
  94433. return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
  94434. };
  94435. return Vertex;
  94436. }());
  94437. /**
  94438. * Represents a plane in 3D space.
  94439. */
  94440. var Plane = /** @class */ (function () {
  94441. /**
  94442. * Initializes the plane
  94443. * @param normal The normal for the plane
  94444. * @param w
  94445. */
  94446. function Plane(normal, w) {
  94447. this.normal = normal;
  94448. this.w = w;
  94449. }
  94450. /**
  94451. * Construct a plane from three points
  94452. * @param a Point a
  94453. * @param b Point b
  94454. * @param c Point c
  94455. */
  94456. Plane.FromPoints = function (a, b, c) {
  94457. var v0 = c.subtract(a);
  94458. var v1 = b.subtract(a);
  94459. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94460. return null;
  94461. }
  94462. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94463. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94464. };
  94465. /**
  94466. * Clone, or make a deep copy of the plane
  94467. * @returns a new Plane
  94468. */
  94469. Plane.prototype.clone = function () {
  94470. return new Plane(this.normal.clone(), this.w);
  94471. };
  94472. /**
  94473. * Flip the face of the plane
  94474. */
  94475. Plane.prototype.flip = function () {
  94476. this.normal.scaleInPlace(-1);
  94477. this.w = -this.w;
  94478. };
  94479. /**
  94480. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94481. * fragments in the appropriate lists. Coplanar polygons go into either
  94482. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94483. * respect to this plane. Polygons in front or in back of this plane go into
  94484. * either `front` or `back`
  94485. * @param polygon The polygon to be split
  94486. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94487. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94488. * @param front Will contain the polygons in front of the plane
  94489. * @param back Will contain the polygons begind the plane
  94490. */
  94491. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94492. var COPLANAR = 0;
  94493. var FRONT = 1;
  94494. var BACK = 2;
  94495. var SPANNING = 3;
  94496. // Classify each point as well as the entire polygon into one of the above
  94497. // four classes.
  94498. var polygonType = 0;
  94499. var types = [];
  94500. var i;
  94501. var t;
  94502. for (i = 0; i < polygon.vertices.length; i++) {
  94503. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94504. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94505. polygonType |= type;
  94506. types.push(type);
  94507. }
  94508. // Put the polygon in the correct list, splitting it when necessary
  94509. switch (polygonType) {
  94510. case COPLANAR:
  94511. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94512. break;
  94513. case FRONT:
  94514. front.push(polygon);
  94515. break;
  94516. case BACK:
  94517. back.push(polygon);
  94518. break;
  94519. case SPANNING:
  94520. var f = [], b = [];
  94521. for (i = 0; i < polygon.vertices.length; i++) {
  94522. var j = (i + 1) % polygon.vertices.length;
  94523. var ti = types[i], tj = types[j];
  94524. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94525. if (ti !== BACK) {
  94526. f.push(vi);
  94527. }
  94528. if (ti !== FRONT) {
  94529. b.push(ti !== BACK ? vi.clone() : vi);
  94530. }
  94531. if ((ti | tj) === SPANNING) {
  94532. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94533. var v = vi.interpolate(vj, t);
  94534. f.push(v);
  94535. b.push(v.clone());
  94536. }
  94537. }
  94538. var poly;
  94539. if (f.length >= 3) {
  94540. poly = new Polygon(f, polygon.shared);
  94541. if (poly.plane) {
  94542. front.push(poly);
  94543. }
  94544. }
  94545. if (b.length >= 3) {
  94546. poly = new Polygon(b, polygon.shared);
  94547. if (poly.plane) {
  94548. back.push(poly);
  94549. }
  94550. }
  94551. break;
  94552. }
  94553. };
  94554. /**
  94555. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94556. * point is on the plane
  94557. */
  94558. Plane.EPSILON = 1e-5;
  94559. return Plane;
  94560. }());
  94561. /**
  94562. * Represents a convex polygon. The vertices used to initialize a polygon must
  94563. * be coplanar and form a convex loop.
  94564. *
  94565. * Each convex polygon has a `shared` property, which is shared between all
  94566. * polygons that are clones of each other or were split from the same polygon.
  94567. * This can be used to define per-polygon properties (such as surface color)
  94568. */
  94569. var Polygon = /** @class */ (function () {
  94570. /**
  94571. * Initializes the polygon
  94572. * @param vertices The vertices of the polygon
  94573. * @param shared The properties shared across all polygons
  94574. */
  94575. function Polygon(vertices, shared) {
  94576. this.vertices = vertices;
  94577. this.shared = shared;
  94578. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  94579. }
  94580. /**
  94581. * Clones, or makes a deep copy, or the polygon
  94582. */
  94583. Polygon.prototype.clone = function () {
  94584. var vertices = this.vertices.map(function (v) { return v.clone(); });
  94585. return new Polygon(vertices, this.shared);
  94586. };
  94587. /**
  94588. * Flips the faces of the polygon
  94589. */
  94590. Polygon.prototype.flip = function () {
  94591. this.vertices.reverse().map(function (v) { v.flip(); });
  94592. this.plane.flip();
  94593. };
  94594. return Polygon;
  94595. }());
  94596. /**
  94597. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  94598. * by picking a polygon to split along. That polygon (and all other coplanar
  94599. * polygons) are added directly to that node and the other polygons are added to
  94600. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  94601. * no distinction between internal and leaf nodes
  94602. */
  94603. var Node = /** @class */ (function () {
  94604. /**
  94605. * Initializes the node
  94606. * @param polygons A collection of polygons held in the node
  94607. */
  94608. function Node(polygons) {
  94609. this.plane = null;
  94610. this.front = null;
  94611. this.back = null;
  94612. this.polygons = new Array();
  94613. if (polygons) {
  94614. this.build(polygons);
  94615. }
  94616. }
  94617. /**
  94618. * Clones, or makes a deep copy, of the node
  94619. * @returns The cloned node
  94620. */
  94621. Node.prototype.clone = function () {
  94622. var node = new Node();
  94623. node.plane = this.plane && this.plane.clone();
  94624. node.front = this.front && this.front.clone();
  94625. node.back = this.back && this.back.clone();
  94626. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  94627. return node;
  94628. };
  94629. /**
  94630. * Convert solid space to empty space and empty space to solid space
  94631. */
  94632. Node.prototype.invert = function () {
  94633. for (var i = 0; i < this.polygons.length; i++) {
  94634. this.polygons[i].flip();
  94635. }
  94636. if (this.plane) {
  94637. this.plane.flip();
  94638. }
  94639. if (this.front) {
  94640. this.front.invert();
  94641. }
  94642. if (this.back) {
  94643. this.back.invert();
  94644. }
  94645. var temp = this.front;
  94646. this.front = this.back;
  94647. this.back = temp;
  94648. };
  94649. /**
  94650. * Recursively remove all polygons in `polygons` that are inside this BSP
  94651. * tree.
  94652. * @param polygons Polygons to remove from the BSP
  94653. * @returns Polygons clipped from the BSP
  94654. */
  94655. Node.prototype.clipPolygons = function (polygons) {
  94656. if (!this.plane) {
  94657. return polygons.slice();
  94658. }
  94659. var front = new Array(), back = new Array();
  94660. for (var i = 0; i < polygons.length; i++) {
  94661. this.plane.splitPolygon(polygons[i], front, back, front, back);
  94662. }
  94663. if (this.front) {
  94664. front = this.front.clipPolygons(front);
  94665. }
  94666. if (this.back) {
  94667. back = this.back.clipPolygons(back);
  94668. }
  94669. else {
  94670. back = [];
  94671. }
  94672. return front.concat(back);
  94673. };
  94674. /**
  94675. * Remove all polygons in this BSP tree that are inside the other BSP tree
  94676. * `bsp`.
  94677. * @param bsp BSP containing polygons to remove from this BSP
  94678. */
  94679. Node.prototype.clipTo = function (bsp) {
  94680. this.polygons = bsp.clipPolygons(this.polygons);
  94681. if (this.front) {
  94682. this.front.clipTo(bsp);
  94683. }
  94684. if (this.back) {
  94685. this.back.clipTo(bsp);
  94686. }
  94687. };
  94688. /**
  94689. * Return a list of all polygons in this BSP tree
  94690. * @returns List of all polygons in this BSP tree
  94691. */
  94692. Node.prototype.allPolygons = function () {
  94693. var polygons = this.polygons.slice();
  94694. if (this.front) {
  94695. polygons = polygons.concat(this.front.allPolygons());
  94696. }
  94697. if (this.back) {
  94698. polygons = polygons.concat(this.back.allPolygons());
  94699. }
  94700. return polygons;
  94701. };
  94702. /**
  94703. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  94704. * new polygons are filtered down to the bottom of the tree and become new
  94705. * nodes there. Each set of polygons is partitioned using the first polygon
  94706. * (no heuristic is used to pick a good split)
  94707. * @param polygons Polygons used to construct the BSP tree
  94708. */
  94709. Node.prototype.build = function (polygons) {
  94710. if (!polygons.length) {
  94711. return;
  94712. }
  94713. if (!this.plane) {
  94714. this.plane = polygons[0].plane.clone();
  94715. }
  94716. var front = new Array(), back = new Array();
  94717. for (var i = 0; i < polygons.length; i++) {
  94718. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  94719. }
  94720. if (front.length) {
  94721. if (!this.front) {
  94722. this.front = new Node();
  94723. }
  94724. this.front.build(front);
  94725. }
  94726. if (back.length) {
  94727. if (!this.back) {
  94728. this.back = new Node();
  94729. }
  94730. this.back.build(back);
  94731. }
  94732. };
  94733. return Node;
  94734. }());
  94735. /**
  94736. * Class for building Constructive Solid Geometry
  94737. */
  94738. var CSG = /** @class */ (function () {
  94739. function CSG() {
  94740. this.polygons = new Array();
  94741. }
  94742. /**
  94743. * Convert the BABYLON.Mesh to BABYLON.CSG
  94744. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  94745. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  94746. */
  94747. CSG.FromMesh = function (mesh) {
  94748. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  94749. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  94750. if (mesh instanceof BABYLON.Mesh) {
  94751. mesh.computeWorldMatrix(true);
  94752. matrix = mesh.getWorldMatrix();
  94753. meshPosition = mesh.position.clone();
  94754. meshRotation = mesh.rotation.clone();
  94755. if (mesh.rotationQuaternion) {
  94756. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  94757. }
  94758. meshScaling = mesh.scaling.clone();
  94759. }
  94760. else {
  94761. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  94762. }
  94763. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  94764. var subMeshes = mesh.subMeshes;
  94765. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  94766. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  94767. vertices = [];
  94768. for (var j = 0; j < 3; j++) {
  94769. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  94770. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  94771. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  94772. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  94773. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  94774. vertex = new Vertex(position, normal, uv);
  94775. vertices.push(vertex);
  94776. }
  94777. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  94778. // To handle the case of degenerated triangle
  94779. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  94780. if (polygon.plane) {
  94781. polygons.push(polygon);
  94782. }
  94783. }
  94784. }
  94785. var csg = CSG.FromPolygons(polygons);
  94786. csg.matrix = matrix;
  94787. csg.position = meshPosition;
  94788. csg.rotation = meshRotation;
  94789. csg.scaling = meshScaling;
  94790. csg.rotationQuaternion = meshRotationQuaternion;
  94791. currentCSGMeshId++;
  94792. return csg;
  94793. };
  94794. /**
  94795. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  94796. * @param polygons Polygons used to construct a BABYLON.CSG solid
  94797. */
  94798. CSG.FromPolygons = function (polygons) {
  94799. var csg = new CSG();
  94800. csg.polygons = polygons;
  94801. return csg;
  94802. };
  94803. /**
  94804. * Clones, or makes a deep copy, of the BABYLON.CSG
  94805. * @returns A new BABYLON.CSG
  94806. */
  94807. CSG.prototype.clone = function () {
  94808. var csg = new CSG();
  94809. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  94810. csg.copyTransformAttributes(this);
  94811. return csg;
  94812. };
  94813. /**
  94814. * Unions this CSG with another CSG
  94815. * @param csg The CSG to union against this CSG
  94816. * @returns The unioned CSG
  94817. */
  94818. CSG.prototype.union = function (csg) {
  94819. var a = new Node(this.clone().polygons);
  94820. var b = new Node(csg.clone().polygons);
  94821. a.clipTo(b);
  94822. b.clipTo(a);
  94823. b.invert();
  94824. b.clipTo(a);
  94825. b.invert();
  94826. a.build(b.allPolygons());
  94827. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94828. };
  94829. /**
  94830. * Unions this CSG with another CSG in place
  94831. * @param csg The CSG to union against this CSG
  94832. */
  94833. CSG.prototype.unionInPlace = function (csg) {
  94834. var a = new Node(this.polygons);
  94835. var b = new Node(csg.polygons);
  94836. a.clipTo(b);
  94837. b.clipTo(a);
  94838. b.invert();
  94839. b.clipTo(a);
  94840. b.invert();
  94841. a.build(b.allPolygons());
  94842. this.polygons = a.allPolygons();
  94843. };
  94844. /**
  94845. * Subtracts this CSG with another CSG
  94846. * @param csg The CSG to subtract against this CSG
  94847. * @returns A new BABYLON.CSG
  94848. */
  94849. CSG.prototype.subtract = function (csg) {
  94850. var a = new Node(this.clone().polygons);
  94851. var b = new Node(csg.clone().polygons);
  94852. a.invert();
  94853. a.clipTo(b);
  94854. b.clipTo(a);
  94855. b.invert();
  94856. b.clipTo(a);
  94857. b.invert();
  94858. a.build(b.allPolygons());
  94859. a.invert();
  94860. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94861. };
  94862. /**
  94863. * Subtracts this CSG with another CSG in place
  94864. * @param csg The CSG to subtact against this CSG
  94865. */
  94866. CSG.prototype.subtractInPlace = function (csg) {
  94867. var a = new Node(this.polygons);
  94868. var b = new Node(csg.polygons);
  94869. a.invert();
  94870. a.clipTo(b);
  94871. b.clipTo(a);
  94872. b.invert();
  94873. b.clipTo(a);
  94874. b.invert();
  94875. a.build(b.allPolygons());
  94876. a.invert();
  94877. this.polygons = a.allPolygons();
  94878. };
  94879. /**
  94880. * Intersect this CSG with another CSG
  94881. * @param csg The CSG to intersect against this CSG
  94882. * @returns A new BABYLON.CSG
  94883. */
  94884. CSG.prototype.intersect = function (csg) {
  94885. var a = new Node(this.clone().polygons);
  94886. var b = new Node(csg.clone().polygons);
  94887. a.invert();
  94888. b.clipTo(a);
  94889. b.invert();
  94890. a.clipTo(b);
  94891. b.clipTo(a);
  94892. a.build(b.allPolygons());
  94893. a.invert();
  94894. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94895. };
  94896. /**
  94897. * Intersects this CSG with another CSG in place
  94898. * @param csg The CSG to intersect against this CSG
  94899. */
  94900. CSG.prototype.intersectInPlace = function (csg) {
  94901. var a = new Node(this.polygons);
  94902. var b = new Node(csg.polygons);
  94903. a.invert();
  94904. b.clipTo(a);
  94905. b.invert();
  94906. a.clipTo(b);
  94907. b.clipTo(a);
  94908. a.build(b.allPolygons());
  94909. a.invert();
  94910. this.polygons = a.allPolygons();
  94911. };
  94912. /**
  94913. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  94914. * not modified.
  94915. * @returns A new BABYLON.CSG solid with solid and empty space switched
  94916. */
  94917. CSG.prototype.inverse = function () {
  94918. var csg = this.clone();
  94919. csg.inverseInPlace();
  94920. return csg;
  94921. };
  94922. /**
  94923. * Inverses the BABYLON.CSG in place
  94924. */
  94925. CSG.prototype.inverseInPlace = function () {
  94926. this.polygons.map(function (p) { p.flip(); });
  94927. };
  94928. /**
  94929. * This is used to keep meshes transformations so they can be restored
  94930. * when we build back a Babylon Mesh
  94931. * NB : All CSG operations are performed in world coordinates
  94932. * @param csg The BABYLON.CSG to copy the transform attributes from
  94933. * @returns This BABYLON.CSG
  94934. */
  94935. CSG.prototype.copyTransformAttributes = function (csg) {
  94936. this.matrix = csg.matrix;
  94937. this.position = csg.position;
  94938. this.rotation = csg.rotation;
  94939. this.scaling = csg.scaling;
  94940. this.rotationQuaternion = csg.rotationQuaternion;
  94941. return this;
  94942. };
  94943. /**
  94944. * Build Raw mesh from CSG
  94945. * Coordinates here are in world space
  94946. * @param name The name of the mesh geometry
  94947. * @param scene The BABYLON.Scene
  94948. * @param keepSubMeshes Specifies if the submeshes should be kept
  94949. * @returns A new BABYLON.Mesh
  94950. */
  94951. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  94952. var matrix = this.matrix.clone();
  94953. matrix.invert();
  94954. var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj;
  94955. if (keepSubMeshes) {
  94956. // Sort Polygons, since subMeshes are indices range
  94957. polygons.sort(function (a, b) {
  94958. if (a.shared.meshId === b.shared.meshId) {
  94959. return a.shared.subMeshId - b.shared.subMeshId;
  94960. }
  94961. else {
  94962. return a.shared.meshId - b.shared.meshId;
  94963. }
  94964. });
  94965. }
  94966. for (var i = 0, il = polygons.length; i < il; i++) {
  94967. polygon = polygons[i];
  94968. // Building SubMeshes
  94969. if (!subMesh_dict[polygon.shared.meshId]) {
  94970. subMesh_dict[polygon.shared.meshId] = {};
  94971. }
  94972. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  94973. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  94974. indexStart: +Infinity,
  94975. indexEnd: -Infinity,
  94976. materialIndex: polygon.shared.materialIndex
  94977. };
  94978. }
  94979. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  94980. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  94981. polygonIndices[0] = 0;
  94982. polygonIndices[1] = j - 1;
  94983. polygonIndices[2] = j;
  94984. for (var k = 0; k < 3; k++) {
  94985. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  94986. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  94987. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  94988. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  94989. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  94990. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  94991. // Check if 2 points can be merged
  94992. if (!(typeof vertex_idx !== 'undefined' &&
  94993. normals[vertex_idx * 3] === localNormal.x &&
  94994. normals[vertex_idx * 3 + 1] === localNormal.y &&
  94995. normals[vertex_idx * 3 + 2] === localNormal.z &&
  94996. uvs[vertex_idx * 2] === uv.x &&
  94997. uvs[vertex_idx * 2 + 1] === uv.y)) {
  94998. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  94999. uvs.push(uv.x, uv.y);
  95000. normals.push(normal.x, normal.y, normal.z);
  95001. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95002. }
  95003. indices.push(vertex_idx);
  95004. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95005. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95006. currentIndex++;
  95007. }
  95008. }
  95009. }
  95010. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95011. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95012. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95013. mesh.setIndices(indices, null);
  95014. if (keepSubMeshes) {
  95015. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95016. var materialIndexOffset = 0, materialMaxIndex;
  95017. mesh.subMeshes = new Array();
  95018. for (var m in subMesh_dict) {
  95019. materialMaxIndex = -1;
  95020. for (var sm in subMesh_dict[m]) {
  95021. subMesh_obj = subMesh_dict[m][sm];
  95022. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95023. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95024. }
  95025. materialIndexOffset += ++materialMaxIndex;
  95026. }
  95027. }
  95028. return mesh;
  95029. };
  95030. /**
  95031. * Build Mesh from CSG taking material and transforms into account
  95032. * @param name The name of the BABYLON.Mesh
  95033. * @param material The material of the BABYLON.Mesh
  95034. * @param scene The BABYLON.Scene
  95035. * @param keepSubMeshes Specifies if submeshes should be kept
  95036. * @returns The new BABYLON.Mesh
  95037. */
  95038. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95039. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95040. mesh.material = material;
  95041. mesh.position.copyFrom(this.position);
  95042. mesh.rotation.copyFrom(this.rotation);
  95043. if (this.rotationQuaternion) {
  95044. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95045. }
  95046. mesh.scaling.copyFrom(this.scaling);
  95047. mesh.computeWorldMatrix(true);
  95048. return mesh;
  95049. };
  95050. return CSG;
  95051. }());
  95052. BABYLON.CSG = CSG;
  95053. })(BABYLON || (BABYLON = {}));
  95054. //# sourceMappingURL=babylon.csg.js.map
  95055. var BABYLON;
  95056. (function (BABYLON) {
  95057. /**
  95058. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95059. * It controls one of the indiviual texture used in the effect.
  95060. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95061. */
  95062. var LensFlare = /** @class */ (function () {
  95063. /**
  95064. * Instantiates a new Lens Flare.
  95065. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95066. * It controls one of the indiviual texture used in the effect.
  95067. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95068. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95069. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  95070. * @param color Define the lens color
  95071. * @param imgUrl Define the lens texture url
  95072. * @param system Define the `lensFlareSystem` this flare is part of
  95073. */
  95074. function LensFlare(
  95075. /**
  95076. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95077. */
  95078. size,
  95079. /**
  95080. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  95081. */
  95082. position, color, imgUrl, system) {
  95083. this.size = size;
  95084. this.position = position;
  95085. /**
  95086. * Define the alpha mode to render this particular lens.
  95087. */
  95088. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95089. this.color = color || new BABYLON.Color3(1, 1, 1);
  95090. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95091. this._system = system;
  95092. system.lensFlares.push(this);
  95093. }
  95094. /**
  95095. * Creates a new Lens Flare.
  95096. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95097. * It controls one of the indiviual texture used in the effect.
  95098. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95099. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95100. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  95101. * @param color Define the lens color
  95102. * @param imgUrl Define the lens texture url
  95103. * @param system Define the `lensFlareSystem` this flare is part of
  95104. * @returns The newly created Lens Flare
  95105. */
  95106. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95107. return new LensFlare(size, position, color, imgUrl, system);
  95108. };
  95109. /**
  95110. * Dispose and release the lens flare with its associated resources.
  95111. */
  95112. LensFlare.prototype.dispose = function () {
  95113. if (this.texture) {
  95114. this.texture.dispose();
  95115. }
  95116. // Remove from scene
  95117. var index = this._system.lensFlares.indexOf(this);
  95118. this._system.lensFlares.splice(index, 1);
  95119. };
  95120. return LensFlare;
  95121. }());
  95122. BABYLON.LensFlare = LensFlare;
  95123. })(BABYLON || (BABYLON = {}));
  95124. //# sourceMappingURL=babylon.lensFlare.js.map
  95125. var BABYLON;
  95126. (function (BABYLON) {
  95127. // Adds the parser to the scene parsers.
  95128. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95129. // Lens flares
  95130. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95131. if (!container.lensFlareSystems) {
  95132. container.lensFlareSystems = new Array();
  95133. }
  95134. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95135. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95136. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95137. container.lensFlareSystems.push(lf);
  95138. }
  95139. }
  95140. });
  95141. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95142. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95143. if (this.lensFlareSystems[index].name === name) {
  95144. return this.lensFlareSystems[index];
  95145. }
  95146. }
  95147. return null;
  95148. };
  95149. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95150. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95151. if (this.lensFlareSystems[index].id === id) {
  95152. return this.lensFlareSystems[index];
  95153. }
  95154. }
  95155. return null;
  95156. };
  95157. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95158. var index = this.lensFlareSystems.indexOf(toRemove);
  95159. if (index !== -1) {
  95160. this.lensFlareSystems.splice(index, 1);
  95161. }
  95162. return index;
  95163. };
  95164. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95165. this.lensFlareSystems.push(newLensFlareSystem);
  95166. };
  95167. /**
  95168. * Defines the lens flare scene component responsible to manage any lens flares
  95169. * in a given scene.
  95170. */
  95171. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95172. /**
  95173. * Creates a new instance of the component for the given scene
  95174. * @param scene Defines the scene to register the component in
  95175. */
  95176. function LensFlareSystemSceneComponent(scene) {
  95177. /**
  95178. * The component name helpfull to identify the component in the list of scene components.
  95179. */
  95180. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95181. this.scene = scene;
  95182. scene.lensFlareSystems = new Array();
  95183. }
  95184. /**
  95185. * Registers the component in a given scene
  95186. */
  95187. LensFlareSystemSceneComponent.prototype.register = function () {
  95188. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95189. };
  95190. /**
  95191. * Rebuilds the elements related to this component in case of
  95192. * context lost for instance.
  95193. */
  95194. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95195. // Nothing to do for lens flare
  95196. };
  95197. /**
  95198. * Adds all the element from the container to the scene
  95199. * @param container the container holding the elements
  95200. */
  95201. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95202. var _this = this;
  95203. if (!container.lensFlareSystems) {
  95204. return;
  95205. }
  95206. container.lensFlareSystems.forEach(function (o) {
  95207. _this.scene.addLensFlareSystem(o);
  95208. });
  95209. };
  95210. /**
  95211. * Removes all the elements in the container from the scene
  95212. * @param container contains the elements to remove
  95213. */
  95214. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95215. var _this = this;
  95216. if (!container.lensFlareSystems) {
  95217. return;
  95218. }
  95219. container.lensFlareSystems.forEach(function (o) {
  95220. _this.scene.removeLensFlareSystem(o);
  95221. });
  95222. };
  95223. /**
  95224. * Serializes the component data to the specified json object
  95225. * @param serializationObject The object to serialize to
  95226. */
  95227. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95228. // Lens flares
  95229. serializationObject.lensFlareSystems = [];
  95230. var lensFlareSystems = this.scene.lensFlareSystems;
  95231. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95232. var lensFlareSystem = lensFlareSystems_1[_i];
  95233. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95234. }
  95235. };
  95236. /**
  95237. * Disposes the component and the associated ressources.
  95238. */
  95239. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95240. var lensFlareSystems = this.scene.lensFlareSystems;
  95241. while (lensFlareSystems.length) {
  95242. lensFlareSystems[0].dispose();
  95243. }
  95244. };
  95245. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95246. // Lens flares
  95247. if (this.scene.lensFlaresEnabled) {
  95248. var lensFlareSystems = this.scene.lensFlareSystems;
  95249. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95250. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95251. var lensFlareSystem = lensFlareSystems_2[_i];
  95252. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95253. lensFlareSystem.render();
  95254. }
  95255. }
  95256. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95257. }
  95258. };
  95259. return LensFlareSystemSceneComponent;
  95260. }());
  95261. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95262. })(BABYLON || (BABYLON = {}));
  95263. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95264. var BABYLON;
  95265. (function (BABYLON) {
  95266. /**
  95267. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95268. * It is usually composed of several `BABYLON.lensFlare`.
  95269. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95270. */
  95271. var LensFlareSystem = /** @class */ (function () {
  95272. /**
  95273. * Instantiates a lens flare system.
  95274. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95275. * It is usually composed of several `BABYLON.lensFlare`.
  95276. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95277. * @param name Define the name of the lens flare system in the scene
  95278. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95279. * @param scene Define the scene the lens flare system belongs to
  95280. */
  95281. function LensFlareSystem(
  95282. /**
  95283. * Define the name of the lens flare system
  95284. */
  95285. name, emitter, scene) {
  95286. this.name = name;
  95287. /**
  95288. * List of lens flares used in this system.
  95289. */
  95290. this.lensFlares = new Array();
  95291. /**
  95292. * Define a limit from the border the lens flare can be visible.
  95293. */
  95294. this.borderLimit = 300;
  95295. /**
  95296. * Define a viewport border we do not want to see the lens flare in.
  95297. */
  95298. this.viewportBorder = 0;
  95299. /**
  95300. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95301. */
  95302. this.layerMask = 0x0FFFFFFF;
  95303. this._vertexBuffers = {};
  95304. this._isEnabled = true;
  95305. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95306. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95307. if (!component) {
  95308. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95309. scene._addComponent(component);
  95310. }
  95311. this._emitter = emitter;
  95312. this.id = name;
  95313. scene.lensFlareSystems.push(this);
  95314. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95315. var engine = scene.getEngine();
  95316. // VBO
  95317. var vertices = [];
  95318. vertices.push(1, 1);
  95319. vertices.push(-1, 1);
  95320. vertices.push(-1, -1);
  95321. vertices.push(1, -1);
  95322. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95323. // Indices
  95324. var indices = [];
  95325. indices.push(0);
  95326. indices.push(1);
  95327. indices.push(2);
  95328. indices.push(0);
  95329. indices.push(2);
  95330. indices.push(3);
  95331. this._indexBuffer = engine.createIndexBuffer(indices);
  95332. // Effects
  95333. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95334. }
  95335. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95336. /**
  95337. * Define if the lens flare system is enabled.
  95338. */
  95339. get: function () {
  95340. return this._isEnabled;
  95341. },
  95342. set: function (value) {
  95343. this._isEnabled = value;
  95344. },
  95345. enumerable: true,
  95346. configurable: true
  95347. });
  95348. /**
  95349. * Get the scene the effects belongs to.
  95350. * @returns the scene holding the lens flare system
  95351. */
  95352. LensFlareSystem.prototype.getScene = function () {
  95353. return this._scene;
  95354. };
  95355. /**
  95356. * Get the emitter of the lens flare system.
  95357. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95358. * @returns the emitter of the lens flare system
  95359. */
  95360. LensFlareSystem.prototype.getEmitter = function () {
  95361. return this._emitter;
  95362. };
  95363. /**
  95364. * Set the emitter of the lens flare system.
  95365. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95366. * @param newEmitter Define the new emitter of the system
  95367. */
  95368. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95369. this._emitter = newEmitter;
  95370. };
  95371. /**
  95372. * Get the lens flare system emitter position.
  95373. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95374. * @returns the position
  95375. */
  95376. LensFlareSystem.prototype.getEmitterPosition = function () {
  95377. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95378. };
  95379. /**
  95380. * @hidden
  95381. */
  95382. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95383. var position = this.getEmitterPosition();
  95384. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95385. this._positionX = position.x;
  95386. this._positionY = position.y;
  95387. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95388. if (this.viewportBorder > 0) {
  95389. globalViewport.x -= this.viewportBorder;
  95390. globalViewport.y -= this.viewportBorder;
  95391. globalViewport.width += this.viewportBorder * 2;
  95392. globalViewport.height += this.viewportBorder * 2;
  95393. position.x += this.viewportBorder;
  95394. position.y += this.viewportBorder;
  95395. this._positionX += this.viewportBorder;
  95396. this._positionY += this.viewportBorder;
  95397. }
  95398. if (position.z > 0) {
  95399. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95400. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95401. return true;
  95402. }
  95403. }
  95404. return true;
  95405. }
  95406. return false;
  95407. };
  95408. /** @hidden */
  95409. LensFlareSystem.prototype._isVisible = function () {
  95410. if (!this._isEnabled || !this._scene.activeCamera) {
  95411. return false;
  95412. }
  95413. var emitterPosition = this.getEmitterPosition();
  95414. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95415. var distance = direction.length();
  95416. direction.normalize();
  95417. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95418. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95419. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95420. };
  95421. /**
  95422. * @hidden
  95423. */
  95424. LensFlareSystem.prototype.render = function () {
  95425. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95426. return false;
  95427. }
  95428. var engine = this._scene.getEngine();
  95429. var viewport = this._scene.activeCamera.viewport;
  95430. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95431. // Position
  95432. if (!this.computeEffectivePosition(globalViewport)) {
  95433. return false;
  95434. }
  95435. // Visibility
  95436. if (!this._isVisible()) {
  95437. return false;
  95438. }
  95439. // Intensity
  95440. var awayX;
  95441. var awayY;
  95442. if (this._positionX < this.borderLimit + globalViewport.x) {
  95443. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95444. }
  95445. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95446. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95447. }
  95448. else {
  95449. awayX = 0;
  95450. }
  95451. if (this._positionY < this.borderLimit + globalViewport.y) {
  95452. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95453. }
  95454. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95455. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95456. }
  95457. else {
  95458. awayY = 0;
  95459. }
  95460. var away = (awayX > awayY) ? awayX : awayY;
  95461. away -= this.viewportBorder;
  95462. if (away > this.borderLimit) {
  95463. away = this.borderLimit;
  95464. }
  95465. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95466. if (intensity < 0) {
  95467. return false;
  95468. }
  95469. if (intensity > 1.0) {
  95470. intensity = 1.0;
  95471. }
  95472. if (this.viewportBorder > 0) {
  95473. globalViewport.x += this.viewportBorder;
  95474. globalViewport.y += this.viewportBorder;
  95475. globalViewport.width -= this.viewportBorder * 2;
  95476. globalViewport.height -= this.viewportBorder * 2;
  95477. this._positionX -= this.viewportBorder;
  95478. this._positionY -= this.viewportBorder;
  95479. }
  95480. // Position
  95481. var centerX = globalViewport.x + globalViewport.width / 2;
  95482. var centerY = globalViewport.y + globalViewport.height / 2;
  95483. var distX = centerX - this._positionX;
  95484. var distY = centerY - this._positionY;
  95485. // Effects
  95486. engine.enableEffect(this._effect);
  95487. engine.setState(false);
  95488. engine.setDepthBuffer(false);
  95489. // VBOs
  95490. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95491. // Flares
  95492. for (var index = 0; index < this.lensFlares.length; index++) {
  95493. var flare = this.lensFlares[index];
  95494. engine.setAlphaMode(flare.alphaMode);
  95495. var x = centerX - (distX * flare.position);
  95496. var y = centerY - (distY * flare.position);
  95497. var cw = flare.size;
  95498. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95499. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95500. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95501. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95502. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95503. // Texture
  95504. this._effect.setTexture("textureSampler", flare.texture);
  95505. // Color
  95506. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95507. // Draw order
  95508. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95509. }
  95510. engine.setDepthBuffer(true);
  95511. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95512. return true;
  95513. };
  95514. /**
  95515. * Dispose and release the lens flare with its associated resources.
  95516. */
  95517. LensFlareSystem.prototype.dispose = function () {
  95518. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95519. if (vertexBuffer) {
  95520. vertexBuffer.dispose();
  95521. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95522. }
  95523. if (this._indexBuffer) {
  95524. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95525. this._indexBuffer = null;
  95526. }
  95527. while (this.lensFlares.length) {
  95528. this.lensFlares[0].dispose();
  95529. }
  95530. // Remove from scene
  95531. var index = this._scene.lensFlareSystems.indexOf(this);
  95532. this._scene.lensFlareSystems.splice(index, 1);
  95533. };
  95534. /**
  95535. * Parse a lens flare system from a JSON repressentation
  95536. * @param parsedLensFlareSystem Define the JSON to parse
  95537. * @param scene Define the scene the parsed system should be instantiated in
  95538. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95539. * @returns the parsed system
  95540. */
  95541. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95542. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95543. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95544. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95545. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95546. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95547. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95548. var parsedFlare = parsedLensFlareSystem.flares[index];
  95549. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95550. }
  95551. return lensFlareSystem;
  95552. };
  95553. /**
  95554. * Serialize the current Lens Flare System into a JSON representation.
  95555. * @returns the serialized JSON
  95556. */
  95557. LensFlareSystem.prototype.serialize = function () {
  95558. var serializationObject = {};
  95559. serializationObject.id = this.id;
  95560. serializationObject.name = this.name;
  95561. serializationObject.emitterId = this.getEmitter().id;
  95562. serializationObject.borderLimit = this.borderLimit;
  95563. serializationObject.flares = [];
  95564. for (var index = 0; index < this.lensFlares.length; index++) {
  95565. var flare = this.lensFlares[index];
  95566. serializationObject.flares.push({
  95567. size: flare.size,
  95568. position: flare.position,
  95569. color: flare.color.asArray(),
  95570. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95571. });
  95572. }
  95573. return serializationObject;
  95574. };
  95575. return LensFlareSystem;
  95576. }());
  95577. BABYLON.LensFlareSystem = LensFlareSystem;
  95578. })(BABYLON || (BABYLON = {}));
  95579. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  95580. var BABYLON;
  95581. (function (BABYLON) {
  95582. /**
  95583. * This is a holder class for the physics joint created by the physics plugin
  95584. * It holds a set of functions to control the underlying joint
  95585. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95586. */
  95587. var PhysicsJoint = /** @class */ (function () {
  95588. /**
  95589. * Initializes the physics joint
  95590. * @param type The type of the physics joint
  95591. * @param jointData The data for the physics joint
  95592. */
  95593. function PhysicsJoint(
  95594. /**
  95595. * The type of the physics joint
  95596. */
  95597. type,
  95598. /**
  95599. * The data for the physics joint
  95600. */
  95601. jointData) {
  95602. this.type = type;
  95603. this.jointData = jointData;
  95604. jointData.nativeParams = jointData.nativeParams || {};
  95605. }
  95606. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  95607. /**
  95608. * Gets the physics joint
  95609. */
  95610. get: function () {
  95611. return this._physicsJoint;
  95612. },
  95613. /**
  95614. * Sets the physics joint
  95615. */
  95616. set: function (newJoint) {
  95617. if (this._physicsJoint) {
  95618. //remove from the wolrd
  95619. }
  95620. this._physicsJoint = newJoint;
  95621. },
  95622. enumerable: true,
  95623. configurable: true
  95624. });
  95625. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  95626. /**
  95627. * Sets the physics plugin
  95628. */
  95629. set: function (physicsPlugin) {
  95630. this._physicsPlugin = physicsPlugin;
  95631. },
  95632. enumerable: true,
  95633. configurable: true
  95634. });
  95635. /**
  95636. * Execute a function that is physics-plugin specific.
  95637. * @param {Function} func the function that will be executed.
  95638. * It accepts two parameters: the physics world and the physics joint
  95639. */
  95640. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  95641. func(this._physicsPlugin.world, this._physicsJoint);
  95642. };
  95643. //TODO check if the native joints are the same
  95644. //Joint Types
  95645. /**
  95646. * Distance-Joint type
  95647. */
  95648. PhysicsJoint.DistanceJoint = 0;
  95649. /**
  95650. * Hinge-Joint type
  95651. */
  95652. PhysicsJoint.HingeJoint = 1;
  95653. /**
  95654. * Ball-and-Socket joint type
  95655. */
  95656. PhysicsJoint.BallAndSocketJoint = 2;
  95657. /**
  95658. * Wheel-Joint type
  95659. */
  95660. PhysicsJoint.WheelJoint = 3;
  95661. /**
  95662. * Slider-Joint type
  95663. */
  95664. PhysicsJoint.SliderJoint = 4;
  95665. //OIMO
  95666. /**
  95667. * Prismatic-Joint type
  95668. */
  95669. PhysicsJoint.PrismaticJoint = 5;
  95670. //
  95671. /**
  95672. * Universal-Joint type
  95673. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95674. */
  95675. PhysicsJoint.UniversalJoint = 6;
  95676. /**
  95677. * Hinge-Joint 2 type
  95678. */
  95679. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  95680. //Cannon
  95681. /**
  95682. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95683. */
  95684. PhysicsJoint.PointToPointJoint = 8;
  95685. //Cannon only at the moment
  95686. /**
  95687. * Spring-Joint type
  95688. */
  95689. PhysicsJoint.SpringJoint = 9;
  95690. /**
  95691. * Lock-Joint type
  95692. */
  95693. PhysicsJoint.LockJoint = 10;
  95694. return PhysicsJoint;
  95695. }());
  95696. BABYLON.PhysicsJoint = PhysicsJoint;
  95697. /**
  95698. * A class representing a physics distance joint
  95699. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95700. */
  95701. var DistanceJoint = /** @class */ (function (_super) {
  95702. __extends(DistanceJoint, _super);
  95703. /**
  95704. *
  95705. * @param jointData The data for the Distance-Joint
  95706. */
  95707. function DistanceJoint(jointData) {
  95708. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  95709. }
  95710. /**
  95711. * Update the predefined distance.
  95712. * @param maxDistance The maximum preferred distance
  95713. * @param minDistance The minimum preferred distance
  95714. */
  95715. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  95716. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  95717. };
  95718. return DistanceJoint;
  95719. }(PhysicsJoint));
  95720. BABYLON.DistanceJoint = DistanceJoint;
  95721. /**
  95722. * Represents a Motor-Enabled Joint
  95723. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95724. */
  95725. var MotorEnabledJoint = /** @class */ (function (_super) {
  95726. __extends(MotorEnabledJoint, _super);
  95727. /**
  95728. * Initializes the Motor-Enabled Joint
  95729. * @param type The type of the joint
  95730. * @param jointData The physica joint data for the joint
  95731. */
  95732. function MotorEnabledJoint(type, jointData) {
  95733. return _super.call(this, type, jointData) || this;
  95734. }
  95735. /**
  95736. * Set the motor values.
  95737. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95738. * @param force the force to apply
  95739. * @param maxForce max force for this motor.
  95740. */
  95741. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  95742. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95743. };
  95744. /**
  95745. * Set the motor's limits.
  95746. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95747. * @param upperLimit The upper limit of the motor
  95748. * @param lowerLimit The lower limit of the motor
  95749. */
  95750. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95751. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95752. };
  95753. return MotorEnabledJoint;
  95754. }(PhysicsJoint));
  95755. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  95756. /**
  95757. * This class represents a single physics Hinge-Joint
  95758. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95759. */
  95760. var HingeJoint = /** @class */ (function (_super) {
  95761. __extends(HingeJoint, _super);
  95762. /**
  95763. * Initializes the Hinge-Joint
  95764. * @param jointData The joint data for the Hinge-Joint
  95765. */
  95766. function HingeJoint(jointData) {
  95767. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  95768. }
  95769. /**
  95770. * Set the motor values.
  95771. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95772. * @param {number} force the force to apply
  95773. * @param {number} maxForce max force for this motor.
  95774. */
  95775. HingeJoint.prototype.setMotor = function (force, maxForce) {
  95776. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95777. };
  95778. /**
  95779. * Set the motor's limits.
  95780. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95781. * @param upperLimit The upper limit of the motor
  95782. * @param lowerLimit The lower limit of the motor
  95783. */
  95784. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95785. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95786. };
  95787. return HingeJoint;
  95788. }(MotorEnabledJoint));
  95789. BABYLON.HingeJoint = HingeJoint;
  95790. /**
  95791. * This class represents a dual hinge physics joint (same as wheel joint)
  95792. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95793. */
  95794. var Hinge2Joint = /** @class */ (function (_super) {
  95795. __extends(Hinge2Joint, _super);
  95796. /**
  95797. * Initializes the Hinge2-Joint
  95798. * @param jointData The joint data for the Hinge2-Joint
  95799. */
  95800. function Hinge2Joint(jointData) {
  95801. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  95802. }
  95803. /**
  95804. * Set the motor values.
  95805. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95806. * @param {number} force the force to apply
  95807. * @param {number} maxForce max force for this motor.
  95808. * @param {motorIndex} the motor's index, 0 or 1.
  95809. */
  95810. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  95811. if (motorIndex === void 0) { motorIndex = 0; }
  95812. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  95813. };
  95814. /**
  95815. * Set the motor limits.
  95816. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95817. * @param {number} upperLimit the upper limit
  95818. * @param {number} lowerLimit lower limit
  95819. * @param {motorIndex} the motor's index, 0 or 1.
  95820. */
  95821. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  95822. if (motorIndex === void 0) { motorIndex = 0; }
  95823. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  95824. };
  95825. return Hinge2Joint;
  95826. }(MotorEnabledJoint));
  95827. BABYLON.Hinge2Joint = Hinge2Joint;
  95828. })(BABYLON || (BABYLON = {}));
  95829. //# sourceMappingURL=babylon.physicsJoint.js.map
  95830. var BABYLON;
  95831. (function (BABYLON) {
  95832. /**
  95833. * Represents a physics imposter
  95834. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95835. */
  95836. var PhysicsImpostor = /** @class */ (function () {
  95837. /**
  95838. * Initializes the physics imposter
  95839. * @param object The physics-enabled object used as the physics imposter
  95840. * @param type The type of the physics imposter
  95841. * @param _options The options for the physics imposter
  95842. * @param _scene The Babylon scene
  95843. */
  95844. function PhysicsImpostor(
  95845. /**
  95846. * The physics-enabled object used as the physics imposter
  95847. */
  95848. object,
  95849. /**
  95850. * The type of the physics imposter
  95851. */
  95852. type, _options, _scene) {
  95853. if (_options === void 0) { _options = { mass: 0 }; }
  95854. var _this = this;
  95855. this.object = object;
  95856. this.type = type;
  95857. this._options = _options;
  95858. this._scene = _scene;
  95859. this._bodyUpdateRequired = false;
  95860. this._onBeforePhysicsStepCallbacks = new Array();
  95861. this._onAfterPhysicsStepCallbacks = new Array();
  95862. this._onPhysicsCollideCallbacks = [];
  95863. this._deltaPosition = BABYLON.Vector3.Zero();
  95864. this._isDisposed = false;
  95865. //temp variables for parent rotation calculations
  95866. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  95867. this._tmpQuat = new BABYLON.Quaternion();
  95868. this._tmpQuat2 = new BABYLON.Quaternion();
  95869. /**
  95870. * this function is executed by the physics engine.
  95871. */
  95872. this.beforeStep = function () {
  95873. if (!_this._physicsEngine) {
  95874. return;
  95875. }
  95876. _this.object.translate(_this._deltaPosition, -1);
  95877. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  95878. _this.object.computeWorldMatrix(false);
  95879. if (_this.object.parent && _this.object.rotationQuaternion) {
  95880. _this.getParentsRotation();
  95881. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  95882. }
  95883. else {
  95884. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  95885. }
  95886. if (!_this._options.disableBidirectionalTransformation) {
  95887. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  95888. }
  95889. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  95890. func(_this);
  95891. });
  95892. };
  95893. /**
  95894. * this function is executed by the physics engine
  95895. */
  95896. this.afterStep = function () {
  95897. if (!_this._physicsEngine) {
  95898. return;
  95899. }
  95900. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  95901. func(_this);
  95902. });
  95903. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  95904. // object has now its world rotation. needs to be converted to local.
  95905. if (_this.object.parent && _this.object.rotationQuaternion) {
  95906. _this.getParentsRotation();
  95907. _this._tmpQuat.conjugateInPlace();
  95908. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  95909. }
  95910. // take the position set and make it the absolute position of this object.
  95911. _this.object.setAbsolutePosition(_this.object.position);
  95912. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  95913. _this.object.translate(_this._deltaPosition, 1);
  95914. };
  95915. /**
  95916. * Legacy collision detection event support
  95917. */
  95918. this.onCollideEvent = null;
  95919. /**
  95920. * event and body object due to cannon's event-based architecture.
  95921. */
  95922. this.onCollide = function (e) {
  95923. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  95924. return;
  95925. }
  95926. if (!_this._physicsEngine) {
  95927. return;
  95928. }
  95929. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  95930. if (otherImpostor) {
  95931. // Legacy collision detection event support
  95932. if (_this.onCollideEvent) {
  95933. _this.onCollideEvent(_this, otherImpostor);
  95934. }
  95935. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  95936. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  95937. }).forEach(function (obj) {
  95938. obj.callback(_this, otherImpostor);
  95939. });
  95940. }
  95941. };
  95942. //sanity check!
  95943. if (!this.object) {
  95944. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  95945. return;
  95946. }
  95947. //legacy support for old syntax.
  95948. if (!this._scene && object.getScene) {
  95949. this._scene = object.getScene();
  95950. }
  95951. if (!this._scene) {
  95952. return;
  95953. }
  95954. this._physicsEngine = this._scene.getPhysicsEngine();
  95955. if (!this._physicsEngine) {
  95956. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  95957. }
  95958. else {
  95959. //set the object's quaternion, if not set
  95960. if (!this.object.rotationQuaternion) {
  95961. if (this.object.rotation) {
  95962. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  95963. }
  95964. else {
  95965. this.object.rotationQuaternion = new BABYLON.Quaternion();
  95966. }
  95967. }
  95968. //default options params
  95969. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  95970. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  95971. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  95972. this._joints = [];
  95973. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  95974. if (!this.object.parent || this._options.ignoreParent) {
  95975. this._init();
  95976. }
  95977. else if (this.object.parent.physicsImpostor) {
  95978. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  95979. }
  95980. }
  95981. }
  95982. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  95983. /**
  95984. * Specifies if the physics imposter is disposed
  95985. */
  95986. get: function () {
  95987. return this._isDisposed;
  95988. },
  95989. enumerable: true,
  95990. configurable: true
  95991. });
  95992. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  95993. /**
  95994. * Gets the mass of the physics imposter
  95995. */
  95996. get: function () {
  95997. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  95998. },
  95999. set: function (value) {
  96000. this.setMass(value);
  96001. },
  96002. enumerable: true,
  96003. configurable: true
  96004. });
  96005. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96006. /**
  96007. * Gets the coefficient of friction
  96008. */
  96009. get: function () {
  96010. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96011. },
  96012. /**
  96013. * Sets the coefficient of friction
  96014. */
  96015. set: function (value) {
  96016. if (!this._physicsEngine) {
  96017. return;
  96018. }
  96019. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96020. },
  96021. enumerable: true,
  96022. configurable: true
  96023. });
  96024. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96025. /**
  96026. * Gets the coefficient of restitution
  96027. */
  96028. get: function () {
  96029. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96030. },
  96031. /**
  96032. * Sets the coefficient of restitution
  96033. */
  96034. set: function (value) {
  96035. if (!this._physicsEngine) {
  96036. return;
  96037. }
  96038. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96039. },
  96040. enumerable: true,
  96041. configurable: true
  96042. });
  96043. /**
  96044. * This function will completly initialize this impostor.
  96045. * It will create a new body - but only if this mesh has no parent.
  96046. * If it has, this impostor will not be used other than to define the impostor
  96047. * of the child mesh.
  96048. * @hidden
  96049. */
  96050. PhysicsImpostor.prototype._init = function () {
  96051. if (!this._physicsEngine) {
  96052. return;
  96053. }
  96054. this._physicsEngine.removeImpostor(this);
  96055. this.physicsBody = null;
  96056. this._parent = this._parent || this._getPhysicsParent();
  96057. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96058. this._physicsEngine.addImpostor(this);
  96059. }
  96060. };
  96061. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96062. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96063. var parentMesh = this.object.parent;
  96064. return parentMesh.physicsImpostor;
  96065. }
  96066. return null;
  96067. };
  96068. /**
  96069. * Should a new body be generated.
  96070. * @returns boolean specifying if body initialization is required
  96071. */
  96072. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96073. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96074. };
  96075. /**
  96076. * Sets the updated scaling
  96077. * @param updated Specifies if the scaling is updated
  96078. */
  96079. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96080. this.forceUpdate();
  96081. };
  96082. /**
  96083. * Force a regeneration of this or the parent's impostor's body.
  96084. * Use under cautious - This will remove all joints already implemented.
  96085. */
  96086. PhysicsImpostor.prototype.forceUpdate = function () {
  96087. this._init();
  96088. if (this.parent && !this._options.ignoreParent) {
  96089. this.parent.forceUpdate();
  96090. }
  96091. };
  96092. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96093. /*public get mesh(): AbstractMesh {
  96094. return this._mesh;
  96095. }*/
  96096. /**
  96097. * Gets the body that holds this impostor. Either its own, or its parent.
  96098. */
  96099. get: function () {
  96100. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96101. },
  96102. /**
  96103. * Set the physics body. Used mainly by the physics engine/plugin
  96104. */
  96105. set: function (physicsBody) {
  96106. if (this._physicsBody && this._physicsEngine) {
  96107. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96108. }
  96109. this._physicsBody = physicsBody;
  96110. this.resetUpdateFlags();
  96111. },
  96112. enumerable: true,
  96113. configurable: true
  96114. });
  96115. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96116. /**
  96117. * Get the parent of the physics imposter
  96118. * @returns Physics imposter or null
  96119. */
  96120. get: function () {
  96121. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96122. },
  96123. /**
  96124. * Sets the parent of the physics imposter
  96125. */
  96126. set: function (value) {
  96127. this._parent = value;
  96128. },
  96129. enumerable: true,
  96130. configurable: true
  96131. });
  96132. /**
  96133. * Resets the update flags
  96134. */
  96135. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96136. this._bodyUpdateRequired = false;
  96137. };
  96138. /**
  96139. * Gets the object extend size
  96140. * @returns the object extend size
  96141. */
  96142. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96143. if (this.object.getBoundingInfo) {
  96144. var q = this.object.rotationQuaternion;
  96145. //reset rotation
  96146. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96147. //calculate the world matrix with no rotation
  96148. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96149. var boundingInfo = this.object.getBoundingInfo();
  96150. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96151. //bring back the rotation
  96152. this.object.rotationQuaternion = q;
  96153. //calculate the world matrix with the new rotation
  96154. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96155. return size;
  96156. }
  96157. else {
  96158. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96159. }
  96160. };
  96161. /**
  96162. * Gets the object center
  96163. * @returns The object center
  96164. */
  96165. PhysicsImpostor.prototype.getObjectCenter = function () {
  96166. if (this.object.getBoundingInfo) {
  96167. var boundingInfo = this.object.getBoundingInfo();
  96168. return boundingInfo.boundingBox.centerWorld;
  96169. }
  96170. else {
  96171. return this.object.position;
  96172. }
  96173. };
  96174. /**
  96175. * Get a specific parametes from the options parameter
  96176. * @param paramName The object parameter name
  96177. * @returns The object parameter
  96178. */
  96179. PhysicsImpostor.prototype.getParam = function (paramName) {
  96180. return this._options[paramName];
  96181. };
  96182. /**
  96183. * Sets a specific parameter in the options given to the physics plugin
  96184. * @param paramName The parameter name
  96185. * @param value The value of the parameter
  96186. */
  96187. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96188. this._options[paramName] = value;
  96189. this._bodyUpdateRequired = true;
  96190. };
  96191. /**
  96192. * Specifically change the body's mass option. Won't recreate the physics body object
  96193. * @param mass The mass of the physics imposter
  96194. */
  96195. PhysicsImpostor.prototype.setMass = function (mass) {
  96196. if (this.getParam("mass") !== mass) {
  96197. this.setParam("mass", mass);
  96198. }
  96199. if (this._physicsEngine) {
  96200. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96201. }
  96202. };
  96203. /**
  96204. * Gets the linear velocity
  96205. * @returns linear velocity or null
  96206. */
  96207. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96208. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96209. };
  96210. /**
  96211. * Sets the linear velocity
  96212. * @param velocity linear velocity or null
  96213. */
  96214. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96215. if (this._physicsEngine) {
  96216. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96217. }
  96218. };
  96219. /**
  96220. * Gets the angular velocity
  96221. * @returns angular velocity or null
  96222. */
  96223. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96224. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96225. };
  96226. /**
  96227. * Sets the angular velocity
  96228. * @param velocity The velocity or null
  96229. */
  96230. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96231. if (this._physicsEngine) {
  96232. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96233. }
  96234. };
  96235. /**
  96236. * Execute a function with the physics plugin native code
  96237. * Provide a function the will have two variables - the world object and the physics body object
  96238. * @param func The function to execute with the physics plugin native code
  96239. */
  96240. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96241. if (this._physicsEngine) {
  96242. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96243. }
  96244. };
  96245. /**
  96246. * Register a function that will be executed before the physics world is stepping forward
  96247. * @param func The function to execute before the physics world is stepped forward
  96248. */
  96249. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96250. this._onBeforePhysicsStepCallbacks.push(func);
  96251. };
  96252. /**
  96253. * Unregister a function that will be executed before the physics world is stepping forward
  96254. * @param func The function to execute before the physics world is stepped forward
  96255. */
  96256. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96257. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96258. if (index > -1) {
  96259. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96260. }
  96261. else {
  96262. BABYLON.Tools.Warn("Function to remove was not found");
  96263. }
  96264. };
  96265. /**
  96266. * Register a function that will be executed after the physics step
  96267. * @param func The function to execute after physics step
  96268. */
  96269. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96270. this._onAfterPhysicsStepCallbacks.push(func);
  96271. };
  96272. /**
  96273. * Unregisters a function that will be executed after the physics step
  96274. * @param func The function to execute after physics step
  96275. */
  96276. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96277. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96278. if (index > -1) {
  96279. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96280. }
  96281. else {
  96282. BABYLON.Tools.Warn("Function to remove was not found");
  96283. }
  96284. };
  96285. /**
  96286. * register a function that will be executed when this impostor collides against a different body
  96287. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96288. * @param func Callback that is executed on collision
  96289. */
  96290. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96291. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96292. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96293. };
  96294. /**
  96295. * Unregisters the physics imposter on contact
  96296. * @param collideAgainst The physics object to collide against
  96297. * @param func Callback to execute on collision
  96298. */
  96299. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96300. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96301. var index = -1;
  96302. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96303. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96304. // chcek the arrays match
  96305. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96306. return collidedAgainstList.indexOf(impostor) > -1;
  96307. });
  96308. if (sameList) {
  96309. index = idx;
  96310. }
  96311. return sameList;
  96312. }
  96313. return false;
  96314. });
  96315. if (found) {
  96316. this._onPhysicsCollideCallbacks.splice(index, 1);
  96317. }
  96318. else {
  96319. BABYLON.Tools.Warn("Function to remove was not found");
  96320. }
  96321. };
  96322. /**
  96323. * Get the parent rotation
  96324. * @returns The parent rotation
  96325. */
  96326. PhysicsImpostor.prototype.getParentsRotation = function () {
  96327. var parent = this.object.parent;
  96328. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96329. while (parent) {
  96330. if (parent.rotationQuaternion) {
  96331. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96332. }
  96333. else {
  96334. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96335. }
  96336. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96337. parent = parent.parent;
  96338. }
  96339. return this._tmpQuat;
  96340. };
  96341. /**
  96342. * Apply a force
  96343. * @param force The force to apply
  96344. * @param contactPoint The contact point for the force
  96345. * @returns The physics imposter
  96346. */
  96347. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96348. if (this._physicsEngine) {
  96349. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96350. }
  96351. return this;
  96352. };
  96353. /**
  96354. * Apply an impulse
  96355. * @param force The impulse force
  96356. * @param contactPoint The contact point for the impulse force
  96357. * @returns The physics imposter
  96358. */
  96359. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96360. if (this._physicsEngine) {
  96361. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96362. }
  96363. return this;
  96364. };
  96365. /**
  96366. * A help function to create a joint
  96367. * @param otherImpostor A physics imposter used to create a joint
  96368. * @param jointType The type of joint
  96369. * @param jointData The data for the joint
  96370. * @returns The physics imposter
  96371. */
  96372. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96373. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96374. this.addJoint(otherImpostor, joint);
  96375. return this;
  96376. };
  96377. /**
  96378. * Add a joint to this impostor with a different impostor
  96379. * @param otherImpostor A physics imposter used to add a joint
  96380. * @param joint The joint to add
  96381. * @returns The physics imposter
  96382. */
  96383. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96384. this._joints.push({
  96385. otherImpostor: otherImpostor,
  96386. joint: joint
  96387. });
  96388. if (this._physicsEngine) {
  96389. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96390. }
  96391. return this;
  96392. };
  96393. /**
  96394. * Will keep this body still, in a sleep mode.
  96395. * @returns the physics imposter
  96396. */
  96397. PhysicsImpostor.prototype.sleep = function () {
  96398. if (this._physicsEngine) {
  96399. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96400. }
  96401. return this;
  96402. };
  96403. /**
  96404. * Wake the body up.
  96405. * @returns The physics imposter
  96406. */
  96407. PhysicsImpostor.prototype.wakeUp = function () {
  96408. if (this._physicsEngine) {
  96409. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96410. }
  96411. return this;
  96412. };
  96413. /**
  96414. * Clones the physics imposter
  96415. * @param newObject The physics imposter clones to this physics-enabled object
  96416. * @returns A nullable physics imposter
  96417. */
  96418. PhysicsImpostor.prototype.clone = function (newObject) {
  96419. if (!newObject) {
  96420. return null;
  96421. }
  96422. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96423. };
  96424. /**
  96425. * Disposes the physics imposter
  96426. */
  96427. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96428. var _this = this;
  96429. //no dispose if no physics engine is available.
  96430. if (!this._physicsEngine) {
  96431. return;
  96432. }
  96433. this._joints.forEach(function (j) {
  96434. if (_this._physicsEngine) {
  96435. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96436. }
  96437. });
  96438. //dispose the physics body
  96439. this._physicsEngine.removeImpostor(this);
  96440. if (this.parent) {
  96441. this.parent.forceUpdate();
  96442. }
  96443. else {
  96444. /*this._object.getChildMeshes().forEach(function(mesh) {
  96445. if (mesh.physicsImpostor) {
  96446. if (disposeChildren) {
  96447. mesh.physicsImpostor.dispose();
  96448. mesh.physicsImpostor = null;
  96449. }
  96450. }
  96451. })*/
  96452. }
  96453. this._isDisposed = true;
  96454. };
  96455. /**
  96456. * Sets the delta position
  96457. * @param position The delta position amount
  96458. */
  96459. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96460. this._deltaPosition.copyFrom(position);
  96461. };
  96462. /**
  96463. * Sets the delta rotation
  96464. * @param rotation The delta rotation amount
  96465. */
  96466. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96467. if (!this._deltaRotation) {
  96468. this._deltaRotation = new BABYLON.Quaternion();
  96469. }
  96470. this._deltaRotation.copyFrom(rotation);
  96471. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96472. };
  96473. /**
  96474. * Gets the box size of the physics imposter and stores the result in the input parameter
  96475. * @param result Stores the box size
  96476. * @returns The physics imposter
  96477. */
  96478. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96479. if (this._physicsEngine) {
  96480. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96481. }
  96482. return this;
  96483. };
  96484. /**
  96485. * Gets the radius of the physics imposter
  96486. * @returns Radius of the physics imposter
  96487. */
  96488. PhysicsImpostor.prototype.getRadius = function () {
  96489. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96490. };
  96491. /**
  96492. * Sync a bone with this impostor
  96493. * @param bone The bone to sync to the impostor.
  96494. * @param boneMesh The mesh that the bone is influencing.
  96495. * @param jointPivot The pivot of the joint / bone in local space.
  96496. * @param distToJoint Optional distance from the impostor to the joint.
  96497. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96498. */
  96499. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96500. var tempVec = PhysicsImpostor._tmpVecs[0];
  96501. var mesh = this.object;
  96502. if (mesh.rotationQuaternion) {
  96503. if (adjustRotation) {
  96504. var tempQuat = PhysicsImpostor._tmpQuat;
  96505. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96506. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96507. }
  96508. else {
  96509. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96510. }
  96511. }
  96512. tempVec.x = 0;
  96513. tempVec.y = 0;
  96514. tempVec.z = 0;
  96515. if (jointPivot) {
  96516. tempVec.x = jointPivot.x;
  96517. tempVec.y = jointPivot.y;
  96518. tempVec.z = jointPivot.z;
  96519. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96520. if (distToJoint === undefined || distToJoint === null) {
  96521. distToJoint = jointPivot.length();
  96522. }
  96523. tempVec.x *= distToJoint;
  96524. tempVec.y *= distToJoint;
  96525. tempVec.z *= distToJoint;
  96526. }
  96527. if (bone.getParent()) {
  96528. tempVec.addInPlace(mesh.getAbsolutePosition());
  96529. bone.setAbsolutePosition(tempVec, boneMesh);
  96530. }
  96531. else {
  96532. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96533. boneMesh.position.x -= tempVec.x;
  96534. boneMesh.position.y -= tempVec.y;
  96535. boneMesh.position.z -= tempVec.z;
  96536. }
  96537. };
  96538. /**
  96539. * Sync impostor to a bone
  96540. * @param bone The bone that the impostor will be synced to.
  96541. * @param boneMesh The mesh that the bone is influencing.
  96542. * @param jointPivot The pivot of the joint / bone in local space.
  96543. * @param distToJoint Optional distance from the impostor to the joint.
  96544. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96545. * @param boneAxis Optional vector3 axis the bone is aligned with
  96546. */
  96547. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96548. var mesh = this.object;
  96549. if (mesh.rotationQuaternion) {
  96550. if (adjustRotation) {
  96551. var tempQuat = PhysicsImpostor._tmpQuat;
  96552. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96553. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96554. }
  96555. else {
  96556. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96557. }
  96558. }
  96559. var pos = PhysicsImpostor._tmpVecs[0];
  96560. var boneDir = PhysicsImpostor._tmpVecs[1];
  96561. if (!boneAxis) {
  96562. boneAxis = PhysicsImpostor._tmpVecs[2];
  96563. boneAxis.x = 0;
  96564. boneAxis.y = 1;
  96565. boneAxis.z = 0;
  96566. }
  96567. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96568. bone.getAbsolutePositionToRef(boneMesh, pos);
  96569. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96570. distToJoint = jointPivot.length();
  96571. }
  96572. if (distToJoint !== undefined && distToJoint !== null) {
  96573. pos.x += boneDir.x * distToJoint;
  96574. pos.y += boneDir.y * distToJoint;
  96575. pos.z += boneDir.z * distToJoint;
  96576. }
  96577. mesh.setAbsolutePosition(pos);
  96578. };
  96579. /**
  96580. * The default object size of the imposter
  96581. */
  96582. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  96583. /**
  96584. * The identity quaternion of the imposter
  96585. */
  96586. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  96587. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  96588. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  96589. //Impostor types
  96590. /**
  96591. * No-Imposter type
  96592. */
  96593. PhysicsImpostor.NoImpostor = 0;
  96594. /**
  96595. * Sphere-Imposter type
  96596. */
  96597. PhysicsImpostor.SphereImpostor = 1;
  96598. /**
  96599. * Box-Imposter type
  96600. */
  96601. PhysicsImpostor.BoxImpostor = 2;
  96602. /**
  96603. * Plane-Imposter type
  96604. */
  96605. PhysicsImpostor.PlaneImpostor = 3;
  96606. /**
  96607. * Mesh-imposter type
  96608. */
  96609. PhysicsImpostor.MeshImpostor = 4;
  96610. /**
  96611. * Cylinder-Imposter type
  96612. */
  96613. PhysicsImpostor.CylinderImpostor = 7;
  96614. /**
  96615. * Particle-Imposter type
  96616. */
  96617. PhysicsImpostor.ParticleImpostor = 8;
  96618. /**
  96619. * Heightmap-Imposter type
  96620. */
  96621. PhysicsImpostor.HeightmapImpostor = 9;
  96622. return PhysicsImpostor;
  96623. }());
  96624. BABYLON.PhysicsImpostor = PhysicsImpostor;
  96625. })(BABYLON || (BABYLON = {}));
  96626. //# sourceMappingURL=babylon.physicsImpostor.js.map
  96627. var BABYLON;
  96628. (function (BABYLON) {
  96629. /**
  96630. * Class used to control physics engine
  96631. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  96632. */
  96633. var PhysicsEngine = /** @class */ (function () {
  96634. /**
  96635. * Creates a new Physics Engine
  96636. * @param gravity defines the gravity vector used by the simulation
  96637. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  96638. */
  96639. function PhysicsEngine(gravity, _physicsPlugin) {
  96640. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  96641. this._physicsPlugin = _physicsPlugin;
  96642. this._impostors = [];
  96643. this._joints = [];
  96644. if (!this._physicsPlugin.isSupported()) {
  96645. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  96646. + "Please make sure it is included.");
  96647. }
  96648. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  96649. this.setGravity(gravity);
  96650. this.setTimeStep();
  96651. }
  96652. /**
  96653. * Sets the gravity vector used by the simulation
  96654. * @param gravity defines the gravity vector to use
  96655. */
  96656. PhysicsEngine.prototype.setGravity = function (gravity) {
  96657. this.gravity = gravity;
  96658. this._physicsPlugin.setGravity(this.gravity);
  96659. };
  96660. /**
  96661. * Set the time step of the physics engine.
  96662. * Default is 1/60.
  96663. * To slow it down, enter 1/600 for example.
  96664. * To speed it up, 1/30
  96665. * @param newTimeStep defines the new timestep to apply to this world.
  96666. */
  96667. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  96668. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  96669. this._physicsPlugin.setTimeStep(newTimeStep);
  96670. };
  96671. /**
  96672. * Get the time step of the physics engine.
  96673. * @returns the current time step
  96674. */
  96675. PhysicsEngine.prototype.getTimeStep = function () {
  96676. return this._physicsPlugin.getTimeStep();
  96677. };
  96678. /**
  96679. * Release all resources
  96680. */
  96681. PhysicsEngine.prototype.dispose = function () {
  96682. this._impostors.forEach(function (impostor) {
  96683. impostor.dispose();
  96684. });
  96685. this._physicsPlugin.dispose();
  96686. };
  96687. /**
  96688. * Gets the name of the current physics plugin
  96689. * @returns the name of the plugin
  96690. */
  96691. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  96692. return this._physicsPlugin.name;
  96693. };
  96694. /**
  96695. * Adding a new impostor for the impostor tracking.
  96696. * This will be done by the impostor itself.
  96697. * @param impostor the impostor to add
  96698. */
  96699. PhysicsEngine.prototype.addImpostor = function (impostor) {
  96700. impostor.uniqueId = this._impostors.push(impostor);
  96701. //if no parent, generate the body
  96702. if (!impostor.parent) {
  96703. this._physicsPlugin.generatePhysicsBody(impostor);
  96704. }
  96705. };
  96706. /**
  96707. * Remove an impostor from the engine.
  96708. * This impostor and its mesh will not longer be updated by the physics engine.
  96709. * @param impostor the impostor to remove
  96710. */
  96711. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  96712. var index = this._impostors.indexOf(impostor);
  96713. if (index > -1) {
  96714. var removed = this._impostors.splice(index, 1);
  96715. //Is it needed?
  96716. if (removed.length) {
  96717. //this will also remove it from the world.
  96718. removed[0].physicsBody = null;
  96719. }
  96720. }
  96721. };
  96722. /**
  96723. * Add a joint to the physics engine
  96724. * @param mainImpostor defines the main impostor to which the joint is added.
  96725. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96726. * @param joint defines the joint that will connect both impostors.
  96727. */
  96728. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  96729. var impostorJoint = {
  96730. mainImpostor: mainImpostor,
  96731. connectedImpostor: connectedImpostor,
  96732. joint: joint
  96733. };
  96734. joint.physicsPlugin = this._physicsPlugin;
  96735. this._joints.push(impostorJoint);
  96736. this._physicsPlugin.generateJoint(impostorJoint);
  96737. };
  96738. /**
  96739. * Removes a joint from the simulation
  96740. * @param mainImpostor defines the impostor used with the joint
  96741. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96742. * @param joint defines the joint to remove
  96743. */
  96744. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  96745. var matchingJoints = this._joints.filter(function (impostorJoint) {
  96746. return (impostorJoint.connectedImpostor === connectedImpostor
  96747. && impostorJoint.joint === joint
  96748. && impostorJoint.mainImpostor === mainImpostor);
  96749. });
  96750. if (matchingJoints.length) {
  96751. this._physicsPlugin.removeJoint(matchingJoints[0]);
  96752. //TODO remove it from the list as well
  96753. }
  96754. };
  96755. /**
  96756. * Called by the scene. No need to call it.
  96757. * @param delta defines the timespam between frames
  96758. */
  96759. PhysicsEngine.prototype._step = function (delta) {
  96760. var _this = this;
  96761. //check if any mesh has no body / requires an update
  96762. this._impostors.forEach(function (impostor) {
  96763. if (impostor.isBodyInitRequired()) {
  96764. _this._physicsPlugin.generatePhysicsBody(impostor);
  96765. }
  96766. });
  96767. if (delta > 0.1) {
  96768. delta = 0.1;
  96769. }
  96770. else if (delta <= 0) {
  96771. delta = 1.0 / 60.0;
  96772. }
  96773. this._physicsPlugin.executeStep(delta, this._impostors);
  96774. };
  96775. /**
  96776. * Gets the current plugin used to run the simulation
  96777. * @returns current plugin
  96778. */
  96779. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  96780. return this._physicsPlugin;
  96781. };
  96782. /**
  96783. * Gets the list of physic impostors
  96784. * @returns an array of PhysicsImpostor
  96785. */
  96786. PhysicsEngine.prototype.getImpostors = function () {
  96787. return this._impostors;
  96788. };
  96789. /**
  96790. * Gets the impostor for a physics enabled object
  96791. * @param object defines the object impersonated by the impostor
  96792. * @returns the PhysicsImpostor or null if not found
  96793. */
  96794. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  96795. for (var i = 0; i < this._impostors.length; ++i) {
  96796. if (this._impostors[i].object === object) {
  96797. return this._impostors[i];
  96798. }
  96799. }
  96800. return null;
  96801. };
  96802. /**
  96803. * Gets the impostor for a physics body object
  96804. * @param body defines physics body used by the impostor
  96805. * @returns the PhysicsImpostor or null if not found
  96806. */
  96807. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  96808. for (var i = 0; i < this._impostors.length; ++i) {
  96809. if (this._impostors[i].physicsBody === body) {
  96810. return this._impostors[i];
  96811. }
  96812. }
  96813. return null;
  96814. };
  96815. /**
  96816. * Global value used to control the smallest number supported by the simulation
  96817. */
  96818. PhysicsEngine.Epsilon = 0.001;
  96819. return PhysicsEngine;
  96820. }());
  96821. BABYLON.PhysicsEngine = PhysicsEngine;
  96822. })(BABYLON || (BABYLON = {}));
  96823. //# sourceMappingURL=babylon.physicsEngine.js.map
  96824. var BABYLON;
  96825. (function (BABYLON) {
  96826. /**
  96827. * A helper for physics simulations
  96828. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96829. */
  96830. var PhysicsHelper = /** @class */ (function () {
  96831. /**
  96832. * Initializes the Physics helper
  96833. * @param scene Babylon.js scene
  96834. */
  96835. function PhysicsHelper(scene) {
  96836. this._scene = scene;
  96837. this._physicsEngine = this._scene.getPhysicsEngine();
  96838. if (!this._physicsEngine) {
  96839. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  96840. }
  96841. }
  96842. /**
  96843. * Applies a radial explosion impulse
  96844. * @param origin the origin of the explosion
  96845. * @param radius the explosion radius
  96846. * @param strength the explosion strength
  96847. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96848. * @returns A physics radial explosion event, or null
  96849. */
  96850. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  96851. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96852. if (!this._physicsEngine) {
  96853. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  96854. return null;
  96855. }
  96856. var impostors = this._physicsEngine.getImpostors();
  96857. if (impostors.length === 0) {
  96858. return null;
  96859. }
  96860. var event = new PhysicsRadialExplosionEvent(this._scene);
  96861. impostors.forEach(function (impostor) {
  96862. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96863. if (!impostorForceAndContactPoint) {
  96864. return;
  96865. }
  96866. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96867. });
  96868. event.dispose(false);
  96869. return event;
  96870. };
  96871. /**
  96872. * Applies a radial explosion force
  96873. * @param origin the origin of the explosion
  96874. * @param radius the explosion radius
  96875. * @param strength the explosion strength
  96876. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96877. * @returns A physics radial explosion event, or null
  96878. */
  96879. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  96880. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96881. if (!this._physicsEngine) {
  96882. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96883. return null;
  96884. }
  96885. var impostors = this._physicsEngine.getImpostors();
  96886. if (impostors.length === 0) {
  96887. return null;
  96888. }
  96889. var event = new PhysicsRadialExplosionEvent(this._scene);
  96890. impostors.forEach(function (impostor) {
  96891. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96892. if (!impostorForceAndContactPoint) {
  96893. return;
  96894. }
  96895. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96896. });
  96897. event.dispose(false);
  96898. return event;
  96899. };
  96900. /**
  96901. * Creates a gravitational field
  96902. * @param origin the origin of the explosion
  96903. * @param radius the explosion radius
  96904. * @param strength the explosion strength
  96905. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96906. * @returns A physics gravitational field event, or null
  96907. */
  96908. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  96909. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96910. if (!this._physicsEngine) {
  96911. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96912. return null;
  96913. }
  96914. var impostors = this._physicsEngine.getImpostors();
  96915. if (impostors.length === 0) {
  96916. return null;
  96917. }
  96918. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  96919. event.dispose(false);
  96920. return event;
  96921. };
  96922. /**
  96923. * Creates a physics updraft event
  96924. * @param origin the origin of the updraft
  96925. * @param radius the radius of the updraft
  96926. * @param strength the strength of the updraft
  96927. * @param height the height of the updraft
  96928. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  96929. * @returns A physics updraft event, or null
  96930. */
  96931. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  96932. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  96933. if (!this._physicsEngine) {
  96934. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96935. return null;
  96936. }
  96937. if (this._physicsEngine.getImpostors().length === 0) {
  96938. return null;
  96939. }
  96940. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  96941. event.dispose(false);
  96942. return event;
  96943. };
  96944. /**
  96945. * Creates a physics vortex event
  96946. * @param origin the of the vortex
  96947. * @param radius the radius of the vortex
  96948. * @param strength the strength of the vortex
  96949. * @param height the height of the vortex
  96950. * @returns a Physics vortex event, or null
  96951. * A physics vortex event or null
  96952. */
  96953. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  96954. if (!this._physicsEngine) {
  96955. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96956. return null;
  96957. }
  96958. if (this._physicsEngine.getImpostors().length === 0) {
  96959. return null;
  96960. }
  96961. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  96962. event.dispose(false);
  96963. return event;
  96964. };
  96965. return PhysicsHelper;
  96966. }());
  96967. BABYLON.PhysicsHelper = PhysicsHelper;
  96968. /**
  96969. * Represents a physics radial explosion event
  96970. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96971. */
  96972. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  96973. /**
  96974. * Initializes a radial explosioin event
  96975. * @param scene BabylonJS scene
  96976. */
  96977. function PhysicsRadialExplosionEvent(scene) {
  96978. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  96979. this._rays = [];
  96980. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  96981. this._scene = scene;
  96982. }
  96983. /**
  96984. * Returns the data related to the radial explosion event (sphere & rays).
  96985. * @returns The radial explosion event data
  96986. */
  96987. PhysicsRadialExplosionEvent.prototype.getData = function () {
  96988. this._dataFetched = true;
  96989. return {
  96990. sphere: this._sphere,
  96991. rays: this._rays,
  96992. };
  96993. };
  96994. /**
  96995. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  96996. * @param impostor A physics imposter
  96997. * @param origin the origin of the explosion
  96998. * @param radius the explosion radius
  96999. * @param strength the explosion strength
  97000. * @param falloff possible options: Constant & Linear
  97001. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97002. */
  97003. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97004. if (impostor.mass === 0) {
  97005. return null;
  97006. }
  97007. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97008. return null;
  97009. }
  97010. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97011. return null;
  97012. }
  97013. var impostorObjectCenter = impostor.getObjectCenter();
  97014. var direction = impostorObjectCenter.subtract(origin);
  97015. var ray = new BABYLON.Ray(origin, direction, radius);
  97016. this._rays.push(ray);
  97017. var hit = ray.intersectsMesh(impostor.object);
  97018. var contactPoint = hit.pickedPoint;
  97019. if (!contactPoint) {
  97020. return null;
  97021. }
  97022. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97023. if (distanceFromOrigin > radius) {
  97024. return null;
  97025. }
  97026. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97027. ? strength
  97028. : strength * (1 - (distanceFromOrigin / radius));
  97029. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97030. return { force: force, contactPoint: contactPoint };
  97031. };
  97032. /**
  97033. * Disposes the sphere.
  97034. * @param force Specifies if the sphere should be disposed by force
  97035. */
  97036. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97037. var _this = this;
  97038. if (force === void 0) { force = true; }
  97039. if (force) {
  97040. this._sphere.dispose();
  97041. }
  97042. else {
  97043. setTimeout(function () {
  97044. if (!_this._dataFetched) {
  97045. _this._sphere.dispose();
  97046. }
  97047. }, 0);
  97048. }
  97049. };
  97050. /*** Helpers ***/
  97051. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97052. if (!this._sphere) {
  97053. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97054. this._sphere.isVisible = false;
  97055. }
  97056. };
  97057. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97058. var impostorObject = impostor.object;
  97059. this._prepareSphere();
  97060. this._sphere.position = origin;
  97061. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97062. this._sphere._updateBoundingInfo();
  97063. this._sphere.computeWorldMatrix(true);
  97064. return this._sphere.intersectsMesh(impostorObject, true);
  97065. };
  97066. return PhysicsRadialExplosionEvent;
  97067. }());
  97068. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97069. /**
  97070. * Represents a gravitational field event
  97071. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97072. */
  97073. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97074. /**
  97075. * Initializes the physics gravitational field event
  97076. * @param physicsHelper A physics helper
  97077. * @param scene BabylonJS scene
  97078. * @param origin The origin position of the gravitational field event
  97079. * @param radius The radius of the gravitational field event
  97080. * @param strength The strength of the gravitational field event
  97081. * @param falloff The falloff for the gravitational field event
  97082. */
  97083. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97084. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97085. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97086. this._physicsHelper = physicsHelper;
  97087. this._scene = scene;
  97088. this._origin = origin;
  97089. this._radius = radius;
  97090. this._strength = strength;
  97091. this._falloff = falloff;
  97092. this._tickCallback = this._tick.bind(this);
  97093. }
  97094. /**
  97095. * Returns the data related to the gravitational field event (sphere).
  97096. * @returns A gravitational field event
  97097. */
  97098. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97099. this._dataFetched = true;
  97100. return {
  97101. sphere: this._sphere,
  97102. };
  97103. };
  97104. /**
  97105. * Enables the gravitational field.
  97106. */
  97107. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97108. this._tickCallback.call(this);
  97109. this._scene.registerBeforeRender(this._tickCallback);
  97110. };
  97111. /**
  97112. * Disables the gravitational field.
  97113. */
  97114. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97115. this._scene.unregisterBeforeRender(this._tickCallback);
  97116. };
  97117. /**
  97118. * Disposes the sphere.
  97119. * @param force The force to dispose from the gravitational field event
  97120. */
  97121. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97122. var _this = this;
  97123. if (force === void 0) { force = true; }
  97124. if (force) {
  97125. this._sphere.dispose();
  97126. }
  97127. else {
  97128. setTimeout(function () {
  97129. if (!_this._dataFetched) {
  97130. _this._sphere.dispose();
  97131. }
  97132. }, 0);
  97133. }
  97134. };
  97135. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97136. // Since the params won't change, we fetch the event only once
  97137. if (this._sphere) {
  97138. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97139. }
  97140. else {
  97141. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97142. if (radialExplosionEvent) {
  97143. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97144. }
  97145. }
  97146. };
  97147. return PhysicsGravitationalFieldEvent;
  97148. }());
  97149. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97150. /**
  97151. * Represents a physics updraft event
  97152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97153. */
  97154. var PhysicsUpdraftEvent = /** @class */ (function () {
  97155. /**
  97156. * Initializes the physics updraft event
  97157. * @param _scene BabylonJS scene
  97158. * @param _origin The origin position of the updraft
  97159. * @param _radius The radius of the updraft
  97160. * @param _strength The strength of the updraft
  97161. * @param _height The height of the updraft
  97162. * @param _updraftMode The mode of the updraft
  97163. */
  97164. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97165. this._scene = _scene;
  97166. this._origin = _origin;
  97167. this._radius = _radius;
  97168. this._strength = _strength;
  97169. this._height = _height;
  97170. this._updraftMode = _updraftMode;
  97171. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97172. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97173. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97174. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97175. this._physicsEngine = this._scene.getPhysicsEngine();
  97176. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97177. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97178. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97179. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97180. }
  97181. this._tickCallback = this._tick.bind(this);
  97182. }
  97183. /**
  97184. * Returns the data related to the updraft event (cylinder).
  97185. * @returns A physics updraft event
  97186. */
  97187. PhysicsUpdraftEvent.prototype.getData = function () {
  97188. this._dataFetched = true;
  97189. return {
  97190. cylinder: this._cylinder,
  97191. };
  97192. };
  97193. /**
  97194. * Enables the updraft.
  97195. */
  97196. PhysicsUpdraftEvent.prototype.enable = function () {
  97197. this._tickCallback.call(this);
  97198. this._scene.registerBeforeRender(this._tickCallback);
  97199. };
  97200. /**
  97201. * Disables the cortex.
  97202. */
  97203. PhysicsUpdraftEvent.prototype.disable = function () {
  97204. this._scene.unregisterBeforeRender(this._tickCallback);
  97205. };
  97206. /**
  97207. * Disposes the sphere.
  97208. * @param force Specifies if the updraft should be disposed by force
  97209. */
  97210. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97211. var _this = this;
  97212. if (force === void 0) { force = true; }
  97213. if (force) {
  97214. this._cylinder.dispose();
  97215. }
  97216. else {
  97217. setTimeout(function () {
  97218. if (!_this._dataFetched) {
  97219. _this._cylinder.dispose();
  97220. }
  97221. }, 0);
  97222. }
  97223. };
  97224. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97225. if (impostor.mass === 0) {
  97226. return null;
  97227. }
  97228. if (!this._intersectsWithCylinder(impostor)) {
  97229. return null;
  97230. }
  97231. var impostorObjectCenter = impostor.getObjectCenter();
  97232. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97233. var direction = this._originDirection;
  97234. }
  97235. else {
  97236. var direction = impostorObjectCenter.subtract(this._originTop);
  97237. }
  97238. var multiplier = this._strength * -1;
  97239. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97240. return { force: force, contactPoint: impostorObjectCenter };
  97241. };
  97242. PhysicsUpdraftEvent.prototype._tick = function () {
  97243. var _this = this;
  97244. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97245. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97246. if (!impostorForceAndContactPoint) {
  97247. return;
  97248. }
  97249. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97250. });
  97251. };
  97252. /*** Helpers ***/
  97253. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97254. if (!this._cylinder) {
  97255. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97256. height: this._height,
  97257. diameter: this._radius * 2,
  97258. }, this._scene);
  97259. this._cylinder.isVisible = false;
  97260. }
  97261. };
  97262. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97263. var impostorObject = impostor.object;
  97264. this._prepareCylinder();
  97265. this._cylinder.position = this._cylinderPosition;
  97266. return this._cylinder.intersectsMesh(impostorObject, true);
  97267. };
  97268. return PhysicsUpdraftEvent;
  97269. }());
  97270. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97271. /**
  97272. * Represents a physics vortex event
  97273. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97274. */
  97275. var PhysicsVortexEvent = /** @class */ (function () {
  97276. /**
  97277. * Initializes the physics vortex event
  97278. * @param _scene The BabylonJS scene
  97279. * @param _origin The origin position of the vortex
  97280. * @param _radius The radius of the vortex
  97281. * @param _strength The strength of the vortex
  97282. * @param _height The height of the vortex
  97283. */
  97284. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97285. this._scene = _scene;
  97286. this._origin = _origin;
  97287. this._radius = _radius;
  97288. this._strength = _strength;
  97289. this._height = _height;
  97290. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97291. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97292. this._updraftMultiplier = 0.02;
  97293. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97294. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97295. this._physicsEngine = this._scene.getPhysicsEngine();
  97296. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97297. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97298. this._tickCallback = this._tick.bind(this);
  97299. }
  97300. /**
  97301. * Returns the data related to the vortex event (cylinder).
  97302. * @returns The physics vortex event data
  97303. */
  97304. PhysicsVortexEvent.prototype.getData = function () {
  97305. this._dataFetched = true;
  97306. return {
  97307. cylinder: this._cylinder,
  97308. };
  97309. };
  97310. /**
  97311. * Enables the vortex.
  97312. */
  97313. PhysicsVortexEvent.prototype.enable = function () {
  97314. this._tickCallback.call(this);
  97315. this._scene.registerBeforeRender(this._tickCallback);
  97316. };
  97317. /**
  97318. * Disables the cortex.
  97319. */
  97320. PhysicsVortexEvent.prototype.disable = function () {
  97321. this._scene.unregisterBeforeRender(this._tickCallback);
  97322. };
  97323. /**
  97324. * Disposes the sphere.
  97325. * @param force
  97326. */
  97327. PhysicsVortexEvent.prototype.dispose = function (force) {
  97328. var _this = this;
  97329. if (force === void 0) { force = true; }
  97330. if (force) {
  97331. this._cylinder.dispose();
  97332. }
  97333. else {
  97334. setTimeout(function () {
  97335. if (!_this._dataFetched) {
  97336. _this._cylinder.dispose();
  97337. }
  97338. }, 0);
  97339. }
  97340. };
  97341. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97342. if (impostor.mass === 0) {
  97343. return null;
  97344. }
  97345. if (!this._intersectsWithCylinder(impostor)) {
  97346. return null;
  97347. }
  97348. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97349. return null;
  97350. }
  97351. var impostorObjectCenter = impostor.getObjectCenter();
  97352. var originOnPlane = new BABYLON.Vector3(this._origin.x, impostorObjectCenter.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)
  97353. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97354. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97355. var hit = ray.intersectsMesh(impostor.object);
  97356. var contactPoint = hit.pickedPoint;
  97357. if (!contactPoint) {
  97358. return null;
  97359. }
  97360. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97361. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97362. var directionToOrigin = contactPoint.normalize();
  97363. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97364. directionToOrigin = directionToOrigin.negate();
  97365. }
  97366. // TODO: find a more physically based solution
  97367. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97368. var forceX = directionToOrigin.x * this._strength / 8;
  97369. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97370. var forceZ = directionToOrigin.z * this._strength / 8;
  97371. }
  97372. else {
  97373. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97374. var forceY = this._originTop.y * this._updraftMultiplier;
  97375. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97376. }
  97377. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97378. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97379. return { force: force, contactPoint: impostorObjectCenter };
  97380. };
  97381. PhysicsVortexEvent.prototype._tick = function () {
  97382. var _this = this;
  97383. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97384. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97385. if (!impostorForceAndContactPoint) {
  97386. return;
  97387. }
  97388. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97389. });
  97390. };
  97391. /*** Helpers ***/
  97392. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97393. if (!this._cylinder) {
  97394. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97395. height: this._height,
  97396. diameter: this._radius * 2,
  97397. }, this._scene);
  97398. this._cylinder.isVisible = false;
  97399. }
  97400. };
  97401. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97402. var impostorObject = impostor.object;
  97403. this._prepareCylinder();
  97404. this._cylinder.position = this._cylinderPosition;
  97405. return this._cylinder.intersectsMesh(impostorObject, true);
  97406. };
  97407. return PhysicsVortexEvent;
  97408. }());
  97409. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97410. /**
  97411. * The strenght of the force in correspondence to the distance of the affected object
  97412. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97413. */
  97414. var PhysicsRadialImpulseFalloff;
  97415. (function (PhysicsRadialImpulseFalloff) {
  97416. /** Defines that impulse is constant in strength across it's whole radius */
  97417. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97418. /** DEfines that impulse gets weaker if it's further from the origin */
  97419. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97420. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97421. /**
  97422. * The strength of the force in correspondence to the distance of the affected object
  97423. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97424. */
  97425. var PhysicsUpdraftMode;
  97426. (function (PhysicsUpdraftMode) {
  97427. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97428. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97429. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97430. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97431. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97432. })(BABYLON || (BABYLON = {}));
  97433. //# sourceMappingURL=babylon.physicsHelper.js.map
  97434. var BABYLON;
  97435. (function (BABYLON) {
  97436. /** @hidden */
  97437. var CannonJSPlugin = /** @class */ (function () {
  97438. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97439. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97440. if (iterations === void 0) { iterations = 10; }
  97441. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97442. this.name = "CannonJSPlugin";
  97443. this._physicsMaterials = new Array();
  97444. this._fixedTimeStep = 1 / 60;
  97445. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97446. this.BJSCANNON = CANNON;
  97447. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97448. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97449. this._tmpPosition = BABYLON.Vector3.Zero();
  97450. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97451. this._tmpUnityRotation = new BABYLON.Quaternion();
  97452. if (!this.isSupported()) {
  97453. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97454. return;
  97455. }
  97456. this._extendNamespace();
  97457. this.world = new this.BJSCANNON.World();
  97458. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97459. this.world.solver.iterations = iterations;
  97460. }
  97461. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97462. this.world.gravity.copy(gravity);
  97463. };
  97464. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97465. this._fixedTimeStep = timeStep;
  97466. };
  97467. CannonJSPlugin.prototype.getTimeStep = function () {
  97468. return this._fixedTimeStep;
  97469. };
  97470. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97471. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97472. };
  97473. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97474. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97475. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97476. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97477. };
  97478. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97479. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97480. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97481. impostor.physicsBody.applyForce(impulse, worldPoint);
  97482. };
  97483. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97484. //parent-child relationship. Does this impostor has a parent impostor?
  97485. if (impostor.parent) {
  97486. if (impostor.physicsBody) {
  97487. this.removePhysicsBody(impostor);
  97488. //TODO is that needed?
  97489. impostor.forceUpdate();
  97490. }
  97491. return;
  97492. }
  97493. //should a new body be created for this impostor?
  97494. if (impostor.isBodyInitRequired()) {
  97495. var shape = this._createShape(impostor);
  97496. //unregister events, if body is being changed
  97497. var oldBody = impostor.physicsBody;
  97498. if (oldBody) {
  97499. this.removePhysicsBody(impostor);
  97500. }
  97501. //create the body and material
  97502. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97503. var bodyCreationObject = {
  97504. mass: impostor.getParam("mass"),
  97505. material: material
  97506. };
  97507. // A simple extend, in case native options were used.
  97508. var nativeOptions = impostor.getParam("nativeOptions");
  97509. for (var key in nativeOptions) {
  97510. if (nativeOptions.hasOwnProperty(key)) {
  97511. bodyCreationObject[key] = nativeOptions[key];
  97512. }
  97513. }
  97514. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97515. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97516. this.world.addEventListener("preStep", impostor.beforeStep);
  97517. this.world.addEventListener("postStep", impostor.afterStep);
  97518. impostor.physicsBody.addShape(shape);
  97519. this.world.add(impostor.physicsBody);
  97520. //try to keep the body moving in the right direction by taking old properties.
  97521. //Should be tested!
  97522. if (oldBody) {
  97523. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97524. impostor.physicsBody[param].copy(oldBody[param]);
  97525. });
  97526. }
  97527. this._processChildMeshes(impostor);
  97528. }
  97529. //now update the body's transformation
  97530. this._updatePhysicsBodyTransformation(impostor);
  97531. };
  97532. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97533. var _this = this;
  97534. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97535. var currentRotation = mainImpostor.object.rotationQuaternion;
  97536. if (meshChildren.length) {
  97537. var processMesh = function (localPosition, mesh) {
  97538. if (!currentRotation || !mesh.rotationQuaternion) {
  97539. return;
  97540. }
  97541. var childImpostor = mesh.getPhysicsImpostor();
  97542. if (childImpostor) {
  97543. var parent = childImpostor.parent;
  97544. if (parent !== mainImpostor) {
  97545. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97546. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97547. if (childImpostor.physicsBody) {
  97548. _this.removePhysicsBody(childImpostor);
  97549. childImpostor.physicsBody = null;
  97550. }
  97551. childImpostor.parent = mainImpostor;
  97552. childImpostor.resetUpdateFlags();
  97553. mainImpostor.physicsBody.addShape(_this._createShape(childImpostor), new _this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z), new _this.BJSCANNON.Quaternion(localRotation.x, localRotation.y, localRotation.z, localRotation.w));
  97554. //Add the mass of the children.
  97555. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97556. }
  97557. }
  97558. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97559. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97560. };
  97561. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97562. }
  97563. };
  97564. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97565. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97566. this.world.removeEventListener("preStep", impostor.beforeStep);
  97567. this.world.removeEventListener("postStep", impostor.afterStep);
  97568. this.world.remove(impostor.physicsBody);
  97569. };
  97570. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97571. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97572. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97573. if (!mainBody || !connectedBody) {
  97574. return;
  97575. }
  97576. var constraint;
  97577. var jointData = impostorJoint.joint.jointData;
  97578. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  97579. var constraintData = {
  97580. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  97581. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  97582. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  97583. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  97584. maxForce: jointData.nativeParams.maxForce,
  97585. collideConnected: !!jointData.collision
  97586. };
  97587. switch (impostorJoint.joint.type) {
  97588. case BABYLON.PhysicsJoint.HingeJoint:
  97589. case BABYLON.PhysicsJoint.Hinge2Joint:
  97590. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  97591. break;
  97592. case BABYLON.PhysicsJoint.DistanceJoint:
  97593. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  97594. break;
  97595. case BABYLON.PhysicsJoint.SpringJoint:
  97596. var springData = jointData;
  97597. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  97598. restLength: springData.length,
  97599. stiffness: springData.stiffness,
  97600. damping: springData.damping,
  97601. localAnchorA: constraintData.pivotA,
  97602. localAnchorB: constraintData.pivotB
  97603. });
  97604. break;
  97605. case BABYLON.PhysicsJoint.LockJoint:
  97606. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  97607. break;
  97608. case BABYLON.PhysicsJoint.PointToPointJoint:
  97609. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97610. default:
  97611. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  97612. break;
  97613. }
  97614. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  97615. constraint.collideConnected = !!jointData.collision;
  97616. impostorJoint.joint.physicsJoint = constraint;
  97617. //don't add spring as constraint, as it is not one.
  97618. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97619. this.world.addConstraint(constraint);
  97620. }
  97621. else {
  97622. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  97623. constraint.applyForce();
  97624. };
  97625. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97626. }
  97627. };
  97628. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  97629. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97630. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  97631. }
  97632. else {
  97633. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97634. }
  97635. };
  97636. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  97637. var index;
  97638. var mat;
  97639. for (index = 0; index < this._physicsMaterials.length; index++) {
  97640. mat = this._physicsMaterials[index];
  97641. if (mat.friction === friction && mat.restitution === restitution) {
  97642. return mat;
  97643. }
  97644. }
  97645. var currentMat = new this.BJSCANNON.Material(name);
  97646. currentMat.friction = friction;
  97647. currentMat.restitution = restitution;
  97648. this._physicsMaterials.push(currentMat);
  97649. return currentMat;
  97650. };
  97651. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  97652. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  97653. };
  97654. CannonJSPlugin.prototype._createShape = function (impostor) {
  97655. var object = impostor.object;
  97656. var returnValue;
  97657. var extendSize = impostor.getObjectExtendSize();
  97658. switch (impostor.type) {
  97659. case BABYLON.PhysicsImpostor.SphereImpostor:
  97660. var radiusX = extendSize.x;
  97661. var radiusY = extendSize.y;
  97662. var radiusZ = extendSize.z;
  97663. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  97664. break;
  97665. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  97666. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97667. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  97668. break;
  97669. case BABYLON.PhysicsImpostor.BoxImpostor:
  97670. var box = extendSize.scale(0.5);
  97671. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  97672. break;
  97673. case BABYLON.PhysicsImpostor.PlaneImpostor:
  97674. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  97675. returnValue = new this.BJSCANNON.Plane();
  97676. break;
  97677. case BABYLON.PhysicsImpostor.MeshImpostor:
  97678. // should transform the vertex data to world coordinates!!
  97679. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  97680. var rawFaces = object.getIndices ? object.getIndices() : [];
  97681. if (!rawVerts) {
  97682. return;
  97683. }
  97684. // get only scale! so the object could transform correctly.
  97685. var oldPosition = object.position.clone();
  97686. var oldRotation = object.rotation && object.rotation.clone();
  97687. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  97688. object.position.copyFromFloats(0, 0, 0);
  97689. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97690. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97691. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97692. var transform = object.computeWorldMatrix(true);
  97693. // convert rawVerts to object space
  97694. var temp = new Array();
  97695. var index;
  97696. for (index = 0; index < rawVerts.length; index += 3) {
  97697. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  97698. }
  97699. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  97700. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  97701. //now set back the transformation!
  97702. object.position.copyFrom(oldPosition);
  97703. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  97704. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  97705. break;
  97706. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  97707. var oldPosition2 = object.position.clone();
  97708. var oldRotation2 = object.rotation && object.rotation.clone();
  97709. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  97710. object.position.copyFromFloats(0, 0, 0);
  97711. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97712. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97713. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97714. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  97715. returnValue = this._createHeightmap(object);
  97716. object.position.copyFrom(oldPosition2);
  97717. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  97718. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  97719. object.computeWorldMatrix(true);
  97720. break;
  97721. case BABYLON.PhysicsImpostor.ParticleImpostor:
  97722. returnValue = new this.BJSCANNON.Particle();
  97723. break;
  97724. }
  97725. return returnValue;
  97726. };
  97727. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  97728. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  97729. var transform = object.computeWorldMatrix(true);
  97730. // convert rawVerts to object space
  97731. var temp = new Array();
  97732. var index;
  97733. for (index = 0; index < pos.length; index += 3) {
  97734. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  97735. }
  97736. pos = temp;
  97737. var matrix = new Array();
  97738. //For now pointDepth will not be used and will be automatically calculated.
  97739. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  97740. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  97741. var boundingInfo = object.getBoundingInfo();
  97742. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  97743. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  97744. var elementSize = dim * 2 / arraySize;
  97745. for (var i = 0; i < pos.length; i = i + 3) {
  97746. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  97747. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  97748. var y = -pos[i + 2] + minY;
  97749. if (!matrix[x]) {
  97750. matrix[x] = [];
  97751. }
  97752. if (!matrix[x][z]) {
  97753. matrix[x][z] = y;
  97754. }
  97755. matrix[x][z] = Math.max(y, matrix[x][z]);
  97756. }
  97757. for (var x = 0; x <= arraySize; ++x) {
  97758. if (!matrix[x]) {
  97759. var loc = 1;
  97760. while (!matrix[(x + loc) % arraySize]) {
  97761. loc++;
  97762. }
  97763. matrix[x] = matrix[(x + loc) % arraySize].slice();
  97764. //console.log("missing x", x);
  97765. }
  97766. for (var z = 0; z <= arraySize; ++z) {
  97767. if (!matrix[x][z]) {
  97768. var loc = 1;
  97769. var newValue;
  97770. while (newValue === undefined) {
  97771. newValue = matrix[x][(z + loc++) % arraySize];
  97772. }
  97773. matrix[x][z] = newValue;
  97774. }
  97775. }
  97776. }
  97777. var shape = new this.BJSCANNON.Heightfield(matrix, {
  97778. elementSize: elementSize
  97779. });
  97780. //For future reference, needed for body transformation
  97781. shape.minY = minY;
  97782. return shape;
  97783. };
  97784. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  97785. var object = impostor.object;
  97786. //make sure it is updated...
  97787. object.computeWorldMatrix && object.computeWorldMatrix(true);
  97788. // The delta between the mesh position and the mesh bounding box center
  97789. var bInfo = object.getBoundingInfo();
  97790. if (!bInfo) {
  97791. return;
  97792. }
  97793. var center = impostor.getObjectCenter();
  97794. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  97795. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  97796. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  97797. this._tmpPosition.copyFrom(center);
  97798. var quaternion = object.rotationQuaternion;
  97799. if (!quaternion) {
  97800. return;
  97801. }
  97802. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  97803. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  97804. //-90 DEG in X, precalculated
  97805. quaternion = quaternion.multiply(this._minus90X);
  97806. //Invert! (Precalculated, 90 deg in X)
  97807. //No need to clone. this will never change.
  97808. impostor.setDeltaRotation(this._plus90X);
  97809. }
  97810. //If it is a heightfield, if should be centered.
  97811. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  97812. var mesh = object;
  97813. var boundingInfo = mesh.getBoundingInfo();
  97814. //calculate the correct body position:
  97815. var rotationQuaternion = mesh.rotationQuaternion;
  97816. mesh.rotationQuaternion = this._tmpUnityRotation;
  97817. mesh.computeWorldMatrix(true);
  97818. //get original center with no rotation
  97819. var c = center.clone();
  97820. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  97821. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  97822. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  97823. mesh.setPreTransformMatrix(p);
  97824. mesh.computeWorldMatrix(true);
  97825. //calculate the translation
  97826. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  97827. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  97828. //add it inverted to the delta
  97829. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  97830. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  97831. //rotation is back
  97832. mesh.rotationQuaternion = rotationQuaternion;
  97833. mesh.setPreTransformMatrix(oldPivot);
  97834. mesh.computeWorldMatrix(true);
  97835. }
  97836. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  97837. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  97838. //this._tmpPosition.copyFrom(object.position);
  97839. }
  97840. impostor.setDeltaPosition(this._tmpDeltaPosition);
  97841. //Now update the impostor object
  97842. impostor.physicsBody.position.copy(this._tmpPosition);
  97843. impostor.physicsBody.quaternion.copy(quaternion);
  97844. };
  97845. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  97846. impostor.object.position.copyFrom(impostor.physicsBody.position);
  97847. if (impostor.object.rotationQuaternion) {
  97848. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  97849. }
  97850. };
  97851. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  97852. impostor.physicsBody.position.copy(newPosition);
  97853. impostor.physicsBody.quaternion.copy(newRotation);
  97854. };
  97855. CannonJSPlugin.prototype.isSupported = function () {
  97856. return this.BJSCANNON !== undefined;
  97857. };
  97858. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  97859. impostor.physicsBody.velocity.copy(velocity);
  97860. };
  97861. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  97862. impostor.physicsBody.angularVelocity.copy(velocity);
  97863. };
  97864. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  97865. var v = impostor.physicsBody.velocity;
  97866. if (!v) {
  97867. return null;
  97868. }
  97869. return new BABYLON.Vector3(v.x, v.y, v.z);
  97870. };
  97871. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  97872. var v = impostor.physicsBody.angularVelocity;
  97873. if (!v) {
  97874. return null;
  97875. }
  97876. return new BABYLON.Vector3(v.x, v.y, v.z);
  97877. };
  97878. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  97879. impostor.physicsBody.mass = mass;
  97880. impostor.physicsBody.updateMassProperties();
  97881. };
  97882. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  97883. return impostor.physicsBody.mass;
  97884. };
  97885. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  97886. return impostor.physicsBody.material.friction;
  97887. };
  97888. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  97889. impostor.physicsBody.material.friction = friction;
  97890. };
  97891. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  97892. return impostor.physicsBody.material.restitution;
  97893. };
  97894. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  97895. impostor.physicsBody.material.restitution = restitution;
  97896. };
  97897. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  97898. impostor.physicsBody.sleep();
  97899. };
  97900. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  97901. impostor.physicsBody.wakeUp();
  97902. };
  97903. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  97904. joint.physicsJoint.distance = maxDistance;
  97905. };
  97906. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97907. // if (!motorIndex) {
  97908. // joint.physicsJoint.enableMotor();
  97909. // }
  97910. // }
  97911. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97912. // if (!motorIndex) {
  97913. // joint.physicsJoint.disableMotor();
  97914. // }
  97915. // }
  97916. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  97917. if (!motorIndex) {
  97918. joint.physicsJoint.enableMotor();
  97919. joint.physicsJoint.setMotorSpeed(speed);
  97920. if (maxForce) {
  97921. this.setLimit(joint, maxForce);
  97922. }
  97923. }
  97924. };
  97925. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  97926. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  97927. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  97928. };
  97929. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  97930. var body = impostor.physicsBody;
  97931. mesh.position.x = body.position.x;
  97932. mesh.position.y = body.position.y;
  97933. mesh.position.z = body.position.z;
  97934. if (mesh.rotationQuaternion) {
  97935. mesh.rotationQuaternion.x = body.quaternion.x;
  97936. mesh.rotationQuaternion.y = body.quaternion.y;
  97937. mesh.rotationQuaternion.z = body.quaternion.z;
  97938. mesh.rotationQuaternion.w = body.quaternion.w;
  97939. }
  97940. };
  97941. CannonJSPlugin.prototype.getRadius = function (impostor) {
  97942. var shape = impostor.physicsBody.shapes[0];
  97943. return shape.boundingSphereRadius;
  97944. };
  97945. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  97946. var shape = impostor.physicsBody.shapes[0];
  97947. result.x = shape.halfExtents.x * 2;
  97948. result.y = shape.halfExtents.y * 2;
  97949. result.z = shape.halfExtents.z * 2;
  97950. };
  97951. CannonJSPlugin.prototype.dispose = function () {
  97952. };
  97953. CannonJSPlugin.prototype._extendNamespace = function () {
  97954. //this will force cannon to execute at least one step when using interpolation
  97955. var step_tmp1 = new this.BJSCANNON.Vec3();
  97956. var Engine = this.BJSCANNON;
  97957. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  97958. maxSubSteps = maxSubSteps || 10;
  97959. timeSinceLastCalled = timeSinceLastCalled || 0;
  97960. if (timeSinceLastCalled === 0) {
  97961. this.internalStep(dt);
  97962. this.time += dt;
  97963. }
  97964. else {
  97965. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  97966. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  97967. var t0 = performance.now();
  97968. for (var i = 0; i !== internalSteps; i++) {
  97969. this.internalStep(dt);
  97970. if (performance.now() - t0 > dt * 1000) {
  97971. break;
  97972. }
  97973. }
  97974. this.time += timeSinceLastCalled;
  97975. var h = this.time % dt;
  97976. var h_div_dt = h / dt;
  97977. var interpvelo = step_tmp1;
  97978. var bodies = this.bodies;
  97979. for (var j = 0; j !== bodies.length; j++) {
  97980. var b = bodies[j];
  97981. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  97982. b.position.vsub(b.previousPosition, interpvelo);
  97983. interpvelo.scale(h_div_dt, interpvelo);
  97984. b.position.vadd(interpvelo, b.interpolatedPosition);
  97985. }
  97986. else {
  97987. b.interpolatedPosition.copy(b.position);
  97988. b.interpolatedQuaternion.copy(b.quaternion);
  97989. }
  97990. }
  97991. }
  97992. };
  97993. };
  97994. return CannonJSPlugin;
  97995. }());
  97996. BABYLON.CannonJSPlugin = CannonJSPlugin;
  97997. })(BABYLON || (BABYLON = {}));
  97998. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  97999. var BABYLON;
  98000. (function (BABYLON) {
  98001. /** @hidden */
  98002. var OimoJSPlugin = /** @class */ (function () {
  98003. function OimoJSPlugin(iterations) {
  98004. this.name = "OimoJSPlugin";
  98005. this._tmpImpostorsArray = [];
  98006. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98007. this.BJSOIMO = OIMO;
  98008. this.world = new this.BJSOIMO.World({
  98009. iterations: iterations
  98010. });
  98011. this.world.clear();
  98012. }
  98013. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98014. this.world.gravity.copy(gravity);
  98015. };
  98016. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98017. this.world.timeStep = timeStep;
  98018. };
  98019. OimoJSPlugin.prototype.getTimeStep = function () {
  98020. return this.world.timeStep;
  98021. };
  98022. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98023. var _this = this;
  98024. impostors.forEach(function (impostor) {
  98025. impostor.beforeStep();
  98026. });
  98027. this.world.step();
  98028. impostors.forEach(function (impostor) {
  98029. impostor.afterStep();
  98030. //update the ordered impostors array
  98031. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98032. });
  98033. //check for collisions
  98034. var contact = this.world.contacts;
  98035. while (contact !== null) {
  98036. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98037. contact = contact.next;
  98038. continue;
  98039. }
  98040. //is this body colliding with any other? get the impostor
  98041. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98042. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98043. if (!mainImpostor || !collidingImpostor) {
  98044. contact = contact.next;
  98045. continue;
  98046. }
  98047. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98048. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98049. contact = contact.next;
  98050. }
  98051. };
  98052. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98053. var mass = impostor.physicsBody.mass;
  98054. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98055. };
  98056. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98057. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98058. this.applyImpulse(impostor, force, contactPoint);
  98059. };
  98060. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98061. var _this = this;
  98062. //parent-child relationship. Does this impostor has a parent impostor?
  98063. if (impostor.parent) {
  98064. if (impostor.physicsBody) {
  98065. this.removePhysicsBody(impostor);
  98066. //TODO is that needed?
  98067. impostor.forceUpdate();
  98068. }
  98069. return;
  98070. }
  98071. if (impostor.isBodyInitRequired()) {
  98072. var bodyConfig = {
  98073. name: impostor.uniqueId,
  98074. //Oimo must have mass, also for static objects.
  98075. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98076. size: [],
  98077. type: [],
  98078. pos: [],
  98079. posShape: [],
  98080. rot: [],
  98081. rotShape: [],
  98082. move: impostor.getParam("mass") !== 0,
  98083. density: impostor.getParam("mass"),
  98084. friction: impostor.getParam("friction"),
  98085. restitution: impostor.getParam("restitution"),
  98086. //Supporting older versions of Oimo
  98087. world: this.world
  98088. };
  98089. var impostors = [impostor];
  98090. var addToArray = function (parent) {
  98091. if (!parent.getChildMeshes) {
  98092. return;
  98093. }
  98094. parent.getChildMeshes().forEach(function (m) {
  98095. if (m.physicsImpostor) {
  98096. impostors.push(m.physicsImpostor);
  98097. //m.physicsImpostor._init();
  98098. }
  98099. });
  98100. };
  98101. addToArray(impostor.object);
  98102. var checkWithEpsilon_1 = function (value) {
  98103. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98104. };
  98105. var globalQuaternion_1 = new BABYLON.Quaternion();
  98106. impostors.forEach(function (i) {
  98107. if (!i.object.rotationQuaternion) {
  98108. return;
  98109. }
  98110. //get the correct bounding box
  98111. var oldQuaternion = i.object.rotationQuaternion;
  98112. globalQuaternion_1 = oldQuaternion.clone();
  98113. var rot = oldQuaternion.toEulerAngles();
  98114. var extendSize = i.getObjectExtendSize();
  98115. var radToDeg = 57.295779513082320876;
  98116. if (i === impostor) {
  98117. var center = impostor.getObjectCenter();
  98118. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98119. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98120. //Can also use Array.prototype.push.apply
  98121. bodyConfig.pos.push(center.x);
  98122. bodyConfig.pos.push(center.y);
  98123. bodyConfig.pos.push(center.z);
  98124. bodyConfig.posShape.push(0, 0, 0);
  98125. //tmp solution
  98126. bodyConfig.rot.push(0);
  98127. bodyConfig.rot.push(0);
  98128. bodyConfig.rot.push(0);
  98129. bodyConfig.rotShape.push(0, 0, 0);
  98130. }
  98131. else {
  98132. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98133. bodyConfig.posShape.push(localPosition.x);
  98134. bodyConfig.posShape.push(localPosition.y);
  98135. bodyConfig.posShape.push(localPosition.z);
  98136. bodyConfig.pos.push(0, 0, 0);
  98137. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  98138. bodyConfig.rot.push(0);
  98139. bodyConfig.rot.push(0);
  98140. bodyConfig.rot.push(0);
  98141. bodyConfig.rotShape.push(rot.x * radToDeg);
  98142. bodyConfig.rotShape.push(rot.y * radToDeg);
  98143. bodyConfig.rotShape.push(rot.z * radToDeg);
  98144. }
  98145. // register mesh
  98146. switch (i.type) {
  98147. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98148. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98149. case BABYLON.PhysicsImpostor.SphereImpostor:
  98150. var radiusX = extendSize.x;
  98151. var radiusY = extendSize.y;
  98152. var radiusZ = extendSize.z;
  98153. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98154. bodyConfig.type.push('sphere');
  98155. //due to the way oimo works with compounds, add 3 times
  98156. bodyConfig.size.push(size);
  98157. bodyConfig.size.push(size);
  98158. bodyConfig.size.push(size);
  98159. break;
  98160. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98161. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98162. var sizeY = checkWithEpsilon_1(extendSize.y);
  98163. bodyConfig.type.push('cylinder');
  98164. bodyConfig.size.push(sizeX);
  98165. bodyConfig.size.push(sizeY);
  98166. //due to the way oimo works with compounds, add one more value.
  98167. bodyConfig.size.push(sizeY);
  98168. break;
  98169. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98170. case BABYLON.PhysicsImpostor.BoxImpostor:
  98171. default:
  98172. var sizeX = checkWithEpsilon_1(extendSize.x);
  98173. var sizeY = checkWithEpsilon_1(extendSize.y);
  98174. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98175. bodyConfig.type.push('box');
  98176. //if (i === impostor) {
  98177. bodyConfig.size.push(sizeX);
  98178. bodyConfig.size.push(sizeY);
  98179. bodyConfig.size.push(sizeZ);
  98180. //} else {
  98181. // bodyConfig.size.push(0,0,0);
  98182. //}
  98183. break;
  98184. }
  98185. //actually not needed, but hey...
  98186. i.object.rotationQuaternion = oldQuaternion;
  98187. });
  98188. impostor.physicsBody = this.world.add(bodyConfig);
  98189. // set the quaternion, ignoring the previously defined (euler) rotation
  98190. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98191. // update with delta 0, so the body will reveive the new rotation.
  98192. impostor.physicsBody.updatePosition(0);
  98193. }
  98194. else {
  98195. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98196. }
  98197. impostor.setDeltaPosition(this._tmpPositionVector);
  98198. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98199. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98200. };
  98201. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98202. //impostor.physicsBody.dispose();
  98203. //Same as : (older oimo versions)
  98204. this.world.removeRigidBody(impostor.physicsBody);
  98205. };
  98206. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98207. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98208. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98209. if (!mainBody || !connectedBody) {
  98210. return;
  98211. }
  98212. var jointData = impostorJoint.joint.jointData;
  98213. var options = jointData.nativeParams || {};
  98214. var type;
  98215. var nativeJointData = {
  98216. body1: mainBody,
  98217. body2: connectedBody,
  98218. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98219. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98220. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98221. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98222. min: options.min,
  98223. max: options.max,
  98224. collision: options.collision || jointData.collision,
  98225. spring: options.spring,
  98226. //supporting older version of Oimo
  98227. world: this.world
  98228. };
  98229. switch (impostorJoint.joint.type) {
  98230. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98231. type = "jointBall";
  98232. break;
  98233. case BABYLON.PhysicsJoint.SpringJoint:
  98234. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98235. var springData = jointData;
  98236. nativeJointData.min = springData.length || nativeJointData.min;
  98237. //Max should also be set, just make sure it is at least min
  98238. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98239. case BABYLON.PhysicsJoint.DistanceJoint:
  98240. type = "jointDistance";
  98241. nativeJointData.max = jointData.maxDistance;
  98242. break;
  98243. case BABYLON.PhysicsJoint.PrismaticJoint:
  98244. type = "jointPrisme";
  98245. break;
  98246. case BABYLON.PhysicsJoint.SliderJoint:
  98247. type = "jointSlide";
  98248. break;
  98249. case BABYLON.PhysicsJoint.WheelJoint:
  98250. type = "jointWheel";
  98251. break;
  98252. case BABYLON.PhysicsJoint.HingeJoint:
  98253. default:
  98254. type = "jointHinge";
  98255. break;
  98256. }
  98257. nativeJointData.type = type;
  98258. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98259. };
  98260. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98261. //Bug in Oimo prevents us from disposing a joint in the playground
  98262. //joint.joint.physicsJoint.dispose();
  98263. //So we will bruteforce it!
  98264. try {
  98265. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98266. }
  98267. catch (e) {
  98268. BABYLON.Tools.Warn(e);
  98269. }
  98270. };
  98271. OimoJSPlugin.prototype.isSupported = function () {
  98272. return this.BJSOIMO !== undefined;
  98273. };
  98274. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98275. if (!impostor.physicsBody.sleeping) {
  98276. //TODO check that
  98277. /*if (impostor.physicsBody.shapes.next) {
  98278. var parentShape = this._getLastShape(impostor.physicsBody);
  98279. impostor.object.position.copyFrom(parentShape.position);
  98280. console.log(parentShape.position);
  98281. } else {*/
  98282. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98283. //}
  98284. if (impostor.object.rotationQuaternion) {
  98285. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98286. }
  98287. }
  98288. };
  98289. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98290. var body = impostor.physicsBody;
  98291. body.position.copy(newPosition);
  98292. body.orientation.copy(newRotation);
  98293. body.syncShapes();
  98294. body.awake();
  98295. };
  98296. /*private _getLastShape(body: any): any {
  98297. var lastShape = body.shapes;
  98298. while (lastShape.next) {
  98299. lastShape = lastShape.next;
  98300. }
  98301. return lastShape;
  98302. }*/
  98303. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98304. impostor.physicsBody.linearVelocity.copy(velocity);
  98305. };
  98306. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98307. impostor.physicsBody.angularVelocity.copy(velocity);
  98308. };
  98309. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98310. var v = impostor.physicsBody.linearVelocity;
  98311. if (!v) {
  98312. return null;
  98313. }
  98314. return new BABYLON.Vector3(v.x, v.y, v.z);
  98315. };
  98316. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98317. var v = impostor.physicsBody.angularVelocity;
  98318. if (!v) {
  98319. return null;
  98320. }
  98321. return new BABYLON.Vector3(v.x, v.y, v.z);
  98322. };
  98323. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98324. var staticBody = mass === 0;
  98325. //this will actually set the body's density and not its mass.
  98326. //But this is how oimo treats the mass variable.
  98327. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98328. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98329. };
  98330. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98331. return impostor.physicsBody.shapes.density;
  98332. };
  98333. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98334. return impostor.physicsBody.shapes.friction;
  98335. };
  98336. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98337. impostor.physicsBody.shapes.friction = friction;
  98338. };
  98339. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98340. return impostor.physicsBody.shapes.restitution;
  98341. };
  98342. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98343. impostor.physicsBody.shapes.restitution = restitution;
  98344. };
  98345. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98346. impostor.physicsBody.sleep();
  98347. };
  98348. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98349. impostor.physicsBody.awake();
  98350. };
  98351. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98352. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98353. if (minDistance !== void 0) {
  98354. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98355. }
  98356. };
  98357. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98358. //TODO separate rotational and transational motors.
  98359. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98360. if (motor) {
  98361. motor.setMotor(speed, maxForce);
  98362. }
  98363. };
  98364. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98365. //TODO separate rotational and transational motors.
  98366. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98367. if (motor) {
  98368. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98369. }
  98370. };
  98371. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98372. var body = impostor.physicsBody;
  98373. mesh.position.x = body.position.x;
  98374. mesh.position.y = body.position.y;
  98375. mesh.position.z = body.position.z;
  98376. if (mesh.rotationQuaternion) {
  98377. mesh.rotationQuaternion.x = body.orientation.x;
  98378. mesh.rotationQuaternion.y = body.orientation.y;
  98379. mesh.rotationQuaternion.z = body.orientation.z;
  98380. mesh.rotationQuaternion.w = body.orientation.s;
  98381. }
  98382. };
  98383. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98384. return impostor.physicsBody.shapes.radius;
  98385. };
  98386. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98387. var shape = impostor.physicsBody.shapes;
  98388. result.x = shape.halfWidth * 2;
  98389. result.y = shape.halfHeight * 2;
  98390. result.z = shape.halfDepth * 2;
  98391. };
  98392. OimoJSPlugin.prototype.dispose = function () {
  98393. this.world.clear();
  98394. };
  98395. return OimoJSPlugin;
  98396. }());
  98397. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98398. })(BABYLON || (BABYLON = {}));
  98399. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98400. var BABYLON;
  98401. (function (BABYLON) {
  98402. /**
  98403. * Gets the current physics engine
  98404. * @returns a IPhysicsEngine or null if none attached
  98405. */
  98406. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98407. return this._physicsEngine;
  98408. };
  98409. /**
  98410. * Enables physics to the current scene
  98411. * @param gravity defines the scene's gravity for the physics engine
  98412. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98413. * @return a boolean indicating if the physics engine was initialized
  98414. */
  98415. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98416. if (gravity === void 0) { gravity = null; }
  98417. if (this._physicsEngine) {
  98418. return true;
  98419. }
  98420. // Register the component to the scene
  98421. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98422. if (!component) {
  98423. component = new PhysicsEngineSceneComponent(this);
  98424. this._addComponent(component);
  98425. }
  98426. try {
  98427. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98428. return true;
  98429. }
  98430. catch (e) {
  98431. BABYLON.Tools.Error(e.message);
  98432. return false;
  98433. }
  98434. };
  98435. /**
  98436. * Disables and disposes the physics engine associated with the scene
  98437. */
  98438. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98439. if (!this._physicsEngine) {
  98440. return;
  98441. }
  98442. this._physicsEngine.dispose();
  98443. this._physicsEngine = null;
  98444. };
  98445. /**
  98446. * Gets a boolean indicating if there is an active physics engine
  98447. * @returns a boolean indicating if there is an active physics engine
  98448. */
  98449. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98450. return this._physicsEngine !== undefined;
  98451. };
  98452. /**
  98453. * Deletes a physics compound impostor
  98454. * @param compound defines the compound to delete
  98455. */
  98456. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98457. var mesh = compound.parts[0].mesh;
  98458. if (mesh.physicsImpostor) {
  98459. mesh.physicsImpostor.dispose( /*true*/);
  98460. mesh.physicsImpostor = null;
  98461. }
  98462. };
  98463. /** @hidden */
  98464. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98465. if (this._physicsEngine) {
  98466. this.onBeforePhysicsObservable.notifyObservers(this);
  98467. this._physicsEngine._step(step / 1000);
  98468. this.onAfterPhysicsObservable.notifyObservers(this);
  98469. }
  98470. };
  98471. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98472. get: function () {
  98473. return this._physicsImpostor;
  98474. },
  98475. set: function (value) {
  98476. var _this = this;
  98477. if (this._physicsImpostor === value) {
  98478. return;
  98479. }
  98480. if (this._disposePhysicsObserver) {
  98481. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98482. }
  98483. this._physicsImpostor = value;
  98484. if (value) {
  98485. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98486. // Physics
  98487. if (_this.physicsImpostor) {
  98488. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98489. _this.physicsImpostor = null;
  98490. }
  98491. });
  98492. }
  98493. },
  98494. enumerable: true,
  98495. configurable: true
  98496. });
  98497. /**
  98498. * Gets the current physics impostor
  98499. * @see http://doc.babylonjs.com/features/physics_engine
  98500. * @returns a physics impostor or null
  98501. */
  98502. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98503. return this.physicsImpostor;
  98504. };
  98505. /**
  98506. * Apply a physic impulse to the mesh
  98507. * @param force defines the force to apply
  98508. * @param contactPoint defines where to apply the force
  98509. * @returns the current mesh
  98510. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98511. */
  98512. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98513. if (!this.physicsImpostor) {
  98514. return this;
  98515. }
  98516. this.physicsImpostor.applyImpulse(force, contactPoint);
  98517. return this;
  98518. };
  98519. /**
  98520. * Creates a physic joint between two meshes
  98521. * @param otherMesh defines the other mesh to use
  98522. * @param pivot1 defines the pivot to use on this mesh
  98523. * @param pivot2 defines the pivot to use on the other mesh
  98524. * @param options defines additional options (can be plugin dependent)
  98525. * @returns the current mesh
  98526. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98527. */
  98528. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98529. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98530. return this;
  98531. }
  98532. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98533. mainPivot: pivot1,
  98534. connectedPivot: pivot2,
  98535. nativeParams: options
  98536. });
  98537. return this;
  98538. };
  98539. /**
  98540. * Defines the physics engine scene component responsible to manage a physics engine
  98541. */
  98542. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98543. /**
  98544. * Creates a new instance of the component for the given scene
  98545. * @param scene Defines the scene to register the component in
  98546. */
  98547. function PhysicsEngineSceneComponent(scene) {
  98548. var _this = this;
  98549. /**
  98550. * The component name helpful to identify the component in the list of scene components.
  98551. */
  98552. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98553. this.scene = scene;
  98554. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98555. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98556. // Replace the function used to get the deterministic frame time
  98557. this.scene.getDeterministicFrameTime = function () {
  98558. if (_this.scene._physicsEngine) {
  98559. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98560. }
  98561. return 1000.0 / 60.0;
  98562. };
  98563. }
  98564. /**
  98565. * Registers the component in a given scene
  98566. */
  98567. PhysicsEngineSceneComponent.prototype.register = function () {
  98568. };
  98569. /**
  98570. * Rebuilds the elements related to this component in case of
  98571. * context lost for instance.
  98572. */
  98573. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98574. // Nothing to do for this component
  98575. };
  98576. /**
  98577. * Disposes the component and the associated ressources
  98578. */
  98579. PhysicsEngineSceneComponent.prototype.dispose = function () {
  98580. this.scene.onBeforePhysicsObservable.clear();
  98581. this.scene.onAfterPhysicsObservable.clear();
  98582. if (this.scene._physicsEngine) {
  98583. this.scene.disablePhysicsEngine();
  98584. }
  98585. };
  98586. return PhysicsEngineSceneComponent;
  98587. }());
  98588. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  98589. })(BABYLON || (BABYLON = {}));
  98590. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  98591. var BABYLON;
  98592. (function (BABYLON) {
  98593. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  98594. // All values and structures referenced from:
  98595. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  98596. var DDS_MAGIC = 0x20534444;
  98597. var
  98598. //DDSD_CAPS = 0x1,
  98599. //DDSD_HEIGHT = 0x2,
  98600. //DDSD_WIDTH = 0x4,
  98601. //DDSD_PITCH = 0x8,
  98602. //DDSD_PIXELFORMAT = 0x1000,
  98603. DDSD_MIPMAPCOUNT = 0x20000;
  98604. //DDSD_LINEARSIZE = 0x80000,
  98605. //DDSD_DEPTH = 0x800000;
  98606. // var DDSCAPS_COMPLEX = 0x8,
  98607. // DDSCAPS_MIPMAP = 0x400000,
  98608. // DDSCAPS_TEXTURE = 0x1000;
  98609. var DDSCAPS2_CUBEMAP = 0x200;
  98610. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  98611. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  98612. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  98613. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  98614. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  98615. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  98616. // DDSCAPS2_VOLUME = 0x200000;
  98617. var
  98618. //DDPF_ALPHAPIXELS = 0x1,
  98619. //DDPF_ALPHA = 0x2,
  98620. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  98621. //DDPF_YUV = 0x200,
  98622. DDPF_LUMINANCE = 0x20000;
  98623. function FourCCToInt32(value) {
  98624. return value.charCodeAt(0) +
  98625. (value.charCodeAt(1) << 8) +
  98626. (value.charCodeAt(2) << 16) +
  98627. (value.charCodeAt(3) << 24);
  98628. }
  98629. function Int32ToFourCC(value) {
  98630. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  98631. }
  98632. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  98633. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  98634. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  98635. var FOURCC_DX10 = FourCCToInt32("DX10");
  98636. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  98637. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  98638. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  98639. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  98640. var headerLengthInt = 31; // The header length in 32 bit ints
  98641. // Offsets into the header array
  98642. var off_magic = 0;
  98643. var off_size = 1;
  98644. var off_flags = 2;
  98645. var off_height = 3;
  98646. var off_width = 4;
  98647. var off_mipmapCount = 7;
  98648. var off_pfFlags = 20;
  98649. var off_pfFourCC = 21;
  98650. var off_RGBbpp = 22;
  98651. var off_RMask = 23;
  98652. var off_GMask = 24;
  98653. var off_BMask = 25;
  98654. var off_AMask = 26;
  98655. // var off_caps1 = 27;
  98656. var off_caps2 = 28;
  98657. // var off_caps3 = 29;
  98658. // var off_caps4 = 30;
  98659. var off_dxgiFormat = 32;
  98660. /**
  98661. * Class used to provide DDS decompression tools
  98662. */
  98663. var DDSTools = /** @class */ (function () {
  98664. function DDSTools() {
  98665. }
  98666. /**
  98667. * Gets DDS information from an array buffer
  98668. * @param arrayBuffer defines the array buffer to read data from
  98669. * @returns the DDS information
  98670. */
  98671. DDSTools.GetDDSInfo = function (arrayBuffer) {
  98672. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98673. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  98674. var mipmapCount = 1;
  98675. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  98676. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98677. }
  98678. var fourCC = header[off_pfFourCC];
  98679. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  98680. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98681. switch (fourCC) {
  98682. case FOURCC_D3DFMT_R16G16B16A16F:
  98683. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98684. break;
  98685. case FOURCC_D3DFMT_R32G32B32A32F:
  98686. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98687. break;
  98688. case FOURCC_DX10:
  98689. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  98690. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98691. break;
  98692. }
  98693. }
  98694. return {
  98695. width: header[off_width],
  98696. height: header[off_height],
  98697. mipmapCount: mipmapCount,
  98698. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  98699. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  98700. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  98701. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  98702. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  98703. dxgiFormat: dxgiFormat,
  98704. textureType: textureType
  98705. };
  98706. };
  98707. DDSTools._ToHalfFloat = function (value) {
  98708. if (!DDSTools._FloatView) {
  98709. DDSTools._FloatView = new Float32Array(1);
  98710. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  98711. }
  98712. DDSTools._FloatView[0] = value;
  98713. var x = DDSTools._Int32View[0];
  98714. var bits = (x >> 16) & 0x8000; /* Get the sign */
  98715. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  98716. var e = (x >> 23) & 0xff; /* Using int is faster here */
  98717. /* If zero, or denormal, or exponent underflows too much for a denormal
  98718. * half, return signed zero. */
  98719. if (e < 103) {
  98720. return bits;
  98721. }
  98722. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  98723. if (e > 142) {
  98724. bits |= 0x7c00;
  98725. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  98726. * not Inf, so make sure we set one mantissa bit too. */
  98727. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  98728. return bits;
  98729. }
  98730. /* If exponent underflows but not too much, return a denormal */
  98731. if (e < 113) {
  98732. m |= 0x0800;
  98733. /* Extra rounding may overflow and set mantissa to 0 and exponent
  98734. * to 1, which is OK. */
  98735. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  98736. return bits;
  98737. }
  98738. bits |= ((e - 112) << 10) | (m >> 1);
  98739. bits += m & 1;
  98740. return bits;
  98741. };
  98742. DDSTools._FromHalfFloat = function (value) {
  98743. var s = (value & 0x8000) >> 15;
  98744. var e = (value & 0x7C00) >> 10;
  98745. var f = value & 0x03FF;
  98746. if (e === 0) {
  98747. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  98748. }
  98749. else if (e == 0x1F) {
  98750. return f ? NaN : ((s ? -1 : 1) * Infinity);
  98751. }
  98752. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  98753. };
  98754. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98755. var destArray = new Float32Array(dataLength);
  98756. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98757. var index = 0;
  98758. for (var y = 0; y < height; y++) {
  98759. for (var x = 0; x < width; x++) {
  98760. var srcPos = (x + y * width) * 4;
  98761. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  98762. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  98763. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  98764. if (DDSTools.StoreLODInAlphaChannel) {
  98765. destArray[index + 3] = lod;
  98766. }
  98767. else {
  98768. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  98769. }
  98770. index += 4;
  98771. }
  98772. }
  98773. return destArray;
  98774. };
  98775. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98776. if (DDSTools.StoreLODInAlphaChannel) {
  98777. var destArray = new Uint16Array(dataLength);
  98778. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98779. var index = 0;
  98780. for (var y = 0; y < height; y++) {
  98781. for (var x = 0; x < width; x++) {
  98782. var srcPos = (x + y * width) * 4;
  98783. destArray[index] = srcData[srcPos];
  98784. destArray[index + 1] = srcData[srcPos + 1];
  98785. destArray[index + 2] = srcData[srcPos + 2];
  98786. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  98787. index += 4;
  98788. }
  98789. }
  98790. return destArray;
  98791. }
  98792. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  98793. };
  98794. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98795. if (DDSTools.StoreLODInAlphaChannel) {
  98796. var destArray = new Float32Array(dataLength);
  98797. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98798. var index = 0;
  98799. for (var y = 0; y < height; y++) {
  98800. for (var x = 0; x < width; x++) {
  98801. var srcPos = (x + y * width) * 4;
  98802. destArray[index] = srcData[srcPos];
  98803. destArray[index + 1] = srcData[srcPos + 1];
  98804. destArray[index + 2] = srcData[srcPos + 2];
  98805. destArray[index + 3] = lod;
  98806. index += 4;
  98807. }
  98808. }
  98809. return destArray;
  98810. }
  98811. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  98812. };
  98813. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98814. var destArray = new Uint8Array(dataLength);
  98815. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98816. var index = 0;
  98817. for (var y = 0; y < height; y++) {
  98818. for (var x = 0; x < width; x++) {
  98819. var srcPos = (x + y * width) * 4;
  98820. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  98821. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  98822. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  98823. if (DDSTools.StoreLODInAlphaChannel) {
  98824. destArray[index + 3] = lod;
  98825. }
  98826. else {
  98827. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  98828. }
  98829. index += 4;
  98830. }
  98831. }
  98832. return destArray;
  98833. };
  98834. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98835. var destArray = new Uint8Array(dataLength);
  98836. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98837. var index = 0;
  98838. for (var y = 0; y < height; y++) {
  98839. for (var x = 0; x < width; x++) {
  98840. var srcPos = (x + y * width) * 4;
  98841. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  98842. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  98843. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  98844. if (DDSTools.StoreLODInAlphaChannel) {
  98845. destArray[index + 3] = lod;
  98846. }
  98847. else {
  98848. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  98849. }
  98850. index += 4;
  98851. }
  98852. }
  98853. return destArray;
  98854. };
  98855. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  98856. var byteArray = new Uint8Array(dataLength);
  98857. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98858. var index = 0;
  98859. for (var y = 0; y < height; y++) {
  98860. for (var x = 0; x < width; x++) {
  98861. var srcPos = (x + y * width) * 4;
  98862. byteArray[index] = srcData[srcPos + rOffset];
  98863. byteArray[index + 1] = srcData[srcPos + gOffset];
  98864. byteArray[index + 2] = srcData[srcPos + bOffset];
  98865. byteArray[index + 3] = srcData[srcPos + aOffset];
  98866. index += 4;
  98867. }
  98868. }
  98869. return byteArray;
  98870. };
  98871. DDSTools._ExtractLongWordOrder = function (value) {
  98872. if (value === 0 || value === 255 || value === -16777216) {
  98873. return 0;
  98874. }
  98875. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  98876. };
  98877. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  98878. var byteArray = new Uint8Array(dataLength);
  98879. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98880. var index = 0;
  98881. for (var y = 0; y < height; y++) {
  98882. for (var x = 0; x < width; x++) {
  98883. var srcPos = (x + y * width) * 3;
  98884. byteArray[index] = srcData[srcPos + rOffset];
  98885. byteArray[index + 1] = srcData[srcPos + gOffset];
  98886. byteArray[index + 2] = srcData[srcPos + bOffset];
  98887. index += 3;
  98888. }
  98889. }
  98890. return byteArray;
  98891. };
  98892. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  98893. var byteArray = new Uint8Array(dataLength);
  98894. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98895. var index = 0;
  98896. for (var y = 0; y < height; y++) {
  98897. for (var x = 0; x < width; x++) {
  98898. var srcPos = (x + y * width);
  98899. byteArray[index] = srcData[srcPos];
  98900. index++;
  98901. }
  98902. }
  98903. return byteArray;
  98904. };
  98905. /**
  98906. * Uploads DDS Levels to a Babylon Texture
  98907. * @hidden
  98908. */
  98909. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  98910. if (lodIndex === void 0) { lodIndex = -1; }
  98911. var sphericalPolynomialFaces = null;
  98912. if (info.sphericalPolynomial) {
  98913. sphericalPolynomialFaces = new Array();
  98914. }
  98915. var ext = engine.getCaps().s3tc;
  98916. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98917. var fourCC, width, height, dataLength = 0, dataOffset;
  98918. var byteArray, mipmapCount, mip;
  98919. var internalCompressedFormat = 0;
  98920. var blockBytes = 1;
  98921. if (header[off_magic] !== DDS_MAGIC) {
  98922. BABYLON.Tools.Error("Invalid magic number in DDS header");
  98923. return;
  98924. }
  98925. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  98926. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  98927. return;
  98928. }
  98929. if (info.isCompressed && !ext) {
  98930. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  98931. return;
  98932. }
  98933. var bpp = header[off_RGBbpp];
  98934. dataOffset = header[off_size] + 4;
  98935. var computeFormats = false;
  98936. if (info.isFourCC) {
  98937. fourCC = header[off_pfFourCC];
  98938. switch (fourCC) {
  98939. case FOURCC_DXT1:
  98940. blockBytes = 8;
  98941. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  98942. break;
  98943. case FOURCC_DXT3:
  98944. blockBytes = 16;
  98945. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  98946. break;
  98947. case FOURCC_DXT5:
  98948. blockBytes = 16;
  98949. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  98950. break;
  98951. case FOURCC_D3DFMT_R16G16B16A16F:
  98952. computeFormats = true;
  98953. break;
  98954. case FOURCC_D3DFMT_R32G32B32A32F:
  98955. computeFormats = true;
  98956. break;
  98957. case FOURCC_DX10:
  98958. // There is an additionnal header so dataOffset need to be changed
  98959. dataOffset += 5 * 4; // 5 uints
  98960. var supported = false;
  98961. switch (info.dxgiFormat) {
  98962. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  98963. computeFormats = true;
  98964. supported = true;
  98965. break;
  98966. case DXGI_FORMAT_B8G8R8X8_UNORM:
  98967. info.isRGB = true;
  98968. info.isFourCC = false;
  98969. bpp = 32;
  98970. supported = true;
  98971. break;
  98972. }
  98973. if (supported) {
  98974. break;
  98975. }
  98976. default:
  98977. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  98978. return;
  98979. }
  98980. }
  98981. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  98982. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  98983. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  98984. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  98985. if (computeFormats) {
  98986. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  98987. }
  98988. mipmapCount = 1;
  98989. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  98990. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98991. }
  98992. for (var face = 0; face < faces; face++) {
  98993. width = header[off_width];
  98994. height = header[off_height];
  98995. for (mip = 0; mip < mipmapCount; ++mip) {
  98996. if (lodIndex === -1 || lodIndex === mip) {
  98997. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  98998. var i = (lodIndex === -1) ? mip : 0;
  98999. if (!info.isCompressed && info.isFourCC) {
  99000. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99001. dataLength = width * height * 4;
  99002. var floatArray = null;
  99003. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99004. if (bpp === 128) {
  99005. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99006. if (sphericalPolynomialFaces && i == 0) {
  99007. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99008. }
  99009. }
  99010. else if (bpp === 64) {
  99011. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99012. if (sphericalPolynomialFaces && i == 0) {
  99013. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99014. }
  99015. }
  99016. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99017. }
  99018. else {
  99019. if (bpp === 128) {
  99020. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99021. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99022. if (sphericalPolynomialFaces && i == 0) {
  99023. sphericalPolynomialFaces.push(floatArray);
  99024. }
  99025. }
  99026. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99027. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99028. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99029. if (sphericalPolynomialFaces && i == 0) {
  99030. sphericalPolynomialFaces.push(floatArray);
  99031. }
  99032. }
  99033. else { // 64
  99034. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99035. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99036. if (sphericalPolynomialFaces && i == 0) {
  99037. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99038. }
  99039. }
  99040. }
  99041. if (floatArray) {
  99042. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99043. }
  99044. }
  99045. else if (info.isRGB) {
  99046. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99047. if (bpp === 24) {
  99048. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99049. dataLength = width * height * 3;
  99050. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99051. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99052. }
  99053. else { // 32
  99054. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99055. dataLength = width * height * 4;
  99056. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99057. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99058. }
  99059. }
  99060. else if (info.isLuminance) {
  99061. var unpackAlignment = engine._getUnpackAlignement();
  99062. var unpaddedRowSize = width;
  99063. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99064. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99065. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99066. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99067. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99068. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99069. }
  99070. else {
  99071. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99072. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99073. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99074. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99075. }
  99076. }
  99077. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99078. width *= 0.5;
  99079. height *= 0.5;
  99080. width = Math.max(1.0, width);
  99081. height = Math.max(1.0, height);
  99082. }
  99083. if (currentFace !== undefined) {
  99084. // Loading a single face
  99085. break;
  99086. }
  99087. }
  99088. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99089. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99090. size: header[off_width],
  99091. right: sphericalPolynomialFaces[0],
  99092. left: sphericalPolynomialFaces[1],
  99093. up: sphericalPolynomialFaces[2],
  99094. down: sphericalPolynomialFaces[3],
  99095. front: sphericalPolynomialFaces[4],
  99096. back: sphericalPolynomialFaces[5],
  99097. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99098. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99099. gammaSpace: false,
  99100. });
  99101. }
  99102. else {
  99103. info.sphericalPolynomial = undefined;
  99104. }
  99105. };
  99106. /**
  99107. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99108. */
  99109. DDSTools.StoreLODInAlphaChannel = false;
  99110. return DDSTools;
  99111. }());
  99112. BABYLON.DDSTools = DDSTools;
  99113. })(BABYLON || (BABYLON = {}));
  99114. //# sourceMappingURL=babylon.dds.js.map
  99115. var BABYLON;
  99116. (function (BABYLON) {
  99117. /**
  99118. * Implementation of the DDS Texture Loader.
  99119. */
  99120. var DDSTextureLoader = /** @class */ (function () {
  99121. function DDSTextureLoader() {
  99122. /**
  99123. * Defines wether the loader supports cascade loading the different faces.
  99124. */
  99125. this.supportCascades = true;
  99126. }
  99127. /**
  99128. * This returns if the loader support the current file information.
  99129. * @param extension defines the file extension of the file being loaded
  99130. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99131. * @param fallback defines the fallback internal texture if any
  99132. * @param isBase64 defines whether the texture is encoded as a base64
  99133. * @param isBuffer defines whether the texture data are stored as a buffer
  99134. * @returns true if the loader can load the specified file
  99135. */
  99136. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99137. return extension.indexOf(".dds") === 0;
  99138. };
  99139. /**
  99140. * Transform the url before loading if required.
  99141. * @param rootUrl the url of the texture
  99142. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99143. * @returns the transformed texture
  99144. */
  99145. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99146. return rootUrl;
  99147. };
  99148. /**
  99149. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99150. * @param rootUrl the url of the texture
  99151. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99152. * @returns the fallback texture
  99153. */
  99154. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99155. return null;
  99156. };
  99157. /**
  99158. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99159. * @param data contains the texture data
  99160. * @param texture defines the BabylonJS internal texture
  99161. * @param createPolynomials will be true if polynomials have been requested
  99162. * @param onLoad defines the callback to trigger once the texture is ready
  99163. * @param onError defines the callback to trigger in case of error
  99164. */
  99165. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99166. var engine = texture.getEngine();
  99167. var info;
  99168. var loadMipmap = false;
  99169. if (Array.isArray(imgs)) {
  99170. for (var index = 0; index < imgs.length; index++) {
  99171. var data_1 = imgs[index];
  99172. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99173. texture.width = info.width;
  99174. texture.height = info.height;
  99175. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99176. engine._unpackFlipY(info.isCompressed);
  99177. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99178. if (!info.isFourCC && info.mipmapCount === 1) {
  99179. engine.generateMipMapsForCubemap(texture);
  99180. }
  99181. }
  99182. }
  99183. else {
  99184. var data = imgs;
  99185. info = BABYLON.DDSTools.GetDDSInfo(data);
  99186. texture.width = info.width;
  99187. texture.height = info.height;
  99188. if (createPolynomials) {
  99189. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99190. }
  99191. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99192. engine._unpackFlipY(info.isCompressed);
  99193. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99194. if (!info.isFourCC && info.mipmapCount === 1) {
  99195. engine.generateMipMapsForCubemap(texture);
  99196. }
  99197. }
  99198. engine._setCubeMapTextureParams(loadMipmap);
  99199. texture.isReady = true;
  99200. if (onLoad) {
  99201. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99202. }
  99203. };
  99204. /**
  99205. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99206. * @param data contains the texture data
  99207. * @param texture defines the BabylonJS internal texture
  99208. * @param callback defines the method to call once ready to upload
  99209. */
  99210. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99211. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99212. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99213. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99214. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99215. });
  99216. };
  99217. return DDSTextureLoader;
  99218. }());
  99219. // Register the loader.
  99220. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99221. })(BABYLON || (BABYLON = {}));
  99222. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99223. var BABYLON;
  99224. (function (BABYLON) {
  99225. /**
  99226. * Based on jsTGALoader - Javascript loader for TGA file
  99227. * By Vincent Thibault
  99228. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99229. */
  99230. var TGATools = /** @class */ (function () {
  99231. function TGATools() {
  99232. }
  99233. /**
  99234. * Gets the header of a TGA file
  99235. * @param data defines the TGA data
  99236. * @returns the header
  99237. */
  99238. TGATools.GetTGAHeader = function (data) {
  99239. var offset = 0;
  99240. var header = {
  99241. id_length: data[offset++],
  99242. colormap_type: data[offset++],
  99243. image_type: data[offset++],
  99244. colormap_index: data[offset++] | data[offset++] << 8,
  99245. colormap_length: data[offset++] | data[offset++] << 8,
  99246. colormap_size: data[offset++],
  99247. origin: [
  99248. data[offset++] | data[offset++] << 8,
  99249. data[offset++] | data[offset++] << 8
  99250. ],
  99251. width: data[offset++] | data[offset++] << 8,
  99252. height: data[offset++] | data[offset++] << 8,
  99253. pixel_size: data[offset++],
  99254. flags: data[offset++]
  99255. };
  99256. return header;
  99257. };
  99258. /**
  99259. * Uploads TGA content to a Babylon Texture
  99260. * @hidden
  99261. */
  99262. TGATools.UploadContent = function (texture, data) {
  99263. // Not enough data to contain header ?
  99264. if (data.length < 19) {
  99265. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99266. return;
  99267. }
  99268. // Read Header
  99269. var offset = 18;
  99270. var header = TGATools.GetTGAHeader(data);
  99271. // Assume it's a valid Targa file.
  99272. if (header.id_length + offset > data.length) {
  99273. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99274. return;
  99275. }
  99276. // Skip not needed data
  99277. offset += header.id_length;
  99278. var use_rle = false;
  99279. var use_pal = false;
  99280. var use_grey = false;
  99281. // Get some informations.
  99282. switch (header.image_type) {
  99283. case TGATools._TYPE_RLE_INDEXED:
  99284. use_rle = true;
  99285. case TGATools._TYPE_INDEXED:
  99286. use_pal = true;
  99287. break;
  99288. case TGATools._TYPE_RLE_RGB:
  99289. use_rle = true;
  99290. case TGATools._TYPE_RGB:
  99291. // use_rgb = true;
  99292. break;
  99293. case TGATools._TYPE_RLE_GREY:
  99294. use_rle = true;
  99295. case TGATools._TYPE_GREY:
  99296. use_grey = true;
  99297. break;
  99298. }
  99299. var pixel_data;
  99300. // var numAlphaBits = header.flags & 0xf;
  99301. var pixel_size = header.pixel_size >> 3;
  99302. var pixel_total = header.width * header.height * pixel_size;
  99303. // Read palettes
  99304. var palettes;
  99305. if (use_pal) {
  99306. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99307. }
  99308. // Read LRE
  99309. if (use_rle) {
  99310. pixel_data = new Uint8Array(pixel_total);
  99311. var c, count, i;
  99312. var localOffset = 0;
  99313. var pixels = new Uint8Array(pixel_size);
  99314. while (offset < pixel_total && localOffset < pixel_total) {
  99315. c = data[offset++];
  99316. count = (c & 0x7f) + 1;
  99317. // RLE pixels
  99318. if (c & 0x80) {
  99319. // Bind pixel tmp array
  99320. for (i = 0; i < pixel_size; ++i) {
  99321. pixels[i] = data[offset++];
  99322. }
  99323. // Copy pixel array
  99324. for (i = 0; i < count; ++i) {
  99325. pixel_data.set(pixels, localOffset + i * pixel_size);
  99326. }
  99327. localOffset += pixel_size * count;
  99328. }
  99329. // Raw pixels
  99330. else {
  99331. count *= pixel_size;
  99332. for (i = 0; i < count; ++i) {
  99333. pixel_data[localOffset + i] = data[offset++];
  99334. }
  99335. localOffset += count;
  99336. }
  99337. }
  99338. }
  99339. // RAW Pixels
  99340. else {
  99341. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99342. }
  99343. // Load to texture
  99344. var x_start, y_start, x_step, y_step, y_end, x_end;
  99345. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99346. default:
  99347. case TGATools._ORIGIN_UL:
  99348. x_start = 0;
  99349. x_step = 1;
  99350. x_end = header.width;
  99351. y_start = 0;
  99352. y_step = 1;
  99353. y_end = header.height;
  99354. break;
  99355. case TGATools._ORIGIN_BL:
  99356. x_start = 0;
  99357. x_step = 1;
  99358. x_end = header.width;
  99359. y_start = header.height - 1;
  99360. y_step = -1;
  99361. y_end = -1;
  99362. break;
  99363. case TGATools._ORIGIN_UR:
  99364. x_start = header.width - 1;
  99365. x_step = -1;
  99366. x_end = -1;
  99367. y_start = 0;
  99368. y_step = 1;
  99369. y_end = header.height;
  99370. break;
  99371. case TGATools._ORIGIN_BR:
  99372. x_start = header.width - 1;
  99373. x_step = -1;
  99374. x_end = -1;
  99375. y_start = header.height - 1;
  99376. y_step = -1;
  99377. y_end = -1;
  99378. break;
  99379. }
  99380. // Load the specify method
  99381. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99382. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99383. var engine = texture.getEngine();
  99384. engine._uploadDataToTextureDirectly(texture, imageData);
  99385. };
  99386. /** @hidden */
  99387. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99388. var image = pixel_data, colormap = palettes;
  99389. var width = header.width, height = header.height;
  99390. var color, i = 0, x, y;
  99391. var imageData = new Uint8Array(width * height * 4);
  99392. for (y = y_start; y !== y_end; y += y_step) {
  99393. for (x = x_start; x !== x_end; x += x_step, i++) {
  99394. color = image[i];
  99395. imageData[(x + width * y) * 4 + 3] = 255;
  99396. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99397. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99398. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99399. }
  99400. }
  99401. return imageData;
  99402. };
  99403. /** @hidden */
  99404. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99405. var image = pixel_data;
  99406. var width = header.width, height = header.height;
  99407. var color, i = 0, x, y;
  99408. var imageData = new Uint8Array(width * height * 4);
  99409. for (y = y_start; y !== y_end; y += y_step) {
  99410. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99411. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99412. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99413. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99414. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99415. imageData[(x + width * y) * 4 + 0] = r;
  99416. imageData[(x + width * y) * 4 + 1] = g;
  99417. imageData[(x + width * y) * 4 + 2] = b;
  99418. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99419. }
  99420. }
  99421. return imageData;
  99422. };
  99423. /** @hidden */
  99424. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99425. var image = pixel_data;
  99426. var width = header.width, height = header.height;
  99427. var i = 0, x, y;
  99428. var imageData = new Uint8Array(width * height * 4);
  99429. for (y = y_start; y !== y_end; y += y_step) {
  99430. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99431. imageData[(x + width * y) * 4 + 3] = 255;
  99432. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99433. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99434. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99435. }
  99436. }
  99437. return imageData;
  99438. };
  99439. /** @hidden */
  99440. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99441. var image = pixel_data;
  99442. var width = header.width, height = header.height;
  99443. var i = 0, x, y;
  99444. var imageData = new Uint8Array(width * height * 4);
  99445. for (y = y_start; y !== y_end; y += y_step) {
  99446. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99447. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99448. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99449. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99450. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99451. }
  99452. }
  99453. return imageData;
  99454. };
  99455. /** @hidden */
  99456. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99457. var image = pixel_data;
  99458. var width = header.width, height = header.height;
  99459. var color, i = 0, x, y;
  99460. var imageData = new Uint8Array(width * height * 4);
  99461. for (y = y_start; y !== y_end; y += y_step) {
  99462. for (x = x_start; x !== x_end; x += x_step, i++) {
  99463. color = image[i];
  99464. imageData[(x + width * y) * 4 + 0] = color;
  99465. imageData[(x + width * y) * 4 + 1] = color;
  99466. imageData[(x + width * y) * 4 + 2] = color;
  99467. imageData[(x + width * y) * 4 + 3] = 255;
  99468. }
  99469. }
  99470. return imageData;
  99471. };
  99472. /** @hidden */
  99473. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99474. var image = pixel_data;
  99475. var width = header.width, height = header.height;
  99476. var i = 0, x, y;
  99477. var imageData = new Uint8Array(width * height * 4);
  99478. for (y = y_start; y !== y_end; y += y_step) {
  99479. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99480. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99481. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99482. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99483. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99484. }
  99485. }
  99486. return imageData;
  99487. };
  99488. //private static _TYPE_NO_DATA = 0;
  99489. TGATools._TYPE_INDEXED = 1;
  99490. TGATools._TYPE_RGB = 2;
  99491. TGATools._TYPE_GREY = 3;
  99492. TGATools._TYPE_RLE_INDEXED = 9;
  99493. TGATools._TYPE_RLE_RGB = 10;
  99494. TGATools._TYPE_RLE_GREY = 11;
  99495. TGATools._ORIGIN_MASK = 0x30;
  99496. TGATools._ORIGIN_SHIFT = 0x04;
  99497. TGATools._ORIGIN_BL = 0x00;
  99498. TGATools._ORIGIN_BR = 0x01;
  99499. TGATools._ORIGIN_UL = 0x02;
  99500. TGATools._ORIGIN_UR = 0x03;
  99501. return TGATools;
  99502. }());
  99503. BABYLON.TGATools = TGATools;
  99504. })(BABYLON || (BABYLON = {}));
  99505. //# sourceMappingURL=babylon.tga.js.map
  99506. var BABYLON;
  99507. (function (BABYLON) {
  99508. /**
  99509. * Implementation of the TGA Texture Loader.
  99510. */
  99511. var TGATextureLoader = /** @class */ (function () {
  99512. function TGATextureLoader() {
  99513. /**
  99514. * Defines wether the loader supports cascade loading the different faces.
  99515. */
  99516. this.supportCascades = false;
  99517. }
  99518. /**
  99519. * This returns if the loader support the current file information.
  99520. * @param extension defines the file extension of the file being loaded
  99521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99522. * @param fallback defines the fallback internal texture if any
  99523. * @param isBase64 defines whether the texture is encoded as a base64
  99524. * @param isBuffer defines whether the texture data are stored as a buffer
  99525. * @returns true if the loader can load the specified file
  99526. */
  99527. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99528. return extension.indexOf(".tga") === 0;
  99529. };
  99530. /**
  99531. * Transform the url before loading if required.
  99532. * @param rootUrl the url of the texture
  99533. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99534. * @returns the transformed texture
  99535. */
  99536. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99537. return rootUrl;
  99538. };
  99539. /**
  99540. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99541. * @param rootUrl the url of the texture
  99542. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99543. * @returns the fallback texture
  99544. */
  99545. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99546. return null;
  99547. };
  99548. /**
  99549. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99550. * @param data contains the texture data
  99551. * @param texture defines the BabylonJS internal texture
  99552. * @param createPolynomials will be true if polynomials have been requested
  99553. * @param onLoad defines the callback to trigger once the texture is ready
  99554. * @param onError defines the callback to trigger in case of error
  99555. */
  99556. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99557. throw ".env not supported in Cube.";
  99558. };
  99559. /**
  99560. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99561. * @param data contains the texture data
  99562. * @param texture defines the BabylonJS internal texture
  99563. * @param callback defines the method to call once ready to upload
  99564. */
  99565. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99566. var uintData = new Uint8Array(data);
  99567. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99568. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99569. BABYLON.TGATools.UploadContent(texture, uintData);
  99570. });
  99571. };
  99572. return TGATextureLoader;
  99573. }());
  99574. // Register the loader.
  99575. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99576. })(BABYLON || (BABYLON = {}));
  99577. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  99578. var BABYLON;
  99579. (function (BABYLON) {
  99580. /**
  99581. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99582. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99583. */
  99584. var KhronosTextureContainer = /** @class */ (function () {
  99585. /**
  99586. * Creates a new KhronosTextureContainer
  99587. * @param arrayBuffer contents of the KTX container file
  99588. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  99589. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  99590. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  99591. */
  99592. function KhronosTextureContainer(
  99593. /** contents of the KTX container file */
  99594. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  99595. this.arrayBuffer = arrayBuffer;
  99596. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  99597. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  99598. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  99599. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  99600. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  99601. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  99602. BABYLON.Tools.Error("texture missing KTX identifier");
  99603. return;
  99604. }
  99605. // load the reset of the header in native 32 bit int
  99606. var header = new Int32Array(this.arrayBuffer, 12, 13);
  99607. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  99608. var oppositeEndianess = header[0] === 0x01020304;
  99609. // read all the header elements in order they exist in the file, without modification (sans endainness)
  99610. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  99611. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  99612. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  99613. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  99614. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  99615. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  99616. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  99617. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  99618. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  99619. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  99620. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  99621. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  99622. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  99623. if (this.glType !== 0) {
  99624. BABYLON.Tools.Error("only compressed formats currently supported");
  99625. return;
  99626. }
  99627. else {
  99628. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  99629. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  99630. }
  99631. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  99632. BABYLON.Tools.Error("only 2D textures currently supported");
  99633. return;
  99634. }
  99635. if (this.numberOfArrayElements !== 0) {
  99636. BABYLON.Tools.Error("texture arrays not currently supported");
  99637. return;
  99638. }
  99639. if (this.numberOfFaces !== facesExpected) {
  99640. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  99641. return;
  99642. }
  99643. // we now have a completely validated file, so could use existence of loadType as success
  99644. // would need to make this more elaborate & adjust checks above to support more than one load type
  99645. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  99646. }
  99647. //
  99648. /**
  99649. * Revert the endianness of a value.
  99650. * Not as fast hardware based, but will probably never need to use
  99651. * @param val defines the value to convert
  99652. * @returns the new value
  99653. */
  99654. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  99655. return ((val & 0xFF) << 24)
  99656. | ((val & 0xFF00) << 8)
  99657. | ((val >> 8) & 0xFF00)
  99658. | ((val >> 24) & 0xFF);
  99659. };
  99660. /**
  99661. * Uploads KTX content to a Babylon Texture.
  99662. * It is assumed that the texture has already been created & is currently bound
  99663. * @hidden
  99664. */
  99665. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  99666. switch (this.loadType) {
  99667. case KhronosTextureContainer.COMPRESSED_2D:
  99668. this._upload2DCompressedLevels(texture, loadMipmaps);
  99669. break;
  99670. case KhronosTextureContainer.TEX_2D:
  99671. case KhronosTextureContainer.COMPRESSED_3D:
  99672. case KhronosTextureContainer.TEX_3D:
  99673. }
  99674. };
  99675. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  99676. // initialize width & height for level 1
  99677. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  99678. var width = this.pixelWidth;
  99679. var height = this.pixelHeight;
  99680. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  99681. for (var level = 0; level < mipmapCount; level++) {
  99682. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  99683. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  99684. for (var face = 0; face < this.numberOfFaces; face++) {
  99685. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  99686. var engine = texture.getEngine();
  99687. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  99688. dataOffset += imageSize; // add size of the image for the next face/mipmap
  99689. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  99690. }
  99691. width = Math.max(1.0, width * 0.5);
  99692. height = Math.max(1.0, height * 0.5);
  99693. }
  99694. };
  99695. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  99696. // load types
  99697. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  99698. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  99699. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  99700. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  99701. return KhronosTextureContainer;
  99702. }());
  99703. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  99704. })(BABYLON || (BABYLON = {}));
  99705. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  99706. var BABYLON;
  99707. (function (BABYLON) {
  99708. /**
  99709. * Implementation of the KTX Texture Loader.
  99710. */
  99711. var KTXTextureLoader = /** @class */ (function () {
  99712. function KTXTextureLoader() {
  99713. /**
  99714. * Defines wether the loader supports cascade loading the different faces.
  99715. */
  99716. this.supportCascades = false;
  99717. }
  99718. /**
  99719. * This returns if the loader support the current file information.
  99720. * @param extension defines the file extension of the file being loaded
  99721. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99722. * @param fallback defines the fallback internal texture if any
  99723. * @param isBase64 defines whether the texture is encoded as a base64
  99724. * @param isBuffer defines whether the texture data are stored as a buffer
  99725. * @returns true if the loader can load the specified file
  99726. */
  99727. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99728. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  99729. return true;
  99730. }
  99731. return false;
  99732. };
  99733. /**
  99734. * Transform the url before loading if required.
  99735. * @param rootUrl the url of the texture
  99736. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99737. * @returns the transformed texture
  99738. */
  99739. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99740. var lastDot = rootUrl.lastIndexOf('.');
  99741. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  99742. };
  99743. /**
  99744. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99745. * @param rootUrl the url of the texture
  99746. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99747. * @returns the fallback texture
  99748. */
  99749. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99750. // remove the format appended to the rootUrl in the original createCubeTexture call.
  99751. var exp = new RegExp("" + textureFormatInUse + "$");
  99752. return rootUrl.replace(exp, "");
  99753. };
  99754. /**
  99755. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99756. * @param data contains the texture data
  99757. * @param texture defines the BabylonJS internal texture
  99758. * @param createPolynomials will be true if polynomials have been requested
  99759. * @param onLoad defines the callback to trigger once the texture is ready
  99760. * @param onError defines the callback to trigger in case of error
  99761. */
  99762. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99763. if (Array.isArray(data)) {
  99764. return;
  99765. }
  99766. var engine = texture.getEngine();
  99767. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  99768. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  99769. engine._unpackFlipY(true);
  99770. ktx.uploadLevels(texture, texture.generateMipMaps);
  99771. texture.width = ktx.pixelWidth;
  99772. texture.height = ktx.pixelHeight;
  99773. engine._setCubeMapTextureParams(loadMipmap);
  99774. texture.isReady = true;
  99775. };
  99776. /**
  99777. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99778. * @param data contains the texture data
  99779. * @param texture defines the BabylonJS internal texture
  99780. * @param callback defines the method to call once ready to upload
  99781. */
  99782. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  99783. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  99784. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  99785. ktx.uploadLevels(texture, texture.generateMipMaps);
  99786. });
  99787. };
  99788. return KTXTextureLoader;
  99789. }());
  99790. // Register the loader.
  99791. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  99792. })(BABYLON || (BABYLON = {}));
  99793. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  99794. var BABYLON;
  99795. (function (BABYLON) {
  99796. /**
  99797. * Sets of helpers addressing the serialization and deserialization of environment texture
  99798. * stored in a BabylonJS env file.
  99799. * Those files are usually stored as .env files.
  99800. */
  99801. var EnvironmentTextureTools = /** @class */ (function () {
  99802. function EnvironmentTextureTools() {
  99803. }
  99804. /**
  99805. * Gets the environment info from an env file.
  99806. * @param data The array buffer containing the .env bytes.
  99807. * @returns the environment file info (the json header) if successfully parsed.
  99808. */
  99809. EnvironmentTextureTools.GetEnvInfo = function (data) {
  99810. var dataView = new DataView(data);
  99811. var pos = 0;
  99812. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99813. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  99814. BABYLON.Tools.Error('Not a babylon environment map');
  99815. return null;
  99816. }
  99817. }
  99818. // Read json manifest - collect characters up to null terminator
  99819. var manifestString = '';
  99820. var charCode = 0x00;
  99821. while ((charCode = dataView.getUint8(pos++))) {
  99822. manifestString += String.fromCharCode(charCode);
  99823. }
  99824. var manifest = JSON.parse(manifestString);
  99825. if (manifest.specular) {
  99826. // Extend the header with the position of the payload.
  99827. manifest.specular.specularDataPosition = pos;
  99828. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  99829. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  99830. }
  99831. return manifest;
  99832. };
  99833. /**
  99834. * Creates an environment texture from a loaded cube texture.
  99835. * @param texture defines the cube texture to convert in env file
  99836. * @return a promise containing the environment data if succesfull.
  99837. */
  99838. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  99839. var _this = this;
  99840. var internalTexture = texture.getInternalTexture();
  99841. if (!internalTexture) {
  99842. return Promise.reject("The cube texture is invalid.");
  99843. }
  99844. if (!texture._prefiltered) {
  99845. return Promise.reject("The cube texture is invalid (not prefiltered).");
  99846. }
  99847. var engine = internalTexture.getEngine();
  99848. if (engine && engine.premultipliedAlpha) {
  99849. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  99850. }
  99851. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  99852. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  99853. }
  99854. var canvas = engine.getRenderingCanvas();
  99855. if (!canvas) {
  99856. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  99857. }
  99858. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99859. if (!engine.getCaps().textureFloatRender) {
  99860. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99861. if (!engine.getCaps().textureHalfFloatRender) {
  99862. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  99863. }
  99864. }
  99865. var cubeWidth = internalTexture.width;
  99866. var hostingScene = new BABYLON.Scene(engine);
  99867. var specularTextures = {};
  99868. var promises = [];
  99869. // Read and collect all mipmaps data from the cube.
  99870. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  99871. mipmapsCount = Math.round(mipmapsCount);
  99872. var _loop_1 = function (i) {
  99873. var faceWidth = Math.pow(2, mipmapsCount - i);
  99874. var _loop_2 = function (face) {
  99875. var data = texture.readPixels(face, i);
  99876. // Creates a temp texture with the face data.
  99877. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  99878. // And rgbdEncode them.
  99879. var promise = new Promise(function (resolve, reject) {
  99880. var rgbdPostProcess = new BABYLON.PostProcess("rgbdEncode", "rgbdEncode", null, null, 1, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, undefined, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, undefined, null, false);
  99881. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  99882. rgbdPostProcess.onApply = function (effect) {
  99883. effect._bindTexture("textureSampler", tempTexture);
  99884. };
  99885. // As the process needs to happen on the main canvas, keep track of the current size
  99886. var currentW = engine.getRenderWidth();
  99887. var currentH = engine.getRenderHeight();
  99888. // Set the desired size for the texture
  99889. engine.setSize(faceWidth, faceWidth);
  99890. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  99891. // Reading datas from WebGL
  99892. BABYLON.Tools.ToBlob(canvas, function (blob) {
  99893. var fileReader = new FileReader();
  99894. fileReader.onload = function (event) {
  99895. var arrayBuffer = event.target.result;
  99896. specularTextures[i * 6 + face] = arrayBuffer;
  99897. resolve();
  99898. };
  99899. fileReader.readAsArrayBuffer(blob);
  99900. });
  99901. // Reapply the previous canvas size
  99902. engine.setSize(currentW, currentH);
  99903. });
  99904. });
  99905. promises.push(promise);
  99906. };
  99907. // All faces of the cube.
  99908. for (var face = 0; face < 6; face++) {
  99909. _loop_2(face);
  99910. }
  99911. };
  99912. for (var i = 0; i <= mipmapsCount; i++) {
  99913. _loop_1(i);
  99914. }
  99915. // Once all the textures haves been collected as RGBD stored in PNGs
  99916. return Promise.all(promises).then(function () {
  99917. // We can delete the hosting scene keeping track of all the creation objects
  99918. hostingScene.dispose();
  99919. // Creates the json header for the env texture
  99920. var info = {
  99921. version: 1,
  99922. width: cubeWidth,
  99923. irradiance: _this._CreateEnvTextureIrradiance(texture),
  99924. specular: {
  99925. mipmaps: [],
  99926. lodGenerationScale: texture.lodGenerationScale
  99927. }
  99928. };
  99929. // Sets the specular image data information
  99930. var position = 0;
  99931. for (var i = 0; i <= mipmapsCount; i++) {
  99932. for (var face = 0; face < 6; face++) {
  99933. var byteLength = specularTextures[i * 6 + face].byteLength;
  99934. info.specular.mipmaps.push({
  99935. length: byteLength,
  99936. position: position
  99937. });
  99938. position += byteLength;
  99939. }
  99940. }
  99941. // Encode the JSON as an array buffer
  99942. var infoString = JSON.stringify(info);
  99943. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  99944. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  99945. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  99946. infoView[i] = infoString.charCodeAt(i);
  99947. }
  99948. // Ends up with a null terminator for easier parsing
  99949. infoView[infoString.length] = 0x00;
  99950. // Computes the final required size and creates the storage
  99951. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  99952. var finalBuffer = new ArrayBuffer(totalSize);
  99953. var finalBufferView = new Uint8Array(finalBuffer);
  99954. var dataView = new DataView(finalBuffer);
  99955. // Copy the magic bytes identifying the file in
  99956. var pos = 0;
  99957. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99958. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  99959. }
  99960. // Add the json info
  99961. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  99962. pos += infoBuffer.byteLength;
  99963. // Finally inserts the texture data
  99964. for (var i = 0; i <= mipmapsCount; i++) {
  99965. for (var face = 0; face < 6; face++) {
  99966. var dataBuffer = specularTextures[i * 6 + face];
  99967. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  99968. pos += dataBuffer.byteLength;
  99969. }
  99970. }
  99971. // Voila
  99972. return finalBuffer;
  99973. });
  99974. };
  99975. /**
  99976. * Creates a JSON representation of the spherical data.
  99977. * @param texture defines the texture containing the polynomials
  99978. * @return the JSON representation of the spherical info
  99979. */
  99980. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  99981. var polynmials = texture.sphericalPolynomial;
  99982. if (polynmials == null) {
  99983. return null;
  99984. }
  99985. return {
  99986. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  99987. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  99988. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  99989. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  99990. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  99991. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  99992. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  99993. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  99994. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  99995. };
  99996. };
  99997. /**
  99998. * Uploads the texture info contained in the env file to the GPU.
  99999. * @param texture defines the internal texture to upload to
  100000. * @param arrayBuffer defines the buffer cotaining the data to load
  100001. * @param info defines the texture info retrieved through the GetEnvInfo method
  100002. * @returns a promise
  100003. */
  100004. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100005. if (info.version !== 1) {
  100006. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100007. }
  100008. var specularInfo = info.specular;
  100009. if (!specularInfo) {
  100010. // Nothing else parsed so far
  100011. return Promise.resolve();
  100012. }
  100013. // Double checks the enclosed info
  100014. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100015. mipmapsCount = Math.round(mipmapsCount) + 1;
  100016. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100017. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100018. }
  100019. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100020. var imageData = new Array(mipmapsCount);
  100021. for (var i = 0; i < mipmapsCount; i++) {
  100022. imageData[i] = new Array(6);
  100023. for (var face = 0; face < 6; face++) {
  100024. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100025. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100026. }
  100027. }
  100028. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100029. };
  100030. /**
  100031. * Uploads the levels of image data to the GPU.
  100032. * @param texture defines the internal texture to upload to
  100033. * @param imageData defines the array buffer views of image data [mipmap][face]
  100034. * @returns a promise
  100035. */
  100036. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100037. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100038. throw new Error("Texture size must be a power of two");
  100039. }
  100040. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100041. // Gets everything ready.
  100042. var engine = texture.getEngine();
  100043. var expandTexture = false;
  100044. var generateNonLODTextures = false;
  100045. var rgbdPostProcess = null;
  100046. var cubeRtt = null;
  100047. var lodTextures = null;
  100048. var caps = engine.getCaps();
  100049. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100050. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100051. texture.generateMipMaps = true;
  100052. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100053. // Add extra process if texture lod is not supported
  100054. if (!caps.textureLOD) {
  100055. expandTexture = false;
  100056. generateNonLODTextures = true;
  100057. lodTextures = {};
  100058. }
  100059. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100060. else if (engine.webGLVersion < 2) {
  100061. expandTexture = false;
  100062. }
  100063. // If half float available we can uncompress the texture
  100064. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100065. expandTexture = true;
  100066. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100067. }
  100068. // If full float available we can uncompress the texture
  100069. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100070. expandTexture = true;
  100071. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100072. }
  100073. // Expand the texture if possible
  100074. if (expandTexture) {
  100075. // Simply run through the decode PP
  100076. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100077. texture._isRGBD = false;
  100078. texture.invertY = false;
  100079. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100080. generateDepthBuffer: false,
  100081. generateMipMaps: true,
  100082. generateStencilBuffer: false,
  100083. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100084. type: texture.type,
  100085. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100086. });
  100087. }
  100088. else {
  100089. texture._isRGBD = true;
  100090. texture.invertY = true;
  100091. // In case of missing support, applies the same patch than DDS files.
  100092. if (generateNonLODTextures) {
  100093. var mipSlices = 3;
  100094. var scale = texture._lodGenerationScale;
  100095. var offset = texture._lodGenerationOffset;
  100096. for (var i = 0; i < mipSlices; i++) {
  100097. //compute LOD from even spacing in smoothness (matching shader calculation)
  100098. var smoothness = i / (mipSlices - 1);
  100099. var roughness = 1 - smoothness;
  100100. var minLODIndex = offset; // roughness = 0
  100101. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100102. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100103. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100104. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100105. glTextureFromLod.isCube = true;
  100106. glTextureFromLod.invertY = true;
  100107. glTextureFromLod.generateMipMaps = false;
  100108. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100109. // Wrap in a base texture for easy binding.
  100110. var lodTexture = new BABYLON.BaseTexture(null);
  100111. lodTexture.isCube = true;
  100112. lodTexture._texture = glTextureFromLod;
  100113. lodTextures[mipmapIndex] = lodTexture;
  100114. switch (i) {
  100115. case 0:
  100116. texture._lodTextureLow = lodTexture;
  100117. break;
  100118. case 1:
  100119. texture._lodTextureMid = lodTexture;
  100120. break;
  100121. case 2:
  100122. texture._lodTextureHigh = lodTexture;
  100123. break;
  100124. }
  100125. }
  100126. }
  100127. }
  100128. var promises = [];
  100129. var _loop_3 = function (i) {
  100130. var _loop_4 = function (face) {
  100131. // Constructs an image element from image data
  100132. var bytes = imageData[i][face];
  100133. var blob = new Blob([bytes], { type: 'image/png' });
  100134. var url = URL.createObjectURL(blob);
  100135. var image = new Image();
  100136. image.src = url;
  100137. // Enqueue promise to upload to the texture.
  100138. var promise = new Promise(function (resolve, reject) {
  100139. image.onload = function () {
  100140. if (expandTexture) {
  100141. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100142. reject(message);
  100143. }, image);
  100144. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100145. // Uncompress the data to a RTT
  100146. rgbdPostProcess.onApply = function (effect) {
  100147. effect._bindTexture("textureSampler", tempTexture_1);
  100148. effect.setFloat2("scale", 1, 1);
  100149. };
  100150. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100151. // Cleanup
  100152. engine.restoreDefaultFramebuffer();
  100153. tempTexture_1.dispose();
  100154. window.URL.revokeObjectURL(url);
  100155. resolve();
  100156. });
  100157. }
  100158. else {
  100159. engine._uploadImageToTexture(texture, image, face, i);
  100160. // Upload the face to the non lod texture support
  100161. if (generateNonLODTextures) {
  100162. var lodTexture = lodTextures[i];
  100163. if (lodTexture) {
  100164. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100165. }
  100166. }
  100167. resolve();
  100168. }
  100169. };
  100170. image.onerror = function (error) {
  100171. reject(error);
  100172. };
  100173. });
  100174. promises.push(promise);
  100175. };
  100176. // All faces
  100177. for (var face = 0; face < 6; face++) {
  100178. _loop_4(face);
  100179. }
  100180. };
  100181. // All mipmaps up to provided number of images
  100182. for (var i = 0; i < imageData.length; i++) {
  100183. _loop_3(i);
  100184. }
  100185. // Fill remaining mipmaps with black textures.
  100186. if (imageData.length < mipmapsCount) {
  100187. var data = void 0;
  100188. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100189. var dataLength = size * size * 4;
  100190. switch (texture.type) {
  100191. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100192. data = new Uint8Array(dataLength);
  100193. break;
  100194. }
  100195. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100196. data = new Uint16Array(dataLength);
  100197. break;
  100198. }
  100199. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100200. data = new Float32Array(dataLength);
  100201. break;
  100202. }
  100203. }
  100204. for (var i = imageData.length; i < mipmapsCount; i++) {
  100205. for (var face = 0; face < 6; face++) {
  100206. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100207. }
  100208. }
  100209. }
  100210. // Once all done, finishes the cleanup and return
  100211. return Promise.all(promises).then(function () {
  100212. // Release temp RTT.
  100213. if (cubeRtt) {
  100214. engine._releaseFramebufferObjects(cubeRtt);
  100215. cubeRtt._swapAndDie(texture);
  100216. }
  100217. // Release temp Post Process.
  100218. if (rgbdPostProcess) {
  100219. rgbdPostProcess.dispose();
  100220. }
  100221. // Flag internal texture as ready in case they are in use.
  100222. if (generateNonLODTextures) {
  100223. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100224. texture._lodTextureHigh._texture.isReady = true;
  100225. }
  100226. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100227. texture._lodTextureMid._texture.isReady = true;
  100228. }
  100229. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100230. texture._lodTextureLow._texture.isReady = true;
  100231. }
  100232. }
  100233. });
  100234. };
  100235. /**
  100236. * Uploads spherical polynomials information to the texture.
  100237. * @param texture defines the texture we are trying to upload the information to
  100238. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100239. */
  100240. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100241. if (info.version !== 1) {
  100242. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100243. }
  100244. var irradianceInfo = info.irradiance;
  100245. if (!irradianceInfo) {
  100246. return;
  100247. }
  100248. var sp = new BABYLON.SphericalPolynomial();
  100249. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100250. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100251. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100252. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100253. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100254. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100255. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100256. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100257. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100258. texture._sphericalPolynomial = sp;
  100259. };
  100260. /**
  100261. * Magic number identifying the env file.
  100262. */
  100263. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100264. return EnvironmentTextureTools;
  100265. }());
  100266. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100267. })(BABYLON || (BABYLON = {}));
  100268. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100269. var BABYLON;
  100270. (function (BABYLON) {
  100271. /**
  100272. * Implementation of the ENV Texture Loader.
  100273. */
  100274. var ENVTextureLoader = /** @class */ (function () {
  100275. function ENVTextureLoader() {
  100276. /**
  100277. * Defines wether the loader supports cascade loading the different faces.
  100278. */
  100279. this.supportCascades = false;
  100280. }
  100281. /**
  100282. * This returns if the loader support the current file information.
  100283. * @param extension defines the file extension of the file being loaded
  100284. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100285. * @param fallback defines the fallback internal texture if any
  100286. * @param isBase64 defines whether the texture is encoded as a base64
  100287. * @param isBuffer defines whether the texture data are stored as a buffer
  100288. * @returns true if the loader can load the specified file
  100289. */
  100290. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100291. return extension.indexOf(".env") === 0;
  100292. };
  100293. /**
  100294. * Transform the url before loading if required.
  100295. * @param rootUrl the url of the texture
  100296. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100297. * @returns the transformed texture
  100298. */
  100299. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100300. return rootUrl;
  100301. };
  100302. /**
  100303. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100304. * @param rootUrl the url of the texture
  100305. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100306. * @returns the fallback texture
  100307. */
  100308. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100309. return null;
  100310. };
  100311. /**
  100312. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100313. * @param data contains the texture data
  100314. * @param texture defines the BabylonJS internal texture
  100315. * @param createPolynomials will be true if polynomials have been requested
  100316. * @param onLoad defines the callback to trigger once the texture is ready
  100317. * @param onError defines the callback to trigger in case of error
  100318. */
  100319. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100320. if (Array.isArray(data)) {
  100321. return;
  100322. }
  100323. data = data;
  100324. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100325. if (info) {
  100326. texture.width = info.width;
  100327. texture.height = info.width;
  100328. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100329. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100330. texture.isReady = true;
  100331. if (onLoad) {
  100332. onLoad();
  100333. }
  100334. });
  100335. }
  100336. else if (onError) {
  100337. onError("Can not parse the environment file", null);
  100338. }
  100339. };
  100340. /**
  100341. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100342. * @param data contains the texture data
  100343. * @param texture defines the BabylonJS internal texture
  100344. * @param callback defines the method to call once ready to upload
  100345. */
  100346. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100347. throw ".env not supported in 2d.";
  100348. };
  100349. return ENVTextureLoader;
  100350. }());
  100351. // Register the loader.
  100352. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100353. })(BABYLON || (BABYLON = {}));
  100354. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100355. var BABYLON;
  100356. (function (BABYLON) {
  100357. /**
  100358. * Renders a layer on top of an existing scene
  100359. */
  100360. var UtilityLayerRenderer = /** @class */ (function () {
  100361. /**
  100362. * Instantiates a UtilityLayerRenderer
  100363. * @param originalScene the original scene that will be rendered on top of
  100364. */
  100365. function UtilityLayerRenderer(
  100366. /** the original scene that will be rendered on top of */
  100367. originalScene) {
  100368. var _this = this;
  100369. this.originalScene = originalScene;
  100370. this._pointerCaptures = {};
  100371. this._lastPointerEvents = {};
  100372. /**
  100373. * If the utility layer should automatically be rendered on top of existing scene
  100374. */
  100375. this.shouldRender = true;
  100376. /**
  100377. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100378. */
  100379. this.onlyCheckPointerDownEvents = true;
  100380. /**
  100381. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100382. */
  100383. this.processAllEvents = false;
  100384. /**
  100385. * Observable raised when the pointer move from the utility layer scene to the main scene
  100386. */
  100387. this.onPointerOutObservable = new BABYLON.Observable();
  100388. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100389. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100390. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100391. this.utilityLayerScene._allowPostProcessClearColor = false;
  100392. originalScene.getEngine().scenes.pop();
  100393. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100394. this.utilityLayerScene.detachControl();
  100395. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100396. if (!_this.processAllEvents) {
  100397. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100398. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100399. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100400. return;
  100401. }
  100402. }
  100403. var pointerEvent = (prePointerInfo.event);
  100404. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100405. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100406. return;
  100407. }
  100408. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100409. if (!prePointerInfo.ray && utilityScenePick) {
  100410. prePointerInfo.ray = utilityScenePick.ray;
  100411. }
  100412. // always fire the prepointer oversvable
  100413. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100414. // allow every non pointer down event to flow to the utility layer
  100415. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100416. if (!prePointerInfo.skipOnPointerObservable) {
  100417. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100418. }
  100419. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100420. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100421. }
  100422. return;
  100423. }
  100424. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100425. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100426. if (utilityScenePick && utilityScenePick.hit) {
  100427. if (!prePointerInfo.skipOnPointerObservable) {
  100428. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100429. }
  100430. prePointerInfo.skipOnPointerObservable = true;
  100431. }
  100432. }
  100433. else {
  100434. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100435. var pointerEvent_1 = (prePointerInfo.event);
  100436. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100437. if (originalScenePick && utilityScenePick) {
  100438. // No pick in utility scene
  100439. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100440. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100441. // We touched an utility mesh present in the main scene
  100442. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100443. prePointerInfo.skipOnPointerObservable = true;
  100444. }
  100445. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100446. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100447. }
  100448. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100449. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100450. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100451. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100452. }
  100453. }
  100454. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100455. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100456. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100457. // If a previous utility layer set this, do not unset this
  100458. if (!prePointerInfo.skipOnPointerObservable) {
  100459. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100460. }
  100461. }
  100462. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100463. // We have a pick in both scenes but main is closer than utility
  100464. // We touched an utility mesh present in the main scene
  100465. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100466. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100467. prePointerInfo.skipOnPointerObservable = true;
  100468. }
  100469. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100470. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100471. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100472. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100473. }
  100474. }
  100475. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100476. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100477. }
  100478. }
  100479. }
  100480. });
  100481. // Render directly on top of existing scene without clearing
  100482. this.utilityLayerScene.autoClear = false;
  100483. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100484. if (_this.shouldRender) {
  100485. _this.render();
  100486. }
  100487. });
  100488. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100489. _this.dispose();
  100490. });
  100491. this._updateCamera();
  100492. }
  100493. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100494. /**
  100495. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  100496. */
  100497. get: function () {
  100498. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100499. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100500. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100501. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100502. });
  100503. }
  100504. return UtilityLayerRenderer._DefaultUtilityLayer;
  100505. },
  100506. enumerable: true,
  100507. configurable: true
  100508. });
  100509. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100510. /**
  100511. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  100512. */
  100513. get: function () {
  100514. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100515. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100516. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100517. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100518. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100519. });
  100520. }
  100521. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100522. },
  100523. enumerable: true,
  100524. configurable: true
  100525. });
  100526. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100527. if (!prePointerInfo.skipOnPointerObservable) {
  100528. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100529. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100530. }
  100531. };
  100532. /**
  100533. * Renders the utility layers scene on top of the original scene
  100534. */
  100535. UtilityLayerRenderer.prototype.render = function () {
  100536. this._updateCamera();
  100537. if (this.utilityLayerScene.activeCamera) {
  100538. // Set the camera's scene to utility layers scene
  100539. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100540. var camera = this.utilityLayerScene.activeCamera;
  100541. camera._scene = this.utilityLayerScene;
  100542. if (camera.leftCamera) {
  100543. camera.leftCamera._scene = this.utilityLayerScene;
  100544. }
  100545. if (camera.rightCamera) {
  100546. camera.rightCamera._scene = this.utilityLayerScene;
  100547. }
  100548. this.utilityLayerScene.render(false);
  100549. // Reset camera's scene back to original
  100550. camera._scene = oldScene;
  100551. if (camera.leftCamera) {
  100552. camera.leftCamera._scene = oldScene;
  100553. }
  100554. if (camera.rightCamera) {
  100555. camera.rightCamera._scene = oldScene;
  100556. }
  100557. }
  100558. };
  100559. /**
  100560. * Disposes of the renderer
  100561. */
  100562. UtilityLayerRenderer.prototype.dispose = function () {
  100563. this.onPointerOutObservable.clear();
  100564. if (this._afterRenderObserver) {
  100565. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100566. }
  100567. if (this._sceneDisposeObserver) {
  100568. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100569. }
  100570. if (this._originalPointerObserver) {
  100571. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100572. }
  100573. this.utilityLayerScene.dispose();
  100574. };
  100575. UtilityLayerRenderer.prototype._updateCamera = function () {
  100576. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  100577. };
  100578. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100579. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100580. return UtilityLayerRenderer;
  100581. }());
  100582. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  100583. })(BABYLON || (BABYLON = {}));
  100584. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  100585. //# sourceMappingURL=babylon.behavior.js.map
  100586. var BABYLON;
  100587. (function (BABYLON) {
  100588. /**
  100589. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100590. */
  100591. var PointerDragBehavior = /** @class */ (function () {
  100592. /**
  100593. * Creates a pointer drag behavior that can be attached to a mesh
  100594. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  100595. */
  100596. function PointerDragBehavior(options) {
  100597. /**
  100598. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  100599. */
  100600. this.maxDragAngle = 0;
  100601. /**
  100602. * @hidden
  100603. */
  100604. this._useAlternatePickedPointAboveMaxDragAngle = false;
  100605. /**
  100606. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100607. */
  100608. this.currentDraggingPointerID = -1;
  100609. /**
  100610. * If the behavior is currently in a dragging state
  100611. */
  100612. this.dragging = false;
  100613. /**
  100614. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  100615. */
  100616. this.dragDeltaRatio = 0.2;
  100617. /**
  100618. * If the drag plane orientation should be updated during the dragging (Default: true)
  100619. */
  100620. this.updateDragPlane = true;
  100621. // Debug mode will display drag planes to help visualize behavior
  100622. this._debugMode = false;
  100623. this._moving = false;
  100624. /**
  100625. * Fires each time the attached mesh is dragged with the pointer
  100626. * * delta between last drag position and current drag position in world space
  100627. * * dragDistance along the drag axis
  100628. * * dragPlaneNormal normal of the current drag plane used during the drag
  100629. * * dragPlanePoint in world space where the drag intersects the drag plane
  100630. */
  100631. this.onDragObservable = new BABYLON.Observable();
  100632. /**
  100633. * Fires each time a drag begins (eg. mouse down on mesh)
  100634. */
  100635. this.onDragStartObservable = new BABYLON.Observable();
  100636. /**
  100637. * Fires each time a drag ends (eg. mouse release after drag)
  100638. */
  100639. this.onDragEndObservable = new BABYLON.Observable();
  100640. /**
  100641. * If the attached mesh should be moved when dragged
  100642. */
  100643. this.moveAttached = true;
  100644. /**
  100645. * If the drag behavior will react to drag events (Default: true)
  100646. */
  100647. this.enabled = true;
  100648. /**
  100649. * If camera controls should be detached during the drag
  100650. */
  100651. this.detachCameraControls = true;
  100652. /**
  100653. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100654. */
  100655. this.useObjectOrienationForDragging = true;
  100656. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  100657. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  100658. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  100659. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100660. this._attachedElement = null;
  100661. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100662. this._lastPointerRay = {};
  100663. this._dragDelta = new BABYLON.Vector3();
  100664. // Variables to avoid instantiation in the below method
  100665. this._pointA = new BABYLON.Vector3(0, 0, 0);
  100666. this._pointB = new BABYLON.Vector3(0, 0, 0);
  100667. this._pointC = new BABYLON.Vector3(0, 0, 0);
  100668. this._lineA = new BABYLON.Vector3(0, 0, 0);
  100669. this._lineB = new BABYLON.Vector3(0, 0, 0);
  100670. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  100671. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  100672. this._options = options ? options : {};
  100673. var optionCount = 0;
  100674. if (this._options.dragAxis) {
  100675. optionCount++;
  100676. }
  100677. if (this._options.dragPlaneNormal) {
  100678. optionCount++;
  100679. }
  100680. if (optionCount > 1) {
  100681. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  100682. }
  100683. }
  100684. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  100685. /**
  100686. * The name of the behavior
  100687. */
  100688. get: function () {
  100689. return "PointerDrag";
  100690. },
  100691. enumerable: true,
  100692. configurable: true
  100693. });
  100694. /**
  100695. * Initializes the behavior
  100696. */
  100697. PointerDragBehavior.prototype.init = function () { };
  100698. /**
  100699. * Attaches the drag behavior the passed in mesh
  100700. * @param ownerNode The mesh that will be dragged around once attached
  100701. */
  100702. PointerDragBehavior.prototype.attach = function (ownerNode) {
  100703. var _this = this;
  100704. this._scene = ownerNode.getScene();
  100705. this._attachedNode = ownerNode;
  100706. // Initialize drag plane to not interfere with existing scene
  100707. if (!PointerDragBehavior._planeScene) {
  100708. if (this._debugMode) {
  100709. PointerDragBehavior._planeScene = this._scene;
  100710. }
  100711. else {
  100712. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  100713. PointerDragBehavior._planeScene.detachControl();
  100714. this._scene.getEngine().scenes.pop();
  100715. this._scene.onDisposeObservable.addOnce(function () {
  100716. PointerDragBehavior._planeScene.dispose();
  100717. PointerDragBehavior._planeScene = null;
  100718. });
  100719. }
  100720. }
  100721. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  100722. // State of the drag
  100723. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  100724. var pickPredicate = function (m) {
  100725. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  100726. };
  100727. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  100728. if (!_this.enabled) {
  100729. return;
  100730. }
  100731. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  100732. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  100733. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  100734. }
  100735. }
  100736. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  100737. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  100738. _this.releaseDrag();
  100739. }
  100740. }
  100741. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  100742. var pointerId = pointerInfo.event.pointerId;
  100743. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  100744. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  100745. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  100746. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  100747. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  100748. }
  100749. _this.currentDraggingPointerID = pointerId;
  100750. }
  100751. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  100752. if (!_this._lastPointerRay[pointerId]) {
  100753. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100754. }
  100755. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  100756. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  100757. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  100758. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  100759. _this._moveDrag(pointerInfo.pickInfo.ray);
  100760. }
  100761. }
  100762. }
  100763. });
  100764. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  100765. if (_this._moving && _this.moveAttached) {
  100766. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  100767. // Slowly move mesh to avoid jitter
  100768. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  100769. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  100770. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  100771. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  100772. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  100773. }
  100774. });
  100775. };
  100776. /**
  100777. * Force relase the drag action by code.
  100778. */
  100779. PointerDragBehavior.prototype.releaseDrag = function () {
  100780. this.dragging = false;
  100781. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  100782. this.currentDraggingPointerID = -1;
  100783. this._moving = false;
  100784. // Reattach camera controls
  100785. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100786. this._scene.activeCamera.attachControl(this._attachedElement, true);
  100787. }
  100788. };
  100789. /**
  100790. * Simulates the start of a pointer drag event on the behavior
  100791. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100792. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100793. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100794. */
  100795. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  100796. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  100797. this._startDrag(pointerId, fromRay, startPickedPoint);
  100798. var lastRay = this._lastPointerRay[pointerId];
  100799. if (pointerId === PointerDragBehavior._AnyMouseID) {
  100800. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  100801. }
  100802. if (lastRay) {
  100803. // if there was a last pointer ray drag the object there
  100804. this._moveDrag(lastRay);
  100805. }
  100806. };
  100807. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  100808. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  100809. return;
  100810. }
  100811. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  100812. // Create start ray from the camera to the object
  100813. if (fromRay) {
  100814. this._startDragRay.direction.copyFrom(fromRay.direction);
  100815. this._startDragRay.origin.copyFrom(fromRay.origin);
  100816. }
  100817. else {
  100818. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  100819. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  100820. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  100821. }
  100822. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  100823. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  100824. if (pickedPoint) {
  100825. this.dragging = true;
  100826. this.currentDraggingPointerID = pointerId;
  100827. this.lastDragPosition.copyFrom(pickedPoint);
  100828. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  100829. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  100830. // Detatch camera controls
  100831. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100832. if (this._scene.activeCamera.inputs.attachedElement) {
  100833. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  100834. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  100835. }
  100836. else {
  100837. this._attachedElement = null;
  100838. }
  100839. }
  100840. }
  100841. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  100842. };
  100843. PointerDragBehavior.prototype._moveDrag = function (ray) {
  100844. this._moving = true;
  100845. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  100846. if (pickedPoint) {
  100847. if (this.updateDragPlane) {
  100848. this._updateDragPlanePosition(ray, pickedPoint);
  100849. }
  100850. var dragLength = 0;
  100851. // depending on the drag mode option drag accordingly
  100852. if (this._options.dragAxis) {
  100853. // Convert local drag axis to world
  100854. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  100855. // Project delta drag from the drag plane onto the drag axis
  100856. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  100857. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  100858. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  100859. }
  100860. else {
  100861. dragLength = this._dragDelta.length();
  100862. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  100863. }
  100864. this._targetPosition.addInPlace(this._dragDelta);
  100865. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  100866. this.lastDragPosition.copyFrom(pickedPoint);
  100867. }
  100868. };
  100869. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  100870. var _this = this;
  100871. if (!ray) {
  100872. return null;
  100873. }
  100874. // Calculate angle between plane normal and ray
  100875. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  100876. // Correct if ray is casted from oposite side
  100877. if (angle > Math.PI / 2) {
  100878. angle = Math.PI - angle;
  100879. }
  100880. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  100881. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  100882. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  100883. // Invert ray direction along the towards object axis
  100884. this._tmpVector.copyFrom(ray.direction);
  100885. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  100886. this._alternatePickedPoint.normalize();
  100887. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  100888. this._tmpVector.addInPlace(this._alternatePickedPoint);
  100889. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  100890. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  100891. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  100892. this._alternatePickedPoint.addInPlace(this._tmpVector);
  100893. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  100894. return this._alternatePickedPoint;
  100895. }
  100896. else {
  100897. return null;
  100898. }
  100899. }
  100900. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  100901. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  100902. return pickResult.pickedPoint;
  100903. }
  100904. else {
  100905. return null;
  100906. }
  100907. };
  100908. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  100909. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  100910. this._pointA.copyFrom(dragPlanePosition);
  100911. if (this._options.dragAxis) {
  100912. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  100913. // Calculate plane normal in direction of camera but perpendicular to drag axis
  100914. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  100915. ray.origin.subtractToRef(this._pointA, this._pointC);
  100916. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  100917. // Get perpendicular line from direction to camera and drag axis
  100918. this._pointB.subtractToRef(this._pointA, this._lineA);
  100919. this._pointC.subtractToRef(this._pointA, this._lineB);
  100920. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  100921. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  100922. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  100923. this._lookAt.normalize();
  100924. this._dragPlane.position.copyFrom(this._pointA);
  100925. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  100926. this._dragPlane.lookAt(this._lookAt);
  100927. }
  100928. else if (this._options.dragPlaneNormal) {
  100929. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  100930. this._dragPlane.position.copyFrom(this._pointA);
  100931. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  100932. this._dragPlane.lookAt(this._lookAt);
  100933. }
  100934. else {
  100935. this._dragPlane.position.copyFrom(this._pointA);
  100936. this._dragPlane.lookAt(ray.origin);
  100937. }
  100938. this._dragPlane.computeWorldMatrix(true);
  100939. };
  100940. /**
  100941. * Detaches the behavior from the mesh
  100942. */
  100943. PointerDragBehavior.prototype.detach = function () {
  100944. if (this._pointerObserver) {
  100945. this._scene.onPointerObservable.remove(this._pointerObserver);
  100946. }
  100947. if (this._beforeRenderObserver) {
  100948. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  100949. }
  100950. };
  100951. PointerDragBehavior._AnyMouseID = -2;
  100952. return PointerDragBehavior;
  100953. }());
  100954. BABYLON.PointerDragBehavior = PointerDragBehavior;
  100955. })(BABYLON || (BABYLON = {}));
  100956. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  100957. var BABYLON;
  100958. (function (BABYLON) {
  100959. /**
  100960. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100961. */
  100962. var MultiPointerScaleBehavior = /** @class */ (function () {
  100963. /**
  100964. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100965. */
  100966. function MultiPointerScaleBehavior() {
  100967. this._startDistance = 0;
  100968. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  100969. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  100970. this._sceneRenderObserver = null;
  100971. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  100972. this._dragBehaviorA.moveAttached = false;
  100973. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  100974. this._dragBehaviorB.moveAttached = false;
  100975. }
  100976. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  100977. /**
  100978. * The name of the behavior
  100979. */
  100980. get: function () {
  100981. return "MultiPointerScale";
  100982. },
  100983. enumerable: true,
  100984. configurable: true
  100985. });
  100986. /**
  100987. * Initializes the behavior
  100988. */
  100989. MultiPointerScaleBehavior.prototype.init = function () { };
  100990. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  100991. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  100992. };
  100993. /**
  100994. * Attaches the scale behavior the passed in mesh
  100995. * @param ownerNode The mesh that will be scaled around once attached
  100996. */
  100997. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  100998. var _this = this;
  100999. this._ownerNode = ownerNode;
  101000. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101001. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101002. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101003. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101004. _this._dragBehaviorA.releaseDrag();
  101005. }
  101006. else {
  101007. _this._initialScale.copyFrom(ownerNode.scaling);
  101008. _this._startDistance = _this._getCurrentDistance();
  101009. }
  101010. }
  101011. });
  101012. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101013. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101014. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101015. _this._dragBehaviorB.releaseDrag();
  101016. }
  101017. else {
  101018. _this._initialScale.copyFrom(ownerNode.scaling);
  101019. _this._startDistance = _this._getCurrentDistance();
  101020. }
  101021. }
  101022. });
  101023. // Once both drag behaviors are active scale based on the distance between the two pointers
  101024. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101025. behavior.onDragObservable.add(function () {
  101026. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101027. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101028. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101029. }
  101030. });
  101031. });
  101032. ownerNode.addBehavior(this._dragBehaviorA);
  101033. ownerNode.addBehavior(this._dragBehaviorB);
  101034. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101035. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101036. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101037. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101038. if (change.length() > 0.01) {
  101039. ownerNode.scaling.addInPlace(change);
  101040. }
  101041. }
  101042. });
  101043. };
  101044. /**
  101045. * Detaches the behavior from the mesh
  101046. */
  101047. MultiPointerScaleBehavior.prototype.detach = function () {
  101048. var _this = this;
  101049. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101050. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101051. behavior.onDragStartObservable.clear();
  101052. behavior.onDragObservable.clear();
  101053. _this._ownerNode.removeBehavior(behavior);
  101054. });
  101055. };
  101056. return MultiPointerScaleBehavior;
  101057. }());
  101058. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101059. })(BABYLON || (BABYLON = {}));
  101060. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101061. var BABYLON;
  101062. (function (BABYLON) {
  101063. /**
  101064. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101065. */
  101066. var SixDofDragBehavior = /** @class */ (function () {
  101067. /**
  101068. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101069. */
  101070. function SixDofDragBehavior() {
  101071. this._sceneRenderObserver = null;
  101072. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101073. this._moving = false;
  101074. this._startingOrientation = new BABYLON.Quaternion();
  101075. /**
  101076. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  101077. */
  101078. this.zDragFactor = 3;
  101079. /**
  101080. * If the behavior is currently in a dragging state
  101081. */
  101082. this.dragging = false;
  101083. /**
  101084. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  101085. */
  101086. this.dragDeltaRatio = 0.2;
  101087. /**
  101088. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101089. */
  101090. this.currentDraggingPointerID = -1;
  101091. /**
  101092. * If camera controls should be detached during the drag
  101093. */
  101094. this.detachCameraControls = true;
  101095. /**
  101096. * Fires each time a drag starts
  101097. */
  101098. this.onDragStartObservable = new BABYLON.Observable();
  101099. /**
  101100. * Fires each time a drag ends (eg. mouse release after drag)
  101101. */
  101102. this.onDragEndObservable = new BABYLON.Observable();
  101103. }
  101104. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101105. /**
  101106. * The name of the behavior
  101107. */
  101108. get: function () {
  101109. return "SixDofDrag";
  101110. },
  101111. enumerable: true,
  101112. configurable: true
  101113. });
  101114. /**
  101115. * Initializes the behavior
  101116. */
  101117. SixDofDragBehavior.prototype.init = function () { };
  101118. /**
  101119. * Attaches the scale behavior the passed in mesh
  101120. * @param ownerNode The mesh that will be scaled around once attached
  101121. */
  101122. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101123. var _this = this;
  101124. this._ownerNode = ownerNode;
  101125. this._scene = this._ownerNode.getScene();
  101126. if (!SixDofDragBehavior._virtualScene) {
  101127. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101128. SixDofDragBehavior._virtualScene.detachControl();
  101129. this._scene.getEngine().scenes.pop();
  101130. }
  101131. var pickedMesh = null;
  101132. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101133. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101134. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101135. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101136. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101137. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101138. var pickPredicate = function (m) {
  101139. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101140. };
  101141. var attachedElement = null;
  101142. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101143. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101144. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101145. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101146. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101147. }
  101148. pickedMesh = _this._ownerNode;
  101149. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101150. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101151. // Set position and orientation of the controller
  101152. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101153. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101154. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101155. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101156. pickedMesh.computeWorldMatrix();
  101157. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101158. if (!pickedMesh.rotationQuaternion) {
  101159. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101160. }
  101161. var oldParent = pickedMesh.parent;
  101162. pickedMesh.setParent(null);
  101163. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101164. pickedMesh.setParent(oldParent);
  101165. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101166. // Update state
  101167. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101168. _this.dragging = true;
  101169. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101170. // Detatch camera controls
  101171. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101172. if (_this._scene.activeCamera.inputs.attachedElement) {
  101173. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101174. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101175. }
  101176. else {
  101177. attachedElement = null;
  101178. }
  101179. }
  101180. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101181. _this.onDragStartObservable.notifyObservers({});
  101182. }
  101183. }
  101184. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101185. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101186. _this.dragging = false;
  101187. _this._moving = false;
  101188. _this.currentDraggingPointerID = -1;
  101189. pickedMesh = null;
  101190. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101191. // Reattach camera controls
  101192. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101193. _this._scene.activeCamera.attachControl(attachedElement, true);
  101194. }
  101195. _this.onDragEndObservable.notifyObservers({});
  101196. }
  101197. }
  101198. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101199. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101200. var zDragFactor = _this.zDragFactor;
  101201. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101202. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101203. zDragFactor = 0;
  101204. }
  101205. // Calculate controller drag distance in controller space
  101206. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101207. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101208. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101209. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101210. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101211. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101212. if (_this._virtualDragMesh.position.z < 0) {
  101213. _this._virtualDragMesh.position.z = 0;
  101214. }
  101215. // Update the controller position
  101216. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101217. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101218. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101219. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101220. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101221. if (pickedMesh.parent) {
  101222. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101223. }
  101224. if (!_this._moving) {
  101225. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101226. }
  101227. _this._moving = true;
  101228. }
  101229. }
  101230. });
  101231. var tmpQuaternion = new BABYLON.Quaternion();
  101232. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101233. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101234. if (_this.dragging && _this._moving && pickedMesh) {
  101235. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101236. // Slowly move mesh to avoid jitter
  101237. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101238. // Get change in rotation
  101239. tmpQuaternion.copyFrom(_this._startingOrientation);
  101240. tmpQuaternion.x = -tmpQuaternion.x;
  101241. tmpQuaternion.y = -tmpQuaternion.y;
  101242. tmpQuaternion.z = -tmpQuaternion.z;
  101243. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101244. // Convert change in rotation to only y axis rotation
  101245. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101246. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101247. // Slowly move mesh to avoid jitter
  101248. var oldParent = pickedMesh.parent;
  101249. pickedMesh.setParent(null);
  101250. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101251. pickedMesh.setParent(oldParent);
  101252. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101253. }
  101254. });
  101255. };
  101256. /**
  101257. * Detaches the behavior from the mesh
  101258. */
  101259. SixDofDragBehavior.prototype.detach = function () {
  101260. if (this._scene) {
  101261. this._scene.onPointerObservable.remove(this._pointerObserver);
  101262. }
  101263. if (this._ownerNode) {
  101264. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101265. }
  101266. if (this._virtualOriginMesh) {
  101267. this._virtualOriginMesh.dispose();
  101268. }
  101269. if (this._virtualDragMesh) {
  101270. this._virtualDragMesh.dispose();
  101271. }
  101272. this.onDragEndObservable.clear();
  101273. this.onDragStartObservable.clear();
  101274. };
  101275. return SixDofDragBehavior;
  101276. }());
  101277. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101278. })(BABYLON || (BABYLON = {}));
  101279. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101280. var BABYLON;
  101281. (function (BABYLON) {
  101282. /**
  101283. * @hidden
  101284. */
  101285. var FaceDirectionInfo = /** @class */ (function () {
  101286. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101287. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101288. if (diff === void 0) { diff = 0; }
  101289. if (ignore === void 0) { ignore = false; }
  101290. this.direction = direction;
  101291. this.rotatedDirection = rotatedDirection;
  101292. this.diff = diff;
  101293. this.ignore = ignore;
  101294. }
  101295. return FaceDirectionInfo;
  101296. }());
  101297. /**
  101298. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101299. */
  101300. var AttachToBoxBehavior = /** @class */ (function () {
  101301. /**
  101302. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101303. * @param ui The transform node that should be attched to the mesh
  101304. */
  101305. function AttachToBoxBehavior(ui) {
  101306. this.ui = ui;
  101307. /**
  101308. * The name of the behavior
  101309. */
  101310. this.name = "AttachToBoxBehavior";
  101311. /**
  101312. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101313. */
  101314. this.distanceAwayFromFace = 0.15;
  101315. /**
  101316. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101317. */
  101318. this.distanceAwayFromBottomOfFace = 0.15;
  101319. this._faceVectors = [new FaceDirectionInfo(BABYLON.Vector3.Up()), new FaceDirectionInfo(BABYLON.Vector3.Down()), new FaceDirectionInfo(BABYLON.Vector3.Left()), new FaceDirectionInfo(BABYLON.Vector3.Right()), new FaceDirectionInfo(BABYLON.Vector3.Forward()), new FaceDirectionInfo(BABYLON.Vector3.Forward().scaleInPlace(-1))];
  101320. this._tmpMatrix = new BABYLON.Matrix();
  101321. this._tmpVector = new BABYLON.Vector3();
  101322. this._zeroVector = BABYLON.Vector3.Zero();
  101323. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101324. /* Does nothing */
  101325. }
  101326. /**
  101327. * Initializes the behavior
  101328. */
  101329. AttachToBoxBehavior.prototype.init = function () {
  101330. /* Does nothing */
  101331. };
  101332. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101333. var _this = this;
  101334. // Go over each face and calculate the angle between the face's normal and targetDirection
  101335. this._faceVectors.forEach(function (v) {
  101336. if (!_this._target.rotationQuaternion) {
  101337. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101338. }
  101339. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101340. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101341. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101342. });
  101343. // Return the face information of the one with the normal closeset to target direction
  101344. return this._faceVectors.reduce(function (min, p) {
  101345. if (min.ignore) {
  101346. return p;
  101347. }
  101348. else if (p.ignore) {
  101349. return min;
  101350. }
  101351. else {
  101352. return min.diff < p.diff ? min : p;
  101353. }
  101354. }, this._faceVectors[0]);
  101355. };
  101356. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101357. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101358. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101359. this._lookAtTmpMatrix.invert();
  101360. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101361. };
  101362. /**
  101363. * Attaches the AttachToBoxBehavior to the passed in mesh
  101364. * @param target The mesh that the specified node will be attached to
  101365. */
  101366. AttachToBoxBehavior.prototype.attach = function (target) {
  101367. var _this = this;
  101368. this._target = target;
  101369. this._scene = this._target.getScene();
  101370. // Every frame, update the app bars position
  101371. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101372. if (!_this._scene.activeCamera) {
  101373. return;
  101374. }
  101375. // Find the face closest to the cameras position
  101376. var cameraPos = _this._scene.activeCamera.position;
  101377. if (_this._scene.activeCamera.devicePosition) {
  101378. cameraPos = _this._scene.activeCamera.devicePosition;
  101379. }
  101380. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101381. if (_this._scene.activeCamera.leftCamera) {
  101382. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101383. }
  101384. else {
  101385. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101386. }
  101387. // Get camera up direction
  101388. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101389. // Ignore faces to not select a parrelel face for the up vector of the UI
  101390. _this._faceVectors.forEach(function (v) {
  101391. if (facing.direction.x && v.direction.x) {
  101392. v.ignore = true;
  101393. }
  101394. if (facing.direction.y && v.direction.y) {
  101395. v.ignore = true;
  101396. }
  101397. if (facing.direction.z && v.direction.z) {
  101398. v.ignore = true;
  101399. }
  101400. });
  101401. var facingUp = _this._closestFace(_this._tmpVector);
  101402. // Unignore faces
  101403. _this._faceVectors.forEach(function (v) {
  101404. v.ignore = false;
  101405. });
  101406. // Position the app bar on that face
  101407. _this.ui.position.copyFrom(target.position);
  101408. if (facing.direction.x) {
  101409. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101410. _this.ui.position.addInPlace(_this._tmpVector);
  101411. }
  101412. if (facing.direction.y) {
  101413. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101414. _this.ui.position.addInPlace(_this._tmpVector);
  101415. }
  101416. if (facing.direction.z) {
  101417. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101418. _this.ui.position.addInPlace(_this._tmpVector);
  101419. }
  101420. // Rotate to be oriented properly to the camera
  101421. if (!_this.ui.rotationQuaternion) {
  101422. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101423. }
  101424. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101425. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101426. // Place ui the correct distance from the bottom of the mesh
  101427. if (facingUp.direction.x) {
  101428. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101429. }
  101430. if (facingUp.direction.y) {
  101431. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101432. }
  101433. if (facingUp.direction.z) {
  101434. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101435. }
  101436. _this.ui.position.addInPlace(_this._tmpVector);
  101437. });
  101438. };
  101439. /**
  101440. * Detaches the behavior from the mesh
  101441. */
  101442. AttachToBoxBehavior.prototype.detach = function () {
  101443. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101444. };
  101445. return AttachToBoxBehavior;
  101446. }());
  101447. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101448. })(BABYLON || (BABYLON = {}));
  101449. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101450. var BABYLON;
  101451. (function (BABYLON) {
  101452. /**
  101453. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101454. */
  101455. var FadeInOutBehavior = /** @class */ (function () {
  101456. /**
  101457. * Instatiates the FadeInOutBehavior
  101458. */
  101459. function FadeInOutBehavior() {
  101460. var _this = this;
  101461. /**
  101462. * Time in milliseconds to delay before fading in (Default: 0)
  101463. */
  101464. this.delay = 0;
  101465. /**
  101466. * Time in milliseconds for the mesh to fade in (Default: 300)
  101467. */
  101468. this.fadeInTime = 300;
  101469. this._millisecondsPerFrame = 1000 / 60;
  101470. this._hovered = false;
  101471. this._hoverValue = 0;
  101472. this._ownerNode = null;
  101473. this._update = function () {
  101474. if (_this._ownerNode) {
  101475. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101476. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101477. if (_this._ownerNode.visibility > 1) {
  101478. _this._setAllVisibility(_this._ownerNode, 1);
  101479. _this._hoverValue = _this.fadeInTime + _this.delay;
  101480. return;
  101481. }
  101482. else if (_this._ownerNode.visibility < 0) {
  101483. _this._setAllVisibility(_this._ownerNode, 0);
  101484. if (_this._hoverValue < 0) {
  101485. _this._hoverValue = 0;
  101486. return;
  101487. }
  101488. }
  101489. setTimeout(_this._update, _this._millisecondsPerFrame);
  101490. }
  101491. };
  101492. }
  101493. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101494. /**
  101495. * The name of the behavior
  101496. */
  101497. get: function () {
  101498. return "FadeInOut";
  101499. },
  101500. enumerable: true,
  101501. configurable: true
  101502. });
  101503. /**
  101504. * Initializes the behavior
  101505. */
  101506. FadeInOutBehavior.prototype.init = function () {
  101507. };
  101508. /**
  101509. * Attaches the fade behavior on the passed in mesh
  101510. * @param ownerNode The mesh that will be faded in/out once attached
  101511. */
  101512. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101513. this._ownerNode = ownerNode;
  101514. this._setAllVisibility(this._ownerNode, 0);
  101515. };
  101516. /**
  101517. * Detaches the behavior from the mesh
  101518. */
  101519. FadeInOutBehavior.prototype.detach = function () {
  101520. this._ownerNode = null;
  101521. };
  101522. /**
  101523. * Triggers the mesh to begin fading in or out
  101524. * @param value if the object should fade in or out (true to fade in)
  101525. */
  101526. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101527. this._hovered = value;
  101528. this._update();
  101529. };
  101530. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101531. var _this = this;
  101532. mesh.visibility = value;
  101533. mesh.getChildMeshes().forEach(function (c) {
  101534. _this._setAllVisibility(c, value);
  101535. });
  101536. };
  101537. return FadeInOutBehavior;
  101538. }());
  101539. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101540. })(BABYLON || (BABYLON = {}));
  101541. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101542. var BABYLON;
  101543. (function (BABYLON) {
  101544. /**
  101545. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101546. */
  101547. var Gizmo = /** @class */ (function () {
  101548. /**
  101549. * Creates a gizmo
  101550. * @param gizmoLayer The utility layer the gizmo will be added to
  101551. */
  101552. function Gizmo(
  101553. /** The utility layer the gizmo will be added to */
  101554. gizmoLayer) {
  101555. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101556. var _this = this;
  101557. this.gizmoLayer = gizmoLayer;
  101558. /**
  101559. * Ratio for the scale of the gizmo (Default: 1)
  101560. */
  101561. this.scaleRatio = 1;
  101562. this._tmpMatrix = new BABYLON.Matrix();
  101563. /**
  101564. * If a custom mesh has been set (Default: false)
  101565. */
  101566. this._customMeshSet = false;
  101567. /**
  101568. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101569. */
  101570. this.updateGizmoRotationToMatchAttachedMesh = true;
  101571. /**
  101572. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101573. */
  101574. this.updateGizmoPositionToMatchAttachedMesh = true;
  101575. /**
  101576. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  101577. */
  101578. this._updateScale = true;
  101579. this._interactionsEnabled = true;
  101580. this._tempVector = new BABYLON.Vector3();
  101581. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  101582. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  101583. _this._update();
  101584. });
  101585. this.attachedMesh = null;
  101586. }
  101587. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  101588. /**
  101589. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  101590. * * When set, interactions will be enabled
  101591. */
  101592. get: function () {
  101593. return this._attachedMesh;
  101594. },
  101595. set: function (value) {
  101596. this._attachedMesh = value;
  101597. this._rootMesh.setEnabled(value ? true : false);
  101598. this._attachedMeshChanged(value);
  101599. },
  101600. enumerable: true,
  101601. configurable: true
  101602. });
  101603. /**
  101604. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101605. * @param mesh The mesh to replace the default mesh of the gizmo
  101606. */
  101607. Gizmo.prototype.setCustomMesh = function (mesh) {
  101608. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  101609. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  101610. }
  101611. this._rootMesh.getChildMeshes().forEach(function (c) {
  101612. c.dispose();
  101613. });
  101614. mesh.parent = this._rootMesh;
  101615. this._customMeshSet = true;
  101616. };
  101617. Gizmo.prototype._attachedMeshChanged = function (value) {
  101618. };
  101619. /**
  101620. * @hidden
  101621. * Updates the gizmo to match the attached mesh's position/rotation
  101622. */
  101623. Gizmo.prototype._update = function () {
  101624. if (this.attachedMesh) {
  101625. if (this.updateGizmoRotationToMatchAttachedMesh) {
  101626. if (!this._rootMesh.rotationQuaternion) {
  101627. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  101628. }
  101629. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  101630. this._tempVector.copyFrom(this.attachedMesh.scaling);
  101631. if (this.attachedMesh.scaling.x < 0) {
  101632. this.attachedMesh.scaling.x *= -1;
  101633. }
  101634. if (this.attachedMesh.scaling.y < 0) {
  101635. this.attachedMesh.scaling.y *= -1;
  101636. }
  101637. if (this.attachedMesh.scaling.z < 0) {
  101638. this.attachedMesh.scaling.z *= -1;
  101639. }
  101640. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  101641. this.attachedMesh.scaling.copyFrom(this._tempVector);
  101642. this.attachedMesh.computeWorldMatrix();
  101643. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  101644. }
  101645. else if (this._rootMesh.rotationQuaternion) {
  101646. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  101647. }
  101648. if (this.updateGizmoPositionToMatchAttachedMesh) {
  101649. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  101650. }
  101651. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  101652. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  101653. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  101654. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  101655. }
  101656. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  101657. var dist = this._tempVector.length() * this.scaleRatio;
  101658. this._rootMesh.scaling.set(dist, dist, dist);
  101659. }
  101660. }
  101661. };
  101662. /**
  101663. * Disposes of the gizmo
  101664. */
  101665. Gizmo.prototype.dispose = function () {
  101666. this._rootMesh.dispose();
  101667. if (this._beforeRenderObserver) {
  101668. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101669. }
  101670. };
  101671. return Gizmo;
  101672. }());
  101673. BABYLON.Gizmo = Gizmo;
  101674. })(BABYLON || (BABYLON = {}));
  101675. //# sourceMappingURL=babylon.gizmo.js.map
  101676. var BABYLON;
  101677. (function (BABYLON) {
  101678. /**
  101679. * Single axis drag gizmo
  101680. */
  101681. var AxisDragGizmo = /** @class */ (function (_super) {
  101682. __extends(AxisDragGizmo, _super);
  101683. /**
  101684. * Creates an AxisDragGizmo
  101685. * @param gizmoLayer The utility layer the gizmo will be added to
  101686. * @param dragAxis The axis which the gizmo will be able to drag on
  101687. * @param color The color of the gizmo
  101688. */
  101689. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  101690. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101691. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101692. var _this = _super.call(this, gizmoLayer) || this;
  101693. _this._pointerObserver = null;
  101694. /**
  101695. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101696. */
  101697. _this.snapDistance = 0;
  101698. /**
  101699. * Event that fires each time the gizmo snaps to a new location.
  101700. * * snapDistance is the the change in distance
  101701. */
  101702. _this.onSnapObservable = new BABYLON.Observable();
  101703. // Create Material
  101704. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101705. coloredMaterial.disableLighting = true;
  101706. coloredMaterial.emissiveColor = color;
  101707. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101708. hoverMaterial.disableLighting = true;
  101709. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101710. // Build mesh on root node
  101711. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101712. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  101713. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101714. arrowTail.color = coloredMaterial.emissiveColor;
  101715. arrow.addChild(arrowMesh);
  101716. arrow.addChild(arrowTail);
  101717. // Position arrow pointing in its drag axis
  101718. arrowMesh.scaling.scaleInPlace(0.05);
  101719. arrowMesh.material = coloredMaterial;
  101720. arrowMesh.rotation.x = Math.PI / 2;
  101721. arrowMesh.position.z += 0.3;
  101722. arrowTail.scaling.scaleInPlace(0.26);
  101723. arrowTail.rotation.x = Math.PI / 2;
  101724. arrowTail.material = coloredMaterial;
  101725. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101726. arrow.scaling.scaleInPlace(1 / 3);
  101727. _this._rootMesh.addChild(arrow);
  101728. var currentSnapDragDistance = 0;
  101729. var tmpVector = new BABYLON.Vector3();
  101730. var tmpSnapEvent = { snapDistance: 0 };
  101731. // Add drag behavior to handle events when the gizmo is dragged
  101732. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101733. _this.dragBehavior.moveAttached = false;
  101734. _this._rootMesh.addBehavior(_this.dragBehavior);
  101735. var localDelta = new BABYLON.Vector3();
  101736. var tmpMatrix = new BABYLON.Matrix();
  101737. _this.dragBehavior.onDragObservable.add(function (event) {
  101738. if (_this.attachedMesh) {
  101739. // Convert delta to local translation if it has a parent
  101740. if (_this.attachedMesh.parent) {
  101741. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  101742. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  101743. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  101744. }
  101745. else {
  101746. localDelta.copyFrom(event.delta);
  101747. }
  101748. // Snapping logic
  101749. if (_this.snapDistance == 0) {
  101750. _this.attachedMesh.position.addInPlace(localDelta);
  101751. }
  101752. else {
  101753. currentSnapDragDistance += event.dragDistance;
  101754. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101755. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  101756. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101757. localDelta.normalizeToRef(tmpVector);
  101758. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  101759. _this.attachedMesh.position.addInPlace(tmpVector);
  101760. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101761. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101762. }
  101763. }
  101764. }
  101765. });
  101766. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101767. if (_this._customMeshSet) {
  101768. return;
  101769. }
  101770. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101771. var material = isHovered ? hoverMaterial : coloredMaterial;
  101772. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101773. m.material = material;
  101774. if (m.color) {
  101775. m.color = material.emissiveColor;
  101776. }
  101777. });
  101778. });
  101779. return _this;
  101780. }
  101781. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  101782. if (this.dragBehavior) {
  101783. this.dragBehavior.enabled = value ? true : false;
  101784. }
  101785. };
  101786. /**
  101787. * Disposes of the gizmo
  101788. */
  101789. AxisDragGizmo.prototype.dispose = function () {
  101790. this.onSnapObservable.clear();
  101791. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101792. this.dragBehavior.detach();
  101793. _super.prototype.dispose.call(this);
  101794. };
  101795. return AxisDragGizmo;
  101796. }(BABYLON.Gizmo));
  101797. BABYLON.AxisDragGizmo = AxisDragGizmo;
  101798. })(BABYLON || (BABYLON = {}));
  101799. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  101800. var BABYLON;
  101801. (function (BABYLON) {
  101802. /**
  101803. * Single axis scale gizmo
  101804. */
  101805. var AxisScaleGizmo = /** @class */ (function (_super) {
  101806. __extends(AxisScaleGizmo, _super);
  101807. /**
  101808. * Creates an AxisScaleGizmo
  101809. * @param gizmoLayer The utility layer the gizmo will be added to
  101810. * @param dragAxis The axis which the gizmo will be able to scale on
  101811. * @param color The color of the gizmo
  101812. */
  101813. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  101814. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101815. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101816. var _this = _super.call(this, gizmoLayer) || this;
  101817. _this._pointerObserver = null;
  101818. /**
  101819. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101820. */
  101821. _this.snapDistance = 0;
  101822. /**
  101823. * Event that fires each time the gizmo snaps to a new location.
  101824. * * snapDistance is the the change in distance
  101825. */
  101826. _this.onSnapObservable = new BABYLON.Observable();
  101827. /**
  101828. * If the scaling operation should be done on all axis (default: false)
  101829. */
  101830. _this.uniformScaling = false;
  101831. // Create Material
  101832. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101833. _this._coloredMaterial.disableLighting = true;
  101834. _this._coloredMaterial.emissiveColor = color;
  101835. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101836. hoverMaterial.disableLighting = true;
  101837. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101838. // Build mesh on root node
  101839. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101840. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  101841. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101842. arrowTail.color = _this._coloredMaterial.emissiveColor;
  101843. arrow.addChild(arrowMesh);
  101844. arrow.addChild(arrowTail);
  101845. // Position arrow pointing in its drag axis
  101846. arrowMesh.scaling.scaleInPlace(0.1);
  101847. arrowMesh.material = _this._coloredMaterial;
  101848. arrowMesh.rotation.x = Math.PI / 2;
  101849. arrowMesh.position.z += 0.3;
  101850. arrowTail.scaling.scaleInPlace(0.26);
  101851. arrowTail.rotation.x = Math.PI / 2;
  101852. arrowTail.material = _this._coloredMaterial;
  101853. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101854. _this._rootMesh.addChild(arrow);
  101855. arrow.scaling.scaleInPlace(1 / 3);
  101856. // Add drag behavior to handle events when the gizmo is dragged
  101857. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101858. _this.dragBehavior.moveAttached = false;
  101859. _this._rootMesh.addBehavior(_this.dragBehavior);
  101860. var currentSnapDragDistance = 0;
  101861. var tmpVector = new BABYLON.Vector3();
  101862. var tmpSnapEvent = { snapDistance: 0 };
  101863. _this.dragBehavior.onDragObservable.add(function (event) {
  101864. if (_this.attachedMesh) {
  101865. // Snapping logic
  101866. var snapped = false;
  101867. var dragSteps = 0;
  101868. if (_this.uniformScaling) {
  101869. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  101870. if (tmpVector.y < 0) {
  101871. tmpVector.scaleInPlace(-1);
  101872. }
  101873. }
  101874. else {
  101875. tmpVector.copyFrom(dragAxis);
  101876. }
  101877. if (_this.snapDistance == 0) {
  101878. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  101879. }
  101880. else {
  101881. currentSnapDragDistance += event.dragDistance;
  101882. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101883. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  101884. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101885. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  101886. snapped = true;
  101887. }
  101888. else {
  101889. tmpVector.scaleInPlace(0);
  101890. }
  101891. }
  101892. _this.attachedMesh.scaling.addInPlace(tmpVector);
  101893. if (snapped) {
  101894. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101895. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101896. }
  101897. }
  101898. });
  101899. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101900. if (_this._customMeshSet) {
  101901. return;
  101902. }
  101903. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101904. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  101905. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101906. m.material = material;
  101907. if (m.color) {
  101908. m.color = material.emissiveColor;
  101909. }
  101910. });
  101911. });
  101912. return _this;
  101913. }
  101914. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  101915. if (this.dragBehavior) {
  101916. this.dragBehavior.enabled = value ? true : false;
  101917. }
  101918. };
  101919. /**
  101920. * Disposes of the gizmo
  101921. */
  101922. AxisScaleGizmo.prototype.dispose = function () {
  101923. this.onSnapObservable.clear();
  101924. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101925. this.dragBehavior.detach();
  101926. _super.prototype.dispose.call(this);
  101927. };
  101928. /**
  101929. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101930. * @param mesh The mesh to replace the default mesh of the gizmo
  101931. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  101932. */
  101933. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  101934. var _this = this;
  101935. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  101936. _super.prototype.setCustomMesh.call(this, mesh);
  101937. if (useGizmoMaterial) {
  101938. this._rootMesh.getChildMeshes().forEach(function (m) {
  101939. m.material = _this._coloredMaterial;
  101940. if (m.color) {
  101941. m.color = _this._coloredMaterial.emissiveColor;
  101942. }
  101943. });
  101944. this._customMeshSet = false;
  101945. }
  101946. };
  101947. return AxisScaleGizmo;
  101948. }(BABYLON.Gizmo));
  101949. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  101950. })(BABYLON || (BABYLON = {}));
  101951. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  101952. var BABYLON;
  101953. (function (BABYLON) {
  101954. /**
  101955. * Single plane rotation gizmo
  101956. */
  101957. var PlaneRotationGizmo = /** @class */ (function (_super) {
  101958. __extends(PlaneRotationGizmo, _super);
  101959. /**
  101960. * Creates a PlaneRotationGizmo
  101961. * @param gizmoLayer The utility layer the gizmo will be added to
  101962. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  101963. * @param color The color of the gizmo
  101964. * @param tessellation Amount of tessellation to be used when creating rotation circles
  101965. */
  101966. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  101967. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101968. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101969. if (tessellation === void 0) { tessellation = 32; }
  101970. var _this = _super.call(this, gizmoLayer) || this;
  101971. _this._pointerObserver = null;
  101972. /**
  101973. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  101974. */
  101975. _this.snapDistance = 0;
  101976. /**
  101977. * Event that fires each time the gizmo snaps to a new location.
  101978. * * snapDistance is the the change in distance
  101979. */
  101980. _this.onSnapObservable = new BABYLON.Observable();
  101981. // Create Material
  101982. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101983. coloredMaterial.disableLighting = true;
  101984. coloredMaterial.emissiveColor = color;
  101985. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101986. hoverMaterial.disableLighting = true;
  101987. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101988. // Build mesh on root node
  101989. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101990. // Create circle out of lines
  101991. var radius = 0.8;
  101992. var points = new Array();
  101993. for (var i = 0; i < tessellation; i++) {
  101994. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  101995. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  101996. }
  101997. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  101998. rotationMesh.color = coloredMaterial.emissiveColor;
  101999. // Position arrow pointing in its drag axis
  102000. rotationMesh.scaling.scaleInPlace(0.26);
  102001. rotationMesh.material = coloredMaterial;
  102002. rotationMesh.rotation.x = Math.PI / 2;
  102003. parentMesh.addChild(rotationMesh);
  102004. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102005. _this._rootMesh.addChild(parentMesh);
  102006. parentMesh.scaling.scaleInPlace(1 / 3);
  102007. // Add drag behavior to handle events when the gizmo is dragged
  102008. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102009. _this.dragBehavior.moveAttached = false;
  102010. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102011. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102012. _this._rootMesh.addBehavior(_this.dragBehavior);
  102013. var lastDragPosition = new BABYLON.Vector3();
  102014. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102015. if (_this.attachedMesh) {
  102016. lastDragPosition.copyFrom(e.dragPlanePoint);
  102017. }
  102018. });
  102019. var rotationMatrix = new BABYLON.Matrix();
  102020. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102021. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102022. var tmpSnapEvent = { snapDistance: 0 };
  102023. var currentSnapDragDistance = 0;
  102024. var tmpMatrix = new BABYLON.Matrix();
  102025. var tmpVector = new BABYLON.Vector3();
  102026. var amountToRotate = new BABYLON.Quaternion();
  102027. _this.dragBehavior.onDragObservable.add(function (event) {
  102028. if (_this.attachedMesh) {
  102029. if (!_this.attachedMesh.rotationQuaternion) {
  102030. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102031. }
  102032. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102033. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102034. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102035. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102036. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102037. var angle = Math.atan2(cross.length(), dot);
  102038. planeNormalTowardsCamera.copyFrom(planeNormal);
  102039. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102040. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102041. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102042. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102043. }
  102044. // Flip up vector depending on which side the camera is on
  102045. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102046. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102047. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102048. planeNormalTowardsCamera.scaleInPlace(-1);
  102049. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102050. }
  102051. }
  102052. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102053. if (halfCircleSide) {
  102054. angle = -angle;
  102055. }
  102056. // Snapping logic
  102057. var snapped = false;
  102058. if (_this.snapDistance != 0) {
  102059. currentSnapDragDistance += angle;
  102060. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102061. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102062. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102063. angle = _this.snapDistance * dragSteps;
  102064. snapped = true;
  102065. }
  102066. else {
  102067. angle = 0;
  102068. }
  102069. }
  102070. // If the mesh has a parent, convert needed world rotation to local rotation
  102071. tmpMatrix.reset();
  102072. if (_this.attachedMesh.parent) {
  102073. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102074. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102075. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102076. }
  102077. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102078. var quaternionCoefficient = Math.sin(angle / 2);
  102079. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102080. // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis
  102081. if (tmpMatrix.determinant() > 0) {
  102082. amountToRotate.toEulerAnglesToRef(tmpVector);
  102083. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102084. }
  102085. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102086. // Rotate selected mesh quaternion over fixed axis
  102087. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102088. }
  102089. else {
  102090. // Rotate selected mesh quaternion over rotated axis
  102091. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102092. }
  102093. lastDragPosition.copyFrom(event.dragPlanePoint);
  102094. if (snapped) {
  102095. tmpSnapEvent.snapDistance = angle;
  102096. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102097. }
  102098. }
  102099. });
  102100. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102101. if (_this._customMeshSet) {
  102102. return;
  102103. }
  102104. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102105. var material = isHovered ? hoverMaterial : coloredMaterial;
  102106. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102107. m.material = material;
  102108. if (m.color) {
  102109. m.color = material.emissiveColor;
  102110. }
  102111. });
  102112. });
  102113. return _this;
  102114. }
  102115. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102116. if (this.dragBehavior) {
  102117. this.dragBehavior.enabled = value ? true : false;
  102118. }
  102119. };
  102120. /**
  102121. * Disposes of the gizmo
  102122. */
  102123. PlaneRotationGizmo.prototype.dispose = function () {
  102124. this.onSnapObservable.clear();
  102125. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102126. this.dragBehavior.detach();
  102127. _super.prototype.dispose.call(this);
  102128. };
  102129. return PlaneRotationGizmo;
  102130. }(BABYLON.Gizmo));
  102131. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102132. })(BABYLON || (BABYLON = {}));
  102133. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102134. var BABYLON;
  102135. (function (BABYLON) {
  102136. /**
  102137. * Gizmo that enables dragging a mesh along 3 axis
  102138. */
  102139. var PositionGizmo = /** @class */ (function (_super) {
  102140. __extends(PositionGizmo, _super);
  102141. /**
  102142. * Creates a PositionGizmo
  102143. * @param gizmoLayer The utility layer the gizmo will be added to
  102144. */
  102145. function PositionGizmo(gizmoLayer) {
  102146. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102147. var _this = _super.call(this, gizmoLayer) || this;
  102148. /** Fires an event when any of it's sub gizmos are dragged */
  102149. _this.onDragStartObservable = new BABYLON.Observable();
  102150. /** Fires an event when any of it's sub gizmos are released from dragging */
  102151. _this.onDragEndObservable = new BABYLON.Observable();
  102152. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102153. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102154. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102155. // Relay drag events
  102156. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102157. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102158. _this.onDragStartObservable.notifyObservers({});
  102159. });
  102160. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102161. _this.onDragEndObservable.notifyObservers({});
  102162. });
  102163. });
  102164. _this.attachedMesh = null;
  102165. return _this;
  102166. }
  102167. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102168. set: function (mesh) {
  102169. if (this.xGizmo) {
  102170. this.xGizmo.attachedMesh = mesh;
  102171. this.yGizmo.attachedMesh = mesh;
  102172. this.zGizmo.attachedMesh = mesh;
  102173. }
  102174. },
  102175. enumerable: true,
  102176. configurable: true
  102177. });
  102178. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102179. get: function () {
  102180. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102181. },
  102182. set: function (value) {
  102183. if (this.xGizmo) {
  102184. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102185. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102186. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102187. }
  102188. },
  102189. enumerable: true,
  102190. configurable: true
  102191. });
  102192. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102193. get: function () {
  102194. return this.xGizmo.snapDistance;
  102195. },
  102196. /**
  102197. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102198. */
  102199. set: function (value) {
  102200. if (this.xGizmo) {
  102201. this.xGizmo.snapDistance = value;
  102202. this.yGizmo.snapDistance = value;
  102203. this.zGizmo.snapDistance = value;
  102204. }
  102205. },
  102206. enumerable: true,
  102207. configurable: true
  102208. });
  102209. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102210. get: function () {
  102211. return this.xGizmo.scaleRatio;
  102212. },
  102213. /**
  102214. * Ratio for the scale of the gizmo (Default: 1)
  102215. */
  102216. set: function (value) {
  102217. if (this.xGizmo) {
  102218. this.xGizmo.scaleRatio = value;
  102219. this.yGizmo.scaleRatio = value;
  102220. this.zGizmo.scaleRatio = value;
  102221. }
  102222. },
  102223. enumerable: true,
  102224. configurable: true
  102225. });
  102226. /**
  102227. * Disposes of the gizmo
  102228. */
  102229. PositionGizmo.prototype.dispose = function () {
  102230. this.xGizmo.dispose();
  102231. this.yGizmo.dispose();
  102232. this.zGizmo.dispose();
  102233. this.onDragStartObservable.clear();
  102234. this.onDragEndObservable.clear();
  102235. };
  102236. /**
  102237. * CustomMeshes are not supported by this gizmo
  102238. * @param mesh The mesh to replace the default mesh of the gizmo
  102239. */
  102240. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102241. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  102242. };
  102243. return PositionGizmo;
  102244. }(BABYLON.Gizmo));
  102245. BABYLON.PositionGizmo = PositionGizmo;
  102246. })(BABYLON || (BABYLON = {}));
  102247. //# sourceMappingURL=babylon.positionGizmo.js.map
  102248. var BABYLON;
  102249. (function (BABYLON) {
  102250. /**
  102251. * Gizmo that enables rotating a mesh along 3 axis
  102252. */
  102253. var RotationGizmo = /** @class */ (function (_super) {
  102254. __extends(RotationGizmo, _super);
  102255. /**
  102256. * Creates a RotationGizmo
  102257. * @param gizmoLayer The utility layer the gizmo will be added to
  102258. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102259. */
  102260. function RotationGizmo(gizmoLayer, tessellation) {
  102261. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102262. if (tessellation === void 0) { tessellation = 32; }
  102263. var _this = _super.call(this, gizmoLayer) || this;
  102264. /** Fires an event when any of it's sub gizmos are dragged */
  102265. _this.onDragStartObservable = new BABYLON.Observable();
  102266. /** Fires an event when any of it's sub gizmos are released from dragging */
  102267. _this.onDragEndObservable = new BABYLON.Observable();
  102268. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102269. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102270. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102271. // Relay drag events
  102272. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102273. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102274. _this.onDragStartObservable.notifyObservers({});
  102275. });
  102276. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102277. _this.onDragEndObservable.notifyObservers({});
  102278. });
  102279. });
  102280. _this.attachedMesh = null;
  102281. return _this;
  102282. }
  102283. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102284. set: function (mesh) {
  102285. if (this.xGizmo) {
  102286. this.xGizmo.attachedMesh = mesh;
  102287. this.yGizmo.attachedMesh = mesh;
  102288. this.zGizmo.attachedMesh = mesh;
  102289. }
  102290. },
  102291. enumerable: true,
  102292. configurable: true
  102293. });
  102294. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102295. get: function () {
  102296. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102297. },
  102298. set: function (value) {
  102299. if (this.xGizmo) {
  102300. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102301. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102302. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102303. }
  102304. },
  102305. enumerable: true,
  102306. configurable: true
  102307. });
  102308. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102309. get: function () {
  102310. return this.xGizmo.snapDistance;
  102311. },
  102312. /**
  102313. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102314. */
  102315. set: function (value) {
  102316. if (this.xGizmo) {
  102317. this.xGizmo.snapDistance = value;
  102318. this.yGizmo.snapDistance = value;
  102319. this.zGizmo.snapDistance = value;
  102320. }
  102321. },
  102322. enumerable: true,
  102323. configurable: true
  102324. });
  102325. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102326. get: function () {
  102327. return this.xGizmo.scaleRatio;
  102328. },
  102329. /**
  102330. * Ratio for the scale of the gizmo (Default: 1)
  102331. */
  102332. set: function (value) {
  102333. if (this.xGizmo) {
  102334. this.xGizmo.scaleRatio = value;
  102335. this.yGizmo.scaleRatio = value;
  102336. this.zGizmo.scaleRatio = value;
  102337. }
  102338. },
  102339. enumerable: true,
  102340. configurable: true
  102341. });
  102342. /**
  102343. * Disposes of the gizmo
  102344. */
  102345. RotationGizmo.prototype.dispose = function () {
  102346. this.xGizmo.dispose();
  102347. this.yGizmo.dispose();
  102348. this.zGizmo.dispose();
  102349. this.onDragStartObservable.clear();
  102350. this.onDragEndObservable.clear();
  102351. };
  102352. /**
  102353. * CustomMeshes are not supported by this gizmo
  102354. * @param mesh The mesh to replace the default mesh of the gizmo
  102355. */
  102356. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102357. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  102358. };
  102359. return RotationGizmo;
  102360. }(BABYLON.Gizmo));
  102361. BABYLON.RotationGizmo = RotationGizmo;
  102362. })(BABYLON || (BABYLON = {}));
  102363. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102364. var BABYLON;
  102365. (function (BABYLON) {
  102366. /**
  102367. * Gizmo that enables scaling a mesh along 3 axis
  102368. */
  102369. var ScaleGizmo = /** @class */ (function (_super) {
  102370. __extends(ScaleGizmo, _super);
  102371. /**
  102372. * Creates a ScaleGizmo
  102373. * @param gizmoLayer The utility layer the gizmo will be added to
  102374. */
  102375. function ScaleGizmo(gizmoLayer) {
  102376. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102377. var _this = _super.call(this, gizmoLayer) || this;
  102378. /** Fires an event when any of it's sub gizmos are dragged */
  102379. _this.onDragStartObservable = new BABYLON.Observable();
  102380. /** Fires an event when any of it's sub gizmos are released from dragging */
  102381. _this.onDragEndObservable = new BABYLON.Observable();
  102382. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102383. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102384. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102385. // Create uniform scale gizmo
  102386. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102387. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102388. _this.uniformScaleGizmo.uniformScaling = true;
  102389. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102390. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102391. uniformScalingMesh.visibility = 0;
  102392. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102393. octahedron.scaling.scaleInPlace(0.007);
  102394. uniformScalingMesh.addChild(octahedron);
  102395. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102396. // Relay drag events
  102397. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102398. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102399. _this.onDragStartObservable.notifyObservers({});
  102400. });
  102401. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102402. _this.onDragEndObservable.notifyObservers({});
  102403. });
  102404. });
  102405. _this.attachedMesh = null;
  102406. return _this;
  102407. }
  102408. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102409. set: function (mesh) {
  102410. if (this.xGizmo) {
  102411. this.xGizmo.attachedMesh = mesh;
  102412. this.yGizmo.attachedMesh = mesh;
  102413. this.zGizmo.attachedMesh = mesh;
  102414. this.uniformScaleGizmo.attachedMesh = mesh;
  102415. }
  102416. },
  102417. enumerable: true,
  102418. configurable: true
  102419. });
  102420. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102421. get: function () {
  102422. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102423. },
  102424. set: function (value) {
  102425. if (!value) {
  102426. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102427. }
  102428. if (this.xGizmo) {
  102429. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102430. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102431. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102432. }
  102433. },
  102434. enumerable: true,
  102435. configurable: true
  102436. });
  102437. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102438. get: function () {
  102439. return this.xGizmo.snapDistance;
  102440. },
  102441. /**
  102442. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102443. */
  102444. set: function (value) {
  102445. if (this.xGizmo) {
  102446. this.xGizmo.snapDistance = value;
  102447. this.yGizmo.snapDistance = value;
  102448. this.zGizmo.snapDistance = value;
  102449. this.uniformScaleGizmo.snapDistance = value;
  102450. }
  102451. },
  102452. enumerable: true,
  102453. configurable: true
  102454. });
  102455. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102456. get: function () {
  102457. return this.xGizmo.scaleRatio;
  102458. },
  102459. /**
  102460. * Ratio for the scale of the gizmo (Default: 1)
  102461. */
  102462. set: function (value) {
  102463. if (this.xGizmo) {
  102464. this.xGizmo.scaleRatio = value;
  102465. this.yGizmo.scaleRatio = value;
  102466. this.zGizmo.scaleRatio = value;
  102467. this.uniformScaleGizmo.scaleRatio = value;
  102468. }
  102469. },
  102470. enumerable: true,
  102471. configurable: true
  102472. });
  102473. /**
  102474. * Disposes of the gizmo
  102475. */
  102476. ScaleGizmo.prototype.dispose = function () {
  102477. this.xGizmo.dispose();
  102478. this.yGizmo.dispose();
  102479. this.zGizmo.dispose();
  102480. this.uniformScaleGizmo.dispose();
  102481. this.onDragStartObservable.clear();
  102482. this.onDragEndObservable.clear();
  102483. };
  102484. return ScaleGizmo;
  102485. }(BABYLON.Gizmo));
  102486. BABYLON.ScaleGizmo = ScaleGizmo;
  102487. })(BABYLON || (BABYLON = {}));
  102488. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102489. var BABYLON;
  102490. (function (BABYLON) {
  102491. /**
  102492. * Bounding box gizmo
  102493. */
  102494. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102495. __extends(BoundingBoxGizmo, _super);
  102496. /**
  102497. * Creates an BoundingBoxGizmo
  102498. * @param gizmoLayer The utility layer the gizmo will be added to
  102499. * @param color The color of the gizmo
  102500. */
  102501. function BoundingBoxGizmo(color, gizmoLayer) {
  102502. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102503. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102504. var _this = _super.call(this, gizmoLayer) || this;
  102505. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102506. _this._renderObserver = null;
  102507. _this._pointerObserver = null;
  102508. _this._scaleDragSpeed = 0.2;
  102509. _this._tmpQuaternion = new BABYLON.Quaternion();
  102510. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102511. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102512. /**
  102513. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  102514. */
  102515. _this.ignoreChildren = false;
  102516. /**
  102517. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  102518. */
  102519. _this.includeChildPredicate = null;
  102520. /**
  102521. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102522. */
  102523. _this.rotationSphereSize = 0.1;
  102524. /**
  102525. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102526. */
  102527. _this.scaleBoxSize = 0.1;
  102528. /**
  102529. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  102530. */
  102531. _this.fixedDragMeshScreenSize = false;
  102532. /**
  102533. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102534. */
  102535. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102536. /**
  102537. * Fired when a rotation sphere or scale box is dragged
  102538. */
  102539. _this.onDragStartObservable = new BABYLON.Observable();
  102540. /**
  102541. * Fired when a scale box is dragged
  102542. */
  102543. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102544. /**
  102545. * Fired when a scale box drag is ended
  102546. */
  102547. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102548. /**
  102549. * Fired when a rotation sphere is dragged
  102550. */
  102551. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102552. /**
  102553. * Fired when a rotation sphere drag is ended
  102554. */
  102555. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102556. /**
  102557. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  102558. */
  102559. _this.scalePivot = null;
  102560. _this._existingMeshScale = new BABYLON.Vector3();
  102561. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102562. _this._updateScale = false;
  102563. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102564. // Create Materials
  102565. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102566. coloredMaterial.disableLighting = true;
  102567. coloredMaterial.emissiveColor = color;
  102568. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102569. hoverColoredMaterial.disableLighting = true;
  102570. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102571. // Build bounding box out of lines
  102572. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102573. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102574. var lines = [];
  102575. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102576. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102577. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102578. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102579. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102580. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102581. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102582. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102583. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102584. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102585. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102586. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102587. lines.forEach(function (l) {
  102588. l.color = color;
  102589. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  102590. l.isPickable = false;
  102591. _this._lineBoundingBox.addChild(l);
  102592. });
  102593. _this._rootMesh.addChild(_this._lineBoundingBox);
  102594. // Create rotation spheres
  102595. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102596. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  102597. var _loop_1 = function (i_1) {
  102598. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  102599. sphere.rotationQuaternion = new BABYLON.Quaternion();
  102600. sphere.material = coloredMaterial;
  102601. // Drag behavior
  102602. _dragBehavior = new BABYLON.PointerDragBehavior({});
  102603. _dragBehavior.moveAttached = false;
  102604. _dragBehavior.updateDragPlane = false;
  102605. sphere.addBehavior(_dragBehavior);
  102606. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  102607. var totalTurnAmountOfDrag = 0;
  102608. _dragBehavior.onDragStartObservable.add(function (event) {
  102609. startingTurnDirection.copyFrom(sphere.forward);
  102610. totalTurnAmountOfDrag = 0;
  102611. });
  102612. _dragBehavior.onDragObservable.add(function (event) {
  102613. _this.onRotationSphereDragObservable.notifyObservers({});
  102614. if (_this.attachedMesh) {
  102615. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102616. var worldDragDirection = startingTurnDirection;
  102617. // Project the world right on to the drag plane
  102618. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  102619. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  102620. // project drag delta on to the resulting drag axis and rotate based on that
  102621. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  102622. // Make rotation relative to size of mesh.
  102623. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102624. // Rotate based on axis
  102625. if (!_this.attachedMesh.rotationQuaternion) {
  102626. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102627. }
  102628. if (!_this._anchorMesh.rotationQuaternion) {
  102629. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  102630. }
  102631. // Do not allow the object to turn more than a full circle
  102632. totalTurnAmountOfDrag += projectDist;
  102633. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  102634. if (i_1 >= 8) {
  102635. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  102636. }
  102637. else if (i_1 >= 4) {
  102638. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  102639. }
  102640. else {
  102641. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  102642. }
  102643. // Rotate around center of bounding box
  102644. _this._anchorMesh.addChild(_this.attachedMesh);
  102645. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  102646. _this._anchorMesh.removeChild(_this.attachedMesh);
  102647. }
  102648. _this.updateBoundingBox();
  102649. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102650. }
  102651. });
  102652. // Selection/deselection
  102653. _dragBehavior.onDragStartObservable.add(function () {
  102654. _this.onDragStartObservable.notifyObservers({});
  102655. _this._selectNode(sphere);
  102656. });
  102657. _dragBehavior.onDragEndObservable.add(function () {
  102658. _this.onRotationSphereDragEndObservable.notifyObservers({});
  102659. _this._selectNode(null);
  102660. });
  102661. this_1._rotateSpheresParent.addChild(sphere);
  102662. };
  102663. var this_1 = this, _dragBehavior;
  102664. for (var i_1 = 0; i_1 < 12; i_1++) {
  102665. _loop_1(i_1);
  102666. }
  102667. _this._rootMesh.addChild(_this._rotateSpheresParent);
  102668. // Create scale cubes
  102669. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102670. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  102671. for (var i = 0; i < 2; i++) {
  102672. for (var j = 0; j < 2; j++) {
  102673. var _loop_2 = function () {
  102674. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  102675. box.material = coloredMaterial;
  102676. // Dragging logic
  102677. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  102678. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102679. _dragBehavior.moveAttached = false;
  102680. box.addBehavior(_dragBehavior);
  102681. _dragBehavior.onDragObservable.add(function (event) {
  102682. _this.onScaleBoxDragObservable.notifyObservers({});
  102683. if (_this.attachedMesh) {
  102684. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102685. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102686. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  102687. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  102688. _this.updateBoundingBox();
  102689. if (_this.scalePivot) {
  102690. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  102691. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  102692. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  102693. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102694. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102695. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  102696. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102697. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  102698. }
  102699. else {
  102700. // Scale from the position of the opposite corner
  102701. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  102702. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102703. }
  102704. _this._anchorMesh.addChild(_this.attachedMesh);
  102705. _this._anchorMesh.scaling.addInPlace(deltaScale);
  102706. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  102707. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  102708. }
  102709. _this._anchorMesh.removeChild(_this.attachedMesh);
  102710. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102711. }
  102712. });
  102713. // Selection/deselection
  102714. _dragBehavior.onDragStartObservable.add(function () {
  102715. _this.onDragStartObservable.notifyObservers({});
  102716. _this._selectNode(box);
  102717. });
  102718. _dragBehavior.onDragEndObservable.add(function () {
  102719. _this.onScaleBoxDragEndObservable.notifyObservers({});
  102720. _this._selectNode(null);
  102721. });
  102722. this_2._scaleBoxesParent.addChild(box);
  102723. };
  102724. var this_2 = this, _dragBehavior;
  102725. for (var k = 0; k < 2; k++) {
  102726. _loop_2();
  102727. }
  102728. }
  102729. }
  102730. _this._rootMesh.addChild(_this._scaleBoxesParent);
  102731. // Hover color change
  102732. var pointerIds = new Array();
  102733. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102734. if (!pointerIds[pointerInfo.event.pointerId]) {
  102735. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  102736. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  102737. pointerIds[pointerInfo.event.pointerId] = mesh;
  102738. mesh.material = hoverColoredMaterial;
  102739. }
  102740. });
  102741. }
  102742. else {
  102743. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  102744. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  102745. delete pointerIds[pointerInfo.event.pointerId];
  102746. }
  102747. }
  102748. });
  102749. // Update bounding box positions
  102750. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  102751. // Only update the bouding box if scaling has changed
  102752. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  102753. _this.updateBoundingBox();
  102754. }
  102755. });
  102756. _this.updateBoundingBox();
  102757. return _this;
  102758. }
  102759. /** @hidden */
  102760. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  102761. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  102762. // Save old pivot and set pivot to 0,0,0
  102763. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  102764. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  102765. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  102766. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  102767. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102768. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102769. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102770. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  102771. }
  102772. }
  102773. BoundingBoxGizmo._PivotCached++;
  102774. };
  102775. /** @hidden */
  102776. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  102777. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  102778. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  102779. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102780. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102781. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102782. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  102783. }
  102784. this._PivotCached--;
  102785. };
  102786. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  102787. if (value) {
  102788. // Reset anchor mesh to match attached mesh's scale
  102789. // This is needed to avoid invalid box/sphere position on first drag
  102790. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  102791. this._anchorMesh.addChild(value);
  102792. this._anchorMesh.removeChild(value);
  102793. BoundingBoxGizmo._RestorePivotPoint(value);
  102794. this.updateBoundingBox();
  102795. }
  102796. };
  102797. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  102798. this._rotateSpheresParent.getChildMeshes()
  102799. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  102800. m.isVisible = (!selectedMesh || m == selectedMesh);
  102801. });
  102802. };
  102803. /**
  102804. * Updates the bounding box information for the Gizmo
  102805. */
  102806. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  102807. if (this.attachedMesh) {
  102808. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  102809. this._update();
  102810. // Rotate based on axis
  102811. if (!this.attachedMesh.rotationQuaternion) {
  102812. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  102813. }
  102814. if (!this._anchorMesh.rotationQuaternion) {
  102815. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  102816. }
  102817. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102818. // Store original position and reset mesh to origin before computing the bounding box
  102819. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102820. this._tmpVector.copyFrom(this.attachedMesh.position);
  102821. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  102822. this.attachedMesh.position.set(0, 0, 0);
  102823. // Update bounding dimensions/positions
  102824. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  102825. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  102826. // Update gizmo to match bounding box scaling and rotation
  102827. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  102828. this._lineBoundingBox.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  102829. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  102830. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  102831. this._lineBoundingBox.computeWorldMatrix();
  102832. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  102833. // restore position/rotation values
  102834. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  102835. this.attachedMesh.position.copyFrom(this._tmpVector);
  102836. }
  102837. // Update rotation sphere locations
  102838. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  102839. for (var i = 0; i < 3; i++) {
  102840. for (var j = 0; j < 2; j++) {
  102841. for (var k = 0; k < 2; k++) {
  102842. var index = ((i * 4) + (j * 2)) + k;
  102843. if (i == 0) {
  102844. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102845. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102846. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102847. }
  102848. if (i == 1) {
  102849. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  102850. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102851. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102852. }
  102853. if (i == 2) {
  102854. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  102855. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102856. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102857. }
  102858. if (this.fixedDragMeshScreenSize) {
  102859. this._rootMesh.computeWorldMatrix();
  102860. this._rotateSpheresParent.computeWorldMatrix();
  102861. rotateSpheres[index].computeWorldMatrix();
  102862. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102863. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102864. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102865. }
  102866. else {
  102867. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  102868. }
  102869. }
  102870. }
  102871. }
  102872. // Update scale box locations
  102873. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  102874. for (var i = 0; i < 2; i++) {
  102875. for (var j = 0; j < 2; j++) {
  102876. for (var k = 0; k < 2; k++) {
  102877. var index = ((i * 4) + (j * 2)) + k;
  102878. if (scaleBoxes[index]) {
  102879. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102880. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102881. if (this.fixedDragMeshScreenSize) {
  102882. this._rootMesh.computeWorldMatrix();
  102883. this._scaleBoxesParent.computeWorldMatrix();
  102884. scaleBoxes[index].computeWorldMatrix();
  102885. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102886. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102887. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102888. }
  102889. else {
  102890. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  102891. }
  102892. }
  102893. }
  102894. }
  102895. }
  102896. if (this.attachedMesh) {
  102897. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  102898. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  102899. }
  102900. };
  102901. /**
  102902. * Enables rotation on the specified axis and disables rotation on the others
  102903. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  102904. */
  102905. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  102906. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  102907. if (i < 4) {
  102908. m.setEnabled(axis.indexOf("x") != -1);
  102909. }
  102910. else if (i < 8) {
  102911. m.setEnabled(axis.indexOf("y") != -1);
  102912. }
  102913. else {
  102914. m.setEnabled(axis.indexOf("z") != -1);
  102915. }
  102916. });
  102917. };
  102918. /**
  102919. * Disposes of the gizmo
  102920. */
  102921. BoundingBoxGizmo.prototype.dispose = function () {
  102922. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102923. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  102924. this._lineBoundingBox.dispose();
  102925. this._rotateSpheresParent.dispose();
  102926. this._scaleBoxesParent.dispose();
  102927. _super.prototype.dispose.call(this);
  102928. };
  102929. /**
  102930. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  102931. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  102932. * @returns the bounding box mesh with the passed in mesh as a child
  102933. */
  102934. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  102935. var makeNotPickable = function (root) {
  102936. root.isPickable = false;
  102937. root.getChildMeshes().forEach(function (c) {
  102938. makeNotPickable(c);
  102939. });
  102940. };
  102941. makeNotPickable(mesh);
  102942. // Reset position to get boudning box from origin with no rotation
  102943. if (!mesh.rotationQuaternion) {
  102944. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  102945. }
  102946. var oldPos = mesh.position.clone();
  102947. var oldRot = mesh.rotationQuaternion.clone();
  102948. mesh.rotationQuaternion.set(0, 0, 0, 1);
  102949. mesh.position.set(0, 0, 0);
  102950. // Update bounding dimensions/positions
  102951. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  102952. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  102953. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  102954. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  102955. // Restore original positions
  102956. mesh.addChild(box);
  102957. mesh.rotationQuaternion.copyFrom(oldRot);
  102958. mesh.position.copyFrom(oldPos);
  102959. // Reverse parenting
  102960. mesh.removeChild(box);
  102961. box.addChild(mesh);
  102962. box.visibility = 0;
  102963. return box;
  102964. };
  102965. /**
  102966. * CustomMeshes are not supported by this gizmo
  102967. * @param mesh The mesh to replace the default mesh of the gizmo
  102968. */
  102969. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  102970. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  102971. };
  102972. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  102973. // store/remove pivot point should only be applied during their outermost calls
  102974. BoundingBoxGizmo._PivotCached = 0;
  102975. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  102976. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  102977. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  102978. return BoundingBoxGizmo;
  102979. }(BABYLON.Gizmo));
  102980. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  102981. })(BABYLON || (BABYLON = {}));
  102982. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  102983. var BABYLON;
  102984. (function (BABYLON) {
  102985. /**
  102986. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  102987. */
  102988. var GizmoManager = /** @class */ (function () {
  102989. /**
  102990. * Instatiates a gizmo manager
  102991. * @param scene the scene to overlay the gizmos on top of
  102992. */
  102993. function GizmoManager(scene) {
  102994. var _this = this;
  102995. this.scene = scene;
  102996. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  102997. this._pointerObserver = null;
  102998. this._attachedMesh = null;
  102999. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103000. /**
  103001. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103002. */
  103003. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103004. /**
  103005. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103006. */
  103007. this.attachableMeshes = null;
  103008. /**
  103009. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103010. */
  103011. this.usePointerToAttachGizmos = true;
  103012. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103013. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103014. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103015. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103016. // Instatiate/dispose gizmos based on pointer actions
  103017. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103018. if (!_this.usePointerToAttachGizmos) {
  103019. return;
  103020. }
  103021. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103022. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103023. var node = pointerInfo.pickInfo.pickedMesh;
  103024. if (_this.attachableMeshes == null) {
  103025. // Attach to the most parent node
  103026. while (node && node.parent != null) {
  103027. node = node.parent;
  103028. }
  103029. }
  103030. else {
  103031. // Attach to the parent node that is an attachableMesh
  103032. var found = false;
  103033. _this.attachableMeshes.forEach(function (mesh) {
  103034. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103035. node = mesh;
  103036. found = true;
  103037. }
  103038. });
  103039. if (!found) {
  103040. node = null;
  103041. }
  103042. }
  103043. if (node instanceof BABYLON.AbstractMesh) {
  103044. if (_this._attachedMesh != node) {
  103045. _this.attachToMesh(node);
  103046. }
  103047. }
  103048. else {
  103049. _this.attachToMesh(null);
  103050. }
  103051. }
  103052. else {
  103053. _this.attachToMesh(null);
  103054. }
  103055. }
  103056. });
  103057. }
  103058. /**
  103059. * Attaches a set of gizmos to the specified mesh
  103060. * @param mesh The mesh the gizmo's should be attached to
  103061. */
  103062. GizmoManager.prototype.attachToMesh = function (mesh) {
  103063. if (this._attachedMesh) {
  103064. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103065. }
  103066. this._attachedMesh = mesh;
  103067. for (var key in this.gizmos) {
  103068. var gizmo = (this.gizmos[key]);
  103069. if (gizmo && this._gizmosEnabled[key]) {
  103070. gizmo.attachedMesh = mesh;
  103071. }
  103072. }
  103073. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103074. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103075. }
  103076. };
  103077. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103078. get: function () {
  103079. return this._gizmosEnabled.positionGizmo;
  103080. },
  103081. /**
  103082. * If the position gizmo is enabled
  103083. */
  103084. set: function (value) {
  103085. if (value) {
  103086. if (!this.gizmos.positionGizmo) {
  103087. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103088. }
  103089. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103090. }
  103091. else if (this.gizmos.positionGizmo) {
  103092. this.gizmos.positionGizmo.attachedMesh = null;
  103093. }
  103094. this._gizmosEnabled.positionGizmo = value;
  103095. },
  103096. enumerable: true,
  103097. configurable: true
  103098. });
  103099. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103100. get: function () {
  103101. return this._gizmosEnabled.rotationGizmo;
  103102. },
  103103. /**
  103104. * If the rotation gizmo is enabled
  103105. */
  103106. set: function (value) {
  103107. if (value) {
  103108. if (!this.gizmos.rotationGizmo) {
  103109. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103110. }
  103111. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103112. }
  103113. else if (this.gizmos.rotationGizmo) {
  103114. this.gizmos.rotationGizmo.attachedMesh = null;
  103115. }
  103116. this._gizmosEnabled.rotationGizmo = value;
  103117. },
  103118. enumerable: true,
  103119. configurable: true
  103120. });
  103121. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103122. get: function () {
  103123. return this._gizmosEnabled.scaleGizmo;
  103124. },
  103125. /**
  103126. * If the scale gizmo is enabled
  103127. */
  103128. set: function (value) {
  103129. if (value) {
  103130. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103131. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103132. }
  103133. else if (this.gizmos.scaleGizmo) {
  103134. this.gizmos.scaleGizmo.attachedMesh = null;
  103135. }
  103136. this._gizmosEnabled.scaleGizmo = value;
  103137. },
  103138. enumerable: true,
  103139. configurable: true
  103140. });
  103141. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103142. get: function () {
  103143. return this._gizmosEnabled.boundingBoxGizmo;
  103144. },
  103145. /**
  103146. * If the boundingBox gizmo is enabled
  103147. */
  103148. set: function (value) {
  103149. if (value) {
  103150. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103151. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103152. if (this._attachedMesh) {
  103153. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103154. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103155. }
  103156. }
  103157. else if (this.gizmos.boundingBoxGizmo) {
  103158. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103159. }
  103160. this._gizmosEnabled.boundingBoxGizmo = value;
  103161. },
  103162. enumerable: true,
  103163. configurable: true
  103164. });
  103165. /**
  103166. * Disposes of the gizmo manager
  103167. */
  103168. GizmoManager.prototype.dispose = function () {
  103169. this.scene.onPointerObservable.remove(this._pointerObserver);
  103170. for (var key in this.gizmos) {
  103171. var gizmo = (this.gizmos[key]);
  103172. if (gizmo) {
  103173. gizmo.dispose();
  103174. }
  103175. }
  103176. this._defaultKeepDepthUtilityLayer.dispose();
  103177. this._defaultUtilityLayer.dispose();
  103178. this.boundingBoxDragBehavior.detach();
  103179. };
  103180. return GizmoManager;
  103181. }());
  103182. BABYLON.GizmoManager = GizmoManager;
  103183. })(BABYLON || (BABYLON = {}));
  103184. //# sourceMappingURL=babylon.gizmoManager.js.map
  103185. var BABYLON;
  103186. (function (BABYLON) {
  103187. /**
  103188. * Defines a target to use with MorphTargetManager
  103189. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103190. */
  103191. var MorphTarget = /** @class */ (function () {
  103192. /**
  103193. * Creates a new MorphTarget
  103194. * @param name defines the name of the target
  103195. * @param influence defines the influence to use
  103196. */
  103197. function MorphTarget(
  103198. /** defines the name of the target */
  103199. name, influence, scene) {
  103200. if (influence === void 0) { influence = 0; }
  103201. if (scene === void 0) { scene = null; }
  103202. this.name = name;
  103203. /**
  103204. * Gets or sets the list of animations
  103205. */
  103206. this.animations = new Array();
  103207. this._positions = null;
  103208. this._normals = null;
  103209. this._tangents = null;
  103210. /**
  103211. * Observable raised when the influence changes
  103212. */
  103213. this.onInfluenceChanged = new BABYLON.Observable();
  103214. /** @hidden */
  103215. this._onDataLayoutChanged = new BABYLON.Observable();
  103216. this._animationPropertiesOverride = null;
  103217. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103218. this.influence = influence;
  103219. }
  103220. Object.defineProperty(MorphTarget.prototype, "influence", {
  103221. /**
  103222. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103223. */
  103224. get: function () {
  103225. return this._influence;
  103226. },
  103227. set: function (influence) {
  103228. if (this._influence === influence) {
  103229. return;
  103230. }
  103231. var previous = this._influence;
  103232. this._influence = influence;
  103233. if (this.onInfluenceChanged.hasObservers) {
  103234. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103235. }
  103236. },
  103237. enumerable: true,
  103238. configurable: true
  103239. });
  103240. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103241. /**
  103242. * Gets or sets the animation properties override
  103243. */
  103244. get: function () {
  103245. if (!this._animationPropertiesOverride && this._scene) {
  103246. return this._scene.animationPropertiesOverride;
  103247. }
  103248. return this._animationPropertiesOverride;
  103249. },
  103250. set: function (value) {
  103251. this._animationPropertiesOverride = value;
  103252. },
  103253. enumerable: true,
  103254. configurable: true
  103255. });
  103256. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103257. /**
  103258. * Gets a boolean defining if the target contains position data
  103259. */
  103260. get: function () {
  103261. return !!this._positions;
  103262. },
  103263. enumerable: true,
  103264. configurable: true
  103265. });
  103266. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103267. /**
  103268. * Gets a boolean defining if the target contains normal data
  103269. */
  103270. get: function () {
  103271. return !!this._normals;
  103272. },
  103273. enumerable: true,
  103274. configurable: true
  103275. });
  103276. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103277. /**
  103278. * Gets a boolean defining if the target contains tangent data
  103279. */
  103280. get: function () {
  103281. return !!this._tangents;
  103282. },
  103283. enumerable: true,
  103284. configurable: true
  103285. });
  103286. /**
  103287. * Affects position data to this target
  103288. * @param data defines the position data to use
  103289. */
  103290. MorphTarget.prototype.setPositions = function (data) {
  103291. var hadPositions = this.hasPositions;
  103292. this._positions = data;
  103293. if (hadPositions !== this.hasPositions) {
  103294. this._onDataLayoutChanged.notifyObservers(undefined);
  103295. }
  103296. };
  103297. /**
  103298. * Gets the position data stored in this target
  103299. * @returns a FloatArray containing the position data (or null if not present)
  103300. */
  103301. MorphTarget.prototype.getPositions = function () {
  103302. return this._positions;
  103303. };
  103304. /**
  103305. * Affects normal data to this target
  103306. * @param data defines the normal data to use
  103307. */
  103308. MorphTarget.prototype.setNormals = function (data) {
  103309. var hadNormals = this.hasNormals;
  103310. this._normals = data;
  103311. if (hadNormals !== this.hasNormals) {
  103312. this._onDataLayoutChanged.notifyObservers(undefined);
  103313. }
  103314. };
  103315. /**
  103316. * Gets the normal data stored in this target
  103317. * @returns a FloatArray containing the normal data (or null if not present)
  103318. */
  103319. MorphTarget.prototype.getNormals = function () {
  103320. return this._normals;
  103321. };
  103322. /**
  103323. * Affects tangent data to this target
  103324. * @param data defines the tangent data to use
  103325. */
  103326. MorphTarget.prototype.setTangents = function (data) {
  103327. var hadTangents = this.hasTangents;
  103328. this._tangents = data;
  103329. if (hadTangents !== this.hasTangents) {
  103330. this._onDataLayoutChanged.notifyObservers(undefined);
  103331. }
  103332. };
  103333. /**
  103334. * Gets the tangent data stored in this target
  103335. * @returns a FloatArray containing the tangent data (or null if not present)
  103336. */
  103337. MorphTarget.prototype.getTangents = function () {
  103338. return this._tangents;
  103339. };
  103340. /**
  103341. * Serializes the current target into a Serialization object
  103342. * @returns the serialized object
  103343. */
  103344. MorphTarget.prototype.serialize = function () {
  103345. var serializationObject = {};
  103346. serializationObject.name = this.name;
  103347. serializationObject.influence = this.influence;
  103348. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103349. if (this.hasNormals) {
  103350. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103351. }
  103352. if (this.hasTangents) {
  103353. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103354. }
  103355. // Animations
  103356. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103357. return serializationObject;
  103358. };
  103359. // Statics
  103360. /**
  103361. * Creates a new target from serialized data
  103362. * @param serializationObject defines the serialized data to use
  103363. * @returns a new MorphTarget
  103364. */
  103365. MorphTarget.Parse = function (serializationObject) {
  103366. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103367. result.setPositions(serializationObject.positions);
  103368. if (serializationObject.normals) {
  103369. result.setNormals(serializationObject.normals);
  103370. }
  103371. if (serializationObject.tangents) {
  103372. result.setTangents(serializationObject.tangents);
  103373. }
  103374. // Animations
  103375. if (serializationObject.animations) {
  103376. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103377. var parsedAnimation = serializationObject.animations[animationIndex];
  103378. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103379. }
  103380. }
  103381. return result;
  103382. };
  103383. /**
  103384. * Creates a MorphTarget from mesh data
  103385. * @param mesh defines the source mesh
  103386. * @param name defines the name to use for the new target
  103387. * @param influence defines the influence to attach to the target
  103388. * @returns a new MorphTarget
  103389. */
  103390. MorphTarget.FromMesh = function (mesh, name, influence) {
  103391. if (!name) {
  103392. name = mesh.name;
  103393. }
  103394. var result = new MorphTarget(name, influence, mesh.getScene());
  103395. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103396. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103397. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103398. }
  103399. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103400. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103401. }
  103402. return result;
  103403. };
  103404. return MorphTarget;
  103405. }());
  103406. BABYLON.MorphTarget = MorphTarget;
  103407. })(BABYLON || (BABYLON = {}));
  103408. //# sourceMappingURL=babylon.morphTarget.js.map
  103409. var BABYLON;
  103410. (function (BABYLON) {
  103411. /**
  103412. * This class is used to deform meshes using morphing between different targets
  103413. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103414. */
  103415. var MorphTargetManager = /** @class */ (function () {
  103416. /**
  103417. * Creates a new MorphTargetManager
  103418. * @param scene defines the current scene
  103419. */
  103420. function MorphTargetManager(scene) {
  103421. if (scene === void 0) { scene = null; }
  103422. this._targets = new Array();
  103423. this._targetInfluenceChangedObservers = new Array();
  103424. this._targetDataLayoutChangedObservers = new Array();
  103425. this._activeTargets = new BABYLON.SmartArray(16);
  103426. this._supportsNormals = false;
  103427. this._supportsTangents = false;
  103428. this._vertexCount = 0;
  103429. this._uniqueId = 0;
  103430. this._tempInfluences = new Array();
  103431. if (!scene) {
  103432. scene = BABYLON.Engine.LastCreatedScene;
  103433. }
  103434. this._scene = scene;
  103435. if (this._scene) {
  103436. this._scene.morphTargetManagers.push(this);
  103437. this._uniqueId = this._scene.getUniqueId();
  103438. }
  103439. }
  103440. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103441. /**
  103442. * Gets the unique ID of this manager
  103443. */
  103444. get: function () {
  103445. return this._uniqueId;
  103446. },
  103447. enumerable: true,
  103448. configurable: true
  103449. });
  103450. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103451. /**
  103452. * Gets the number of vertices handled by this manager
  103453. */
  103454. get: function () {
  103455. return this._vertexCount;
  103456. },
  103457. enumerable: true,
  103458. configurable: true
  103459. });
  103460. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103461. /**
  103462. * Gets a boolean indicating if this manager supports morphing of normals
  103463. */
  103464. get: function () {
  103465. return this._supportsNormals;
  103466. },
  103467. enumerable: true,
  103468. configurable: true
  103469. });
  103470. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103471. /**
  103472. * Gets a boolean indicating if this manager supports morphing of tangents
  103473. */
  103474. get: function () {
  103475. return this._supportsTangents;
  103476. },
  103477. enumerable: true,
  103478. configurable: true
  103479. });
  103480. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103481. /**
  103482. * Gets the number of targets stored in this manager
  103483. */
  103484. get: function () {
  103485. return this._targets.length;
  103486. },
  103487. enumerable: true,
  103488. configurable: true
  103489. });
  103490. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103491. /**
  103492. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103493. */
  103494. get: function () {
  103495. return this._activeTargets.length;
  103496. },
  103497. enumerable: true,
  103498. configurable: true
  103499. });
  103500. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103501. /**
  103502. * Gets the list of influences (one per target)
  103503. */
  103504. get: function () {
  103505. return this._influences;
  103506. },
  103507. enumerable: true,
  103508. configurable: true
  103509. });
  103510. /**
  103511. * Gets the active target at specified index. An active target is a target with an influence > 0
  103512. * @param index defines the index to check
  103513. * @returns the requested target
  103514. */
  103515. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103516. return this._activeTargets.data[index];
  103517. };
  103518. /**
  103519. * Gets the target at specified index
  103520. * @param index defines the index to check
  103521. * @returns the requested target
  103522. */
  103523. MorphTargetManager.prototype.getTarget = function (index) {
  103524. return this._targets[index];
  103525. };
  103526. /**
  103527. * Add a new target to this manager
  103528. * @param target defines the target to add
  103529. */
  103530. MorphTargetManager.prototype.addTarget = function (target) {
  103531. var _this = this;
  103532. this._targets.push(target);
  103533. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103534. _this._syncActiveTargets(needUpdate);
  103535. }));
  103536. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103537. _this._syncActiveTargets(true);
  103538. }));
  103539. this._syncActiveTargets(true);
  103540. };
  103541. /**
  103542. * Removes a target from the manager
  103543. * @param target defines the target to remove
  103544. */
  103545. MorphTargetManager.prototype.removeTarget = function (target) {
  103546. var index = this._targets.indexOf(target);
  103547. if (index >= 0) {
  103548. this._targets.splice(index, 1);
  103549. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103550. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103551. this._syncActiveTargets(true);
  103552. }
  103553. };
  103554. /**
  103555. * Serializes the current manager into a Serialization object
  103556. * @returns the serialized object
  103557. */
  103558. MorphTargetManager.prototype.serialize = function () {
  103559. var serializationObject = {};
  103560. serializationObject.id = this.uniqueId;
  103561. serializationObject.targets = [];
  103562. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103563. var target = _a[_i];
  103564. serializationObject.targets.push(target.serialize());
  103565. }
  103566. return serializationObject;
  103567. };
  103568. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103569. var influenceCount = 0;
  103570. this._activeTargets.reset();
  103571. this._supportsNormals = true;
  103572. this._supportsTangents = true;
  103573. this._vertexCount = 0;
  103574. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103575. var target = _a[_i];
  103576. if (target.influence === 0) {
  103577. continue;
  103578. }
  103579. this._activeTargets.push(target);
  103580. this._tempInfluences[influenceCount++] = target.influence;
  103581. this._supportsNormals = this._supportsNormals && target.hasNormals;
  103582. this._supportsTangents = this._supportsTangents && target.hasTangents;
  103583. var positions = target.getPositions();
  103584. if (positions) {
  103585. var vertexCount = positions.length / 3;
  103586. if (this._vertexCount === 0) {
  103587. this._vertexCount = vertexCount;
  103588. }
  103589. else if (this._vertexCount !== vertexCount) {
  103590. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  103591. return;
  103592. }
  103593. }
  103594. }
  103595. if (!this._influences || this._influences.length !== influenceCount) {
  103596. this._influences = new Float32Array(influenceCount);
  103597. }
  103598. for (var index = 0; index < influenceCount; index++) {
  103599. this._influences[index] = this._tempInfluences[index];
  103600. }
  103601. if (needUpdate) {
  103602. this.synchronize();
  103603. }
  103604. };
  103605. /**
  103606. * Syncrhonize the targets with all the meshes using this morph target manager
  103607. */
  103608. MorphTargetManager.prototype.synchronize = function () {
  103609. if (!this._scene) {
  103610. return;
  103611. }
  103612. // Flag meshes as dirty to resync with the active targets
  103613. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  103614. var mesh = _a[_i];
  103615. if (mesh.morphTargetManager === this) {
  103616. mesh._syncGeometryWithMorphTargetManager();
  103617. }
  103618. }
  103619. };
  103620. // Statics
  103621. /**
  103622. * Creates a new MorphTargetManager from serialized data
  103623. * @param serializationObject defines the serialized data
  103624. * @param scene defines the hosting scene
  103625. * @returns the new MorphTargetManager
  103626. */
  103627. MorphTargetManager.Parse = function (serializationObject, scene) {
  103628. var result = new MorphTargetManager(scene);
  103629. result._uniqueId = serializationObject.id;
  103630. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  103631. var targetData = _a[_i];
  103632. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  103633. }
  103634. return result;
  103635. };
  103636. return MorphTargetManager;
  103637. }());
  103638. BABYLON.MorphTargetManager = MorphTargetManager;
  103639. })(BABYLON || (BABYLON = {}));
  103640. //# sourceMappingURL=babylon.morphTargetManager.js.map
  103641. var BABYLON;
  103642. (function (BABYLON) {
  103643. /**
  103644. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  103645. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103646. */
  103647. var Octree = /** @class */ (function () {
  103648. /**
  103649. * Creates a octree
  103650. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103651. * @param creationFunc function to be used to instatiate the octree
  103652. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  103653. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  103654. */
  103655. function Octree(creationFunc, maxBlockCapacity,
  103656. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  103657. maxDepth) {
  103658. if (maxDepth === void 0) { maxDepth = 2; }
  103659. this.maxDepth = maxDepth;
  103660. /**
  103661. * Content stored in the octree
  103662. */
  103663. this.dynamicContent = new Array();
  103664. this._maxBlockCapacity = maxBlockCapacity || 64;
  103665. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  103666. this._creationFunc = creationFunc;
  103667. }
  103668. // Methods
  103669. /**
  103670. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  103671. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103672. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103673. * @param entries meshes to be added to the octree blocks
  103674. */
  103675. Octree.prototype.update = function (worldMin, worldMax, entries) {
  103676. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  103677. };
  103678. /**
  103679. * Adds a mesh to the octree
  103680. * @param entry Mesh to add to the octree
  103681. */
  103682. Octree.prototype.addMesh = function (entry) {
  103683. for (var index = 0; index < this.blocks.length; index++) {
  103684. var block = this.blocks[index];
  103685. block.addEntry(entry);
  103686. }
  103687. };
  103688. /**
  103689. * Selects an array of meshes within the frustum
  103690. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  103691. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  103692. * @returns array of meshes within the frustum
  103693. */
  103694. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  103695. this._selectionContent.reset();
  103696. for (var index = 0; index < this.blocks.length; index++) {
  103697. var block = this.blocks[index];
  103698. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  103699. }
  103700. if (allowDuplicate) {
  103701. this._selectionContent.concat(this.dynamicContent);
  103702. }
  103703. else {
  103704. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103705. }
  103706. return this._selectionContent;
  103707. };
  103708. /**
  103709. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  103710. * @param sphereCenter defines the bounding sphere center
  103711. * @param sphereRadius defines the bounding sphere radius
  103712. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103713. * @returns an array of objects that intersect the sphere
  103714. */
  103715. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  103716. this._selectionContent.reset();
  103717. for (var index = 0; index < this.blocks.length; index++) {
  103718. var block = this.blocks[index];
  103719. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  103720. }
  103721. if (allowDuplicate) {
  103722. this._selectionContent.concat(this.dynamicContent);
  103723. }
  103724. else {
  103725. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103726. }
  103727. return this._selectionContent;
  103728. };
  103729. /**
  103730. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  103731. * @param ray defines the ray to test with
  103732. * @returns array of intersected objects
  103733. */
  103734. Octree.prototype.intersectsRay = function (ray) {
  103735. this._selectionContent.reset();
  103736. for (var index = 0; index < this.blocks.length; index++) {
  103737. var block = this.blocks[index];
  103738. block.intersectsRay(ray, this._selectionContent);
  103739. }
  103740. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103741. return this._selectionContent;
  103742. };
  103743. /**
  103744. * @hidden
  103745. */
  103746. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  103747. target.blocks = new Array();
  103748. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103749. // Segmenting space
  103750. for (var x = 0; x < 2; x++) {
  103751. for (var y = 0; y < 2; y++) {
  103752. for (var z = 0; z < 2; z++) {
  103753. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  103754. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  103755. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  103756. block.addEntries(entries);
  103757. target.blocks.push(block);
  103758. }
  103759. }
  103760. }
  103761. };
  103762. /**
  103763. * Adds a mesh into the octree block if it intersects the block
  103764. */
  103765. Octree.CreationFuncForMeshes = function (entry, block) {
  103766. var boundingInfo = entry.getBoundingInfo();
  103767. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103768. block.entries.push(entry);
  103769. }
  103770. };
  103771. /**
  103772. * Adds a submesh into the octree block if it intersects the block
  103773. */
  103774. Octree.CreationFuncForSubMeshes = function (entry, block) {
  103775. var boundingInfo = entry.getBoundingInfo();
  103776. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103777. block.entries.push(entry);
  103778. }
  103779. };
  103780. return Octree;
  103781. }());
  103782. BABYLON.Octree = Octree;
  103783. })(BABYLON || (BABYLON = {}));
  103784. //# sourceMappingURL=babylon.octree.js.map
  103785. var BABYLON;
  103786. (function (BABYLON) {
  103787. /**
  103788. * Class used to store a cell in an octree
  103789. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103790. */
  103791. var OctreeBlock = /** @class */ (function () {
  103792. /**
  103793. * Creates a new block
  103794. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  103795. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  103796. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103797. * @param depth defines the current depth of this block in the octree
  103798. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  103799. * @param creationFunc defines a callback to call when an element is added to the block
  103800. */
  103801. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  103802. /**
  103803. * Gets the content of the current block
  103804. */
  103805. this.entries = new Array();
  103806. this._boundingVectors = new Array();
  103807. this._capacity = capacity;
  103808. this._depth = depth;
  103809. this._maxDepth = maxDepth;
  103810. this._creationFunc = creationFunc;
  103811. this._minPoint = minPoint;
  103812. this._maxPoint = maxPoint;
  103813. this._boundingVectors.push(minPoint.clone());
  103814. this._boundingVectors.push(maxPoint.clone());
  103815. this._boundingVectors.push(minPoint.clone());
  103816. this._boundingVectors[2].x = maxPoint.x;
  103817. this._boundingVectors.push(minPoint.clone());
  103818. this._boundingVectors[3].y = maxPoint.y;
  103819. this._boundingVectors.push(minPoint.clone());
  103820. this._boundingVectors[4].z = maxPoint.z;
  103821. this._boundingVectors.push(maxPoint.clone());
  103822. this._boundingVectors[5].z = minPoint.z;
  103823. this._boundingVectors.push(maxPoint.clone());
  103824. this._boundingVectors[6].x = minPoint.x;
  103825. this._boundingVectors.push(maxPoint.clone());
  103826. this._boundingVectors[7].y = minPoint.y;
  103827. }
  103828. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  103829. // Property
  103830. /**
  103831. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103832. */
  103833. get: function () {
  103834. return this._capacity;
  103835. },
  103836. enumerable: true,
  103837. configurable: true
  103838. });
  103839. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  103840. /**
  103841. * Gets the minimum vector (in world space) of the block's bounding box
  103842. */
  103843. get: function () {
  103844. return this._minPoint;
  103845. },
  103846. enumerable: true,
  103847. configurable: true
  103848. });
  103849. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  103850. /**
  103851. * Gets the maximum vector (in world space) of the block's bounding box
  103852. */
  103853. get: function () {
  103854. return this._maxPoint;
  103855. },
  103856. enumerable: true,
  103857. configurable: true
  103858. });
  103859. // Methods
  103860. /**
  103861. * Add a new element to this block
  103862. * @param entry defines the element to add
  103863. */
  103864. OctreeBlock.prototype.addEntry = function (entry) {
  103865. if (this.blocks) {
  103866. for (var index = 0; index < this.blocks.length; index++) {
  103867. var block = this.blocks[index];
  103868. block.addEntry(entry);
  103869. }
  103870. return;
  103871. }
  103872. this._creationFunc(entry, this);
  103873. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  103874. this.createInnerBlocks();
  103875. }
  103876. };
  103877. /**
  103878. * Add an array of elements to this block
  103879. * @param entries defines the array of elements to add
  103880. */
  103881. OctreeBlock.prototype.addEntries = function (entries) {
  103882. for (var index = 0; index < entries.length; index++) {
  103883. var mesh = entries[index];
  103884. this.addEntry(mesh);
  103885. }
  103886. };
  103887. /**
  103888. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  103889. * @param frustumPlanes defines the frustum planes to test
  103890. * @param selection defines the array to store current content if selection is positive
  103891. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103892. */
  103893. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  103894. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  103895. if (this.blocks) {
  103896. for (var index = 0; index < this.blocks.length; index++) {
  103897. var block = this.blocks[index];
  103898. block.select(frustumPlanes, selection, allowDuplicate);
  103899. }
  103900. return;
  103901. }
  103902. if (allowDuplicate) {
  103903. selection.concat(this.entries);
  103904. }
  103905. else {
  103906. selection.concatWithNoDuplicate(this.entries);
  103907. }
  103908. }
  103909. };
  103910. /**
  103911. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  103912. * @param sphereCenter defines the bounding sphere center
  103913. * @param sphereRadius defines the bounding sphere radius
  103914. * @param selection defines the array to store current content if selection is positive
  103915. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103916. */
  103917. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  103918. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  103919. if (this.blocks) {
  103920. for (var index = 0; index < this.blocks.length; index++) {
  103921. var block = this.blocks[index];
  103922. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  103923. }
  103924. return;
  103925. }
  103926. if (allowDuplicate) {
  103927. selection.concat(this.entries);
  103928. }
  103929. else {
  103930. selection.concatWithNoDuplicate(this.entries);
  103931. }
  103932. }
  103933. };
  103934. /**
  103935. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  103936. * @param ray defines the ray to test with
  103937. * @param selection defines the array to store current content if selection is positive
  103938. */
  103939. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  103940. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  103941. if (this.blocks) {
  103942. for (var index = 0; index < this.blocks.length; index++) {
  103943. var block = this.blocks[index];
  103944. block.intersectsRay(ray, selection);
  103945. }
  103946. return;
  103947. }
  103948. selection.concatWithNoDuplicate(this.entries);
  103949. }
  103950. };
  103951. /**
  103952. * Subdivide the content into child blocks (this block will then be empty)
  103953. */
  103954. OctreeBlock.prototype.createInnerBlocks = function () {
  103955. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  103956. };
  103957. return OctreeBlock;
  103958. }());
  103959. BABYLON.OctreeBlock = OctreeBlock;
  103960. })(BABYLON || (BABYLON = {}));
  103961. //# sourceMappingURL=babylon.octreeBlock.js.map
  103962. var BABYLON;
  103963. (function (BABYLON) {
  103964. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  103965. if (maxCapacity === void 0) { maxCapacity = 64; }
  103966. if (maxDepth === void 0) { maxDepth = 2; }
  103967. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103968. if (!component) {
  103969. component = new OctreeSceneComponent(this);
  103970. this._addComponent(component);
  103971. }
  103972. if (!this._selectionOctree) {
  103973. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  103974. }
  103975. var worldExtends = this.getWorldExtends();
  103976. // Update octree
  103977. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  103978. return this._selectionOctree;
  103979. };
  103980. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  103981. get: function () {
  103982. return this._selectionOctree;
  103983. },
  103984. enumerable: true,
  103985. configurable: true
  103986. });
  103987. /**
  103988. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  103989. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  103990. * @param maxCapacity defines the maximum size of each block (64 by default)
  103991. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  103992. * @returns the new octree
  103993. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  103994. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103995. */
  103996. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  103997. if (maxCapacity === void 0) { maxCapacity = 64; }
  103998. if (maxDepth === void 0) { maxDepth = 2; }
  103999. var scene = this.getScene();
  104000. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104001. if (!component) {
  104002. component = new OctreeSceneComponent(scene);
  104003. scene._addComponent(component);
  104004. }
  104005. if (!this._submeshesOctree) {
  104006. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104007. }
  104008. this.computeWorldMatrix(true);
  104009. var boundingInfo = this.getBoundingInfo();
  104010. // Update octree
  104011. var bbox = boundingInfo.boundingBox;
  104012. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104013. return this._submeshesOctree;
  104014. };
  104015. /**
  104016. * Defines the octree scene component responsible to manage any octrees
  104017. * in a given scene.
  104018. */
  104019. var OctreeSceneComponent = /** @class */ (function () {
  104020. /**
  104021. * Creates a new instance of the component for the given scene
  104022. * @param scene Defines the scene to register the component in
  104023. */
  104024. function OctreeSceneComponent(scene) {
  104025. /**
  104026. * The component name helpfull to identify the component in the list of scene components.
  104027. */
  104028. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104029. /**
  104030. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104031. */
  104032. this.checksIsEnabled = true;
  104033. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104034. this.scene = scene;
  104035. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104036. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104037. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104038. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104039. }
  104040. /**
  104041. * Registers the component in a given scene
  104042. */
  104043. OctreeSceneComponent.prototype.register = function () {
  104044. var _this = this;
  104045. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104046. var sceneOctree = _this.scene.selectionOctree;
  104047. if (sceneOctree !== undefined && sceneOctree !== null) {
  104048. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104049. if (index !== -1) {
  104050. sceneOctree.dynamicContent.splice(index, 1);
  104051. }
  104052. }
  104053. });
  104054. this.scene.onMeshImportedObservable.add(function (mesh) {
  104055. var sceneOctree = _this.scene.selectionOctree;
  104056. if (sceneOctree !== undefined && sceneOctree !== null) {
  104057. sceneOctree.addMesh(mesh);
  104058. }
  104059. });
  104060. };
  104061. /**
  104062. * Return the list of active meshes
  104063. * @returns the list of active meshes
  104064. */
  104065. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104066. if (this.scene._selectionOctree) {
  104067. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104068. return selection;
  104069. }
  104070. return this.scene._getDefaultMeshCandidates();
  104071. };
  104072. /**
  104073. * Return the list of active sub meshes
  104074. * @param mesh The mesh to get the candidates sub meshes from
  104075. * @returns the list of active sub meshes
  104076. */
  104077. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104078. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104079. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104080. return intersections;
  104081. }
  104082. return this.scene._getDefaultSubMeshCandidates(mesh);
  104083. };
  104084. /**
  104085. * Return the list of sub meshes intersecting with a given local ray
  104086. * @param mesh defines the mesh to find the submesh for
  104087. * @param localRay defines the ray in local space
  104088. * @returns the list of intersecting sub meshes
  104089. */
  104090. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104091. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104092. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104093. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104094. return intersections;
  104095. }
  104096. return this.scene._getDefaultSubMeshCandidates(mesh);
  104097. };
  104098. /**
  104099. * Return the list of sub meshes colliding with a collider
  104100. * @param mesh defines the mesh to find the submesh for
  104101. * @param collider defines the collider to evaluate the collision against
  104102. * @returns the list of colliding sub meshes
  104103. */
  104104. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104105. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104106. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104107. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104108. return intersections;
  104109. }
  104110. return this.scene._getDefaultSubMeshCandidates(mesh);
  104111. };
  104112. /**
  104113. * Rebuilds the elements related to this component in case of
  104114. * context lost for instance.
  104115. */
  104116. OctreeSceneComponent.prototype.rebuild = function () {
  104117. // Nothing to do here.
  104118. };
  104119. /**
  104120. * Disposes the component and the associated ressources.
  104121. */
  104122. OctreeSceneComponent.prototype.dispose = function () {
  104123. // Nothing to do here.
  104124. };
  104125. return OctreeSceneComponent;
  104126. }());
  104127. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104128. })(BABYLON || (BABYLON = {}));
  104129. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104130. var BABYLON;
  104131. (function (BABYLON) {
  104132. /**
  104133. * Postprocess used to generate anaglyphic rendering
  104134. */
  104135. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104136. __extends(AnaglyphPostProcess, _super);
  104137. /**
  104138. * Creates a new AnaglyphPostProcess
  104139. * @param name defines postprocess name
  104140. * @param options defines creation options or target ratio scale
  104141. * @param rigCameras defines cameras using this postprocess
  104142. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104143. * @param engine defines hosting engine
  104144. * @param reusable defines if the postprocess will be reused multiple times per frame
  104145. */
  104146. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104147. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104148. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104149. _this.onApplyObservable.add(function (effect) {
  104150. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104151. });
  104152. return _this;
  104153. }
  104154. return AnaglyphPostProcess;
  104155. }(BABYLON.PostProcess));
  104156. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104157. })(BABYLON || (BABYLON = {}));
  104158. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104159. var BABYLON;
  104160. (function (BABYLON) {
  104161. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104162. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104163. });
  104164. /**
  104165. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104166. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104167. */
  104168. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104169. __extends(AnaglyphArcRotateCamera, _super);
  104170. /**
  104171. * Creates a new AnaglyphArcRotateCamera
  104172. * @param name defines camera name
  104173. * @param alpha defines alpha angle (in radians)
  104174. * @param beta defines beta angle (in radians)
  104175. * @param radius defines radius
  104176. * @param target defines camera target
  104177. * @param interaxialDistance defines distance between each color axis
  104178. * @param scene defines the hosting scene
  104179. */
  104180. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104181. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104182. _this.interaxialDistance = interaxialDistance;
  104183. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104184. return _this;
  104185. }
  104186. /**
  104187. * Gets camera class name
  104188. * @returns AnaglyphArcRotateCamera
  104189. */
  104190. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104191. return "AnaglyphArcRotateCamera";
  104192. };
  104193. return AnaglyphArcRotateCamera;
  104194. }(BABYLON.ArcRotateCamera));
  104195. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104196. })(BABYLON || (BABYLON = {}));
  104197. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104198. var BABYLON;
  104199. (function (BABYLON) {
  104200. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104201. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104202. });
  104203. /**
  104204. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104205. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104206. */
  104207. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104208. __extends(AnaglyphFreeCamera, _super);
  104209. /**
  104210. * Creates a new AnaglyphFreeCamera
  104211. * @param name defines camera name
  104212. * @param position defines initial position
  104213. * @param interaxialDistance defines distance between each color axis
  104214. * @param scene defines the hosting scene
  104215. */
  104216. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104217. var _this = _super.call(this, name, position, scene) || this;
  104218. _this.interaxialDistance = interaxialDistance;
  104219. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104220. return _this;
  104221. }
  104222. /**
  104223. * Gets camera class name
  104224. * @returns AnaglyphFreeCamera
  104225. */
  104226. AnaglyphFreeCamera.prototype.getClassName = function () {
  104227. return "AnaglyphFreeCamera";
  104228. };
  104229. return AnaglyphFreeCamera;
  104230. }(BABYLON.FreeCamera));
  104231. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104232. })(BABYLON || (BABYLON = {}));
  104233. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104234. var BABYLON;
  104235. (function (BABYLON) {
  104236. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104237. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104238. });
  104239. /**
  104240. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104241. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104242. */
  104243. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104244. __extends(AnaglyphGamepadCamera, _super);
  104245. /**
  104246. * Creates a new AnaglyphGamepadCamera
  104247. * @param name defines camera name
  104248. * @param position defines initial position
  104249. * @param interaxialDistance defines distance between each color axis
  104250. * @param scene defines the hosting scene
  104251. */
  104252. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104253. var _this = _super.call(this, name, position, scene) || this;
  104254. _this.interaxialDistance = interaxialDistance;
  104255. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104256. return _this;
  104257. }
  104258. /**
  104259. * Gets camera class name
  104260. * @returns AnaglyphGamepadCamera
  104261. */
  104262. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104263. return "AnaglyphGamepadCamera";
  104264. };
  104265. return AnaglyphGamepadCamera;
  104266. }(BABYLON.GamepadCamera));
  104267. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104268. })(BABYLON || (BABYLON = {}));
  104269. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104270. var BABYLON;
  104271. (function (BABYLON) {
  104272. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104273. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104274. });
  104275. /**
  104276. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104277. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104278. */
  104279. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104280. __extends(AnaglyphUniversalCamera, _super);
  104281. /**
  104282. * Creates a new AnaglyphUniversalCamera
  104283. * @param name defines camera name
  104284. * @param position defines initial position
  104285. * @param interaxialDistance defines distance between each color axis
  104286. * @param scene defines the hosting scene
  104287. */
  104288. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104289. var _this = _super.call(this, name, position, scene) || this;
  104290. _this.interaxialDistance = interaxialDistance;
  104291. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104292. return _this;
  104293. }
  104294. /**
  104295. * Gets camera class name
  104296. * @returns AnaglyphUniversalCamera
  104297. */
  104298. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104299. return "AnaglyphUniversalCamera";
  104300. };
  104301. return AnaglyphUniversalCamera;
  104302. }(BABYLON.UniversalCamera));
  104303. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104304. })(BABYLON || (BABYLON = {}));
  104305. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104306. var BABYLON;
  104307. (function (BABYLON) {
  104308. /**
  104309. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104310. */
  104311. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104312. __extends(StereoscopicInterlacePostProcess, _super);
  104313. /**
  104314. * Initializes a StereoscopicInterlacePostProcess
  104315. * @param name The name of the effect.
  104316. * @param rigCameras The rig cameras to be appled to the post process
  104317. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104318. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104319. * @param engine The engine which the post process will be applied. (default: current engine)
  104320. * @param reusable If the post process can be reused on the same frame. (default: false)
  104321. */
  104322. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104323. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104324. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104325. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104326. _this.onSizeChangedObservable.add(function () {
  104327. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104328. });
  104329. _this.onApplyObservable.add(function (effect) {
  104330. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104331. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104332. });
  104333. return _this;
  104334. }
  104335. return StereoscopicInterlacePostProcess;
  104336. }(BABYLON.PostProcess));
  104337. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104338. })(BABYLON || (BABYLON = {}));
  104339. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104340. var BABYLON;
  104341. (function (BABYLON) {
  104342. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104343. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104344. });
  104345. /**
  104346. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104347. * @see http://doc.babylonjs.com/features/cameras
  104348. */
  104349. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104350. __extends(StereoscopicArcRotateCamera, _super);
  104351. /**
  104352. * Creates a new StereoscopicArcRotateCamera
  104353. * @param name defines camera name
  104354. * @param alpha defines alpha angle (in radians)
  104355. * @param beta defines beta angle (in radians)
  104356. * @param radius defines radius
  104357. * @param target defines camera target
  104358. * @param interaxialDistance defines distance between each color axis
  104359. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104360. * @param scene defines the hosting scene
  104361. */
  104362. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104363. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104364. _this.interaxialDistance = interaxialDistance;
  104365. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104366. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104367. return _this;
  104368. }
  104369. /**
  104370. * Gets camera class name
  104371. * @returns StereoscopicArcRotateCamera
  104372. */
  104373. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104374. return "StereoscopicArcRotateCamera";
  104375. };
  104376. return StereoscopicArcRotateCamera;
  104377. }(BABYLON.ArcRotateCamera));
  104378. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104379. })(BABYLON || (BABYLON = {}));
  104380. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104381. var BABYLON;
  104382. (function (BABYLON) {
  104383. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104384. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104385. });
  104386. /**
  104387. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104388. * @see http://doc.babylonjs.com/features/cameras
  104389. */
  104390. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104391. __extends(StereoscopicFreeCamera, _super);
  104392. /**
  104393. * Creates a new StereoscopicFreeCamera
  104394. * @param name defines camera name
  104395. * @param position defines initial position
  104396. * @param interaxialDistance defines distance between each color axis
  104397. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104398. * @param scene defines the hosting scene
  104399. */
  104400. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104401. var _this = _super.call(this, name, position, scene) || this;
  104402. _this.interaxialDistance = interaxialDistance;
  104403. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104404. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104405. return _this;
  104406. }
  104407. /**
  104408. * Gets camera class name
  104409. * @returns StereoscopicFreeCamera
  104410. */
  104411. StereoscopicFreeCamera.prototype.getClassName = function () {
  104412. return "StereoscopicFreeCamera";
  104413. };
  104414. return StereoscopicFreeCamera;
  104415. }(BABYLON.FreeCamera));
  104416. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104417. })(BABYLON || (BABYLON = {}));
  104418. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104419. var BABYLON;
  104420. (function (BABYLON) {
  104421. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104422. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104423. });
  104424. /**
  104425. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104426. * @see http://doc.babylonjs.com/features/cameras
  104427. */
  104428. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104429. __extends(StereoscopicGamepadCamera, _super);
  104430. /**
  104431. * Creates a new StereoscopicGamepadCamera
  104432. * @param name defines camera name
  104433. * @param position defines initial position
  104434. * @param interaxialDistance defines distance between each color axis
  104435. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104436. * @param scene defines the hosting scene
  104437. */
  104438. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104439. var _this = _super.call(this, name, position, scene) || this;
  104440. _this.interaxialDistance = interaxialDistance;
  104441. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104442. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104443. return _this;
  104444. }
  104445. /**
  104446. * Gets camera class name
  104447. * @returns StereoscopicGamepadCamera
  104448. */
  104449. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104450. return "StereoscopicGamepadCamera";
  104451. };
  104452. return StereoscopicGamepadCamera;
  104453. }(BABYLON.GamepadCamera));
  104454. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104455. })(BABYLON || (BABYLON = {}));
  104456. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104457. var BABYLON;
  104458. (function (BABYLON) {
  104459. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104460. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104461. });
  104462. /**
  104463. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104464. * @see http://doc.babylonjs.com/features/cameras
  104465. */
  104466. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104467. __extends(StereoscopicUniversalCamera, _super);
  104468. /**
  104469. * Creates a new StereoscopicUniversalCamera
  104470. * @param name defines camera name
  104471. * @param position defines initial position
  104472. * @param interaxialDistance defines distance between each color axis
  104473. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104474. * @param scene defines the hosting scene
  104475. */
  104476. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104477. var _this = _super.call(this, name, position, scene) || this;
  104478. _this.interaxialDistance = interaxialDistance;
  104479. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104480. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104481. return _this;
  104482. }
  104483. /**
  104484. * Gets camera class name
  104485. * @returns StereoscopicUniversalCamera
  104486. */
  104487. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104488. return "StereoscopicUniversalCamera";
  104489. };
  104490. return StereoscopicUniversalCamera;
  104491. }(BABYLON.UniversalCamera));
  104492. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104493. })(BABYLON || (BABYLON = {}));
  104494. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104495. var BABYLON;
  104496. (function (BABYLON) {
  104497. /**
  104498. * VRDistortionCorrectionPostProcess used for mobile VR
  104499. */
  104500. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104501. __extends(VRDistortionCorrectionPostProcess, _super);
  104502. /**
  104503. * Initializes the VRDistortionCorrectionPostProcess
  104504. * @param name The name of the effect.
  104505. * @param camera The camera to apply the render pass to.
  104506. * @param isRightEye If this is for the right eye distortion
  104507. * @param vrMetrics All the required metrics for the VR camera
  104508. */
  104509. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104510. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104511. 'LensCenter',
  104512. 'Scale',
  104513. 'ScaleIn',
  104514. 'HmdWarpParam'
  104515. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104516. _this._isRightEye = isRightEye;
  104517. _this._distortionFactors = vrMetrics.distortionK;
  104518. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104519. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104520. _this.adaptScaleToCurrentViewport = true;
  104521. _this.onSizeChangedObservable.add(function () {
  104522. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104523. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104524. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104525. });
  104526. _this.onApplyObservable.add(function (effect) {
  104527. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104528. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104529. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104530. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104531. });
  104532. return _this;
  104533. }
  104534. return VRDistortionCorrectionPostProcess;
  104535. }(BABYLON.PostProcess));
  104536. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104537. })(BABYLON || (BABYLON = {}));
  104538. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104539. var BABYLON;
  104540. (function (BABYLON) {
  104541. /**
  104542. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104543. * Screen rotation is taken into account.
  104544. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104545. */
  104546. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104547. /**
  104548. * Instantiates a new input
  104549. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104550. */
  104551. function FreeCameraDeviceOrientationInput() {
  104552. var _this = this;
  104553. this._screenOrientationAngle = 0;
  104554. this._screenQuaternion = new BABYLON.Quaternion();
  104555. this._alpha = 0;
  104556. this._beta = 0;
  104557. this._gamma = 0;
  104558. this._orientationChanged = function () {
  104559. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
  104560. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104561. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104562. };
  104563. this._deviceOrientation = function (evt) {
  104564. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104565. _this._beta = evt.beta !== null ? evt.beta : 0;
  104566. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104567. };
  104568. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104569. this._orientationChanged();
  104570. }
  104571. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104572. /**
  104573. * Define the camera controlled by the input.
  104574. */
  104575. get: function () {
  104576. return this._camera;
  104577. },
  104578. set: function (camera) {
  104579. this._camera = camera;
  104580. if (this._camera != null && !this._camera.rotationQuaternion) {
  104581. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  104582. }
  104583. },
  104584. enumerable: true,
  104585. configurable: true
  104586. });
  104587. /**
  104588. * Attach the input controls to a specific dom element to get the input from.
  104589. * @param element Defines the element the controls should be listened from
  104590. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104591. */
  104592. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104593. window.addEventListener("orientationchange", this._orientationChanged);
  104594. window.addEventListener("deviceorientation", this._deviceOrientation);
  104595. //In certain cases, the attach control is called AFTER orientation was changed,
  104596. //So this is needed.
  104597. this._orientationChanged();
  104598. };
  104599. /**
  104600. * Detach the current controls from the specified dom element.
  104601. * @param element Defines the element to stop listening the inputs from
  104602. */
  104603. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  104604. window.removeEventListener("orientationchange", this._orientationChanged);
  104605. window.removeEventListener("deviceorientation", this._deviceOrientation);
  104606. };
  104607. /**
  104608. * Update the current camera state depending on the inputs that have been used this frame.
  104609. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104610. */
  104611. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  104612. //if no device orientation provided, don't update the rotation.
  104613. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  104614. if (!this._alpha) {
  104615. return;
  104616. }
  104617. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  104618. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  104619. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  104620. //Mirror on XY Plane
  104621. this._camera.rotationQuaternion.z *= -1;
  104622. this._camera.rotationQuaternion.w *= -1;
  104623. };
  104624. /**
  104625. * Gets the class name of the current intput.
  104626. * @returns the class name
  104627. */
  104628. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  104629. return "FreeCameraDeviceOrientationInput";
  104630. };
  104631. /**
  104632. * Get the friendly name associated with the input class.
  104633. * @returns the input friendly name
  104634. */
  104635. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  104636. return "deviceOrientation";
  104637. };
  104638. return FreeCameraDeviceOrientationInput;
  104639. }());
  104640. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  104641. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  104642. })(BABYLON || (BABYLON = {}));
  104643. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  104644. var BABYLON;
  104645. (function (BABYLON) {
  104646. /**
  104647. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104648. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104649. */
  104650. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  104651. /**
  104652. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104653. */
  104654. function ArcRotateCameraVRDeviceOrientationInput() {
  104655. /**
  104656. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104657. */
  104658. this.alphaCorrection = 1;
  104659. /**
  104660. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  104661. */
  104662. this.betaCorrection = 1;
  104663. /**
  104664. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104665. */
  104666. this.gammaCorrection = 1;
  104667. this._alpha = 0;
  104668. this._gamma = 0;
  104669. this._dirty = false;
  104670. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  104671. }
  104672. /**
  104673. * Attach the input controls to a specific dom element to get the input from.
  104674. * @param element Defines the element the controls should be listened from
  104675. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104676. */
  104677. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104678. this.camera.attachControl(element, noPreventDefault);
  104679. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  104680. };
  104681. /** @hidden */
  104682. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  104683. if (evt.alpha !== null) {
  104684. this._alpha = +evt.alpha | 0;
  104685. }
  104686. if (evt.gamma !== null) {
  104687. this._gamma = +evt.gamma | 0;
  104688. }
  104689. this._dirty = true;
  104690. };
  104691. /**
  104692. * Update the current camera state depending on the inputs that have been used this frame.
  104693. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104694. */
  104695. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  104696. if (this._dirty) {
  104697. this._dirty = false;
  104698. if (this._gamma < 0) {
  104699. this._gamma = 180 + this._gamma;
  104700. }
  104701. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  104702. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  104703. }
  104704. };
  104705. /**
  104706. * Detach the current controls from the specified dom element.
  104707. * @param element Defines the element to stop listening the inputs from
  104708. */
  104709. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  104710. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  104711. };
  104712. /**
  104713. * Gets the class name of the current intput.
  104714. * @returns the class name
  104715. */
  104716. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  104717. return "ArcRotateCameraVRDeviceOrientationInput";
  104718. };
  104719. /**
  104720. * Get the friendly name associated with the input class.
  104721. * @returns the input friendly name
  104722. */
  104723. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  104724. return "VRDeviceOrientation";
  104725. };
  104726. return ArcRotateCameraVRDeviceOrientationInput;
  104727. }());
  104728. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  104729. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  104730. })(BABYLON || (BABYLON = {}));
  104731. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  104732. var BABYLON;
  104733. (function (BABYLON) {
  104734. /**
  104735. * This represents all the required metrics to create a VR camera.
  104736. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104737. */
  104738. var VRCameraMetrics = /** @class */ (function () {
  104739. function VRCameraMetrics() {
  104740. /**
  104741. * Define if the current vr camera should compensate the distortion of the lense or not.
  104742. */
  104743. this.compensateDistortion = true;
  104744. }
  104745. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  104746. /**
  104747. * Gets the rendering aspect ratio based on the provided resolutions.
  104748. */
  104749. get: function () {
  104750. return this.hResolution / (2 * this.vResolution);
  104751. },
  104752. enumerable: true,
  104753. configurable: true
  104754. });
  104755. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  104756. /**
  104757. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104758. */
  104759. get: function () {
  104760. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  104761. },
  104762. enumerable: true,
  104763. configurable: true
  104764. });
  104765. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  104766. /**
  104767. * @hidden
  104768. */
  104769. get: function () {
  104770. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104771. var h = (4 * meters) / this.hScreenSize;
  104772. return BABYLON.Matrix.Translation(h, 0, 0);
  104773. },
  104774. enumerable: true,
  104775. configurable: true
  104776. });
  104777. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  104778. /**
  104779. * @hidden
  104780. */
  104781. get: function () {
  104782. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104783. var h = (4 * meters) / this.hScreenSize;
  104784. return BABYLON.Matrix.Translation(-h, 0, 0);
  104785. },
  104786. enumerable: true,
  104787. configurable: true
  104788. });
  104789. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  104790. /**
  104791. * @hidden
  104792. */
  104793. get: function () {
  104794. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  104795. },
  104796. enumerable: true,
  104797. configurable: true
  104798. });
  104799. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  104800. /**
  104801. * @hidden
  104802. */
  104803. get: function () {
  104804. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  104805. },
  104806. enumerable: true,
  104807. configurable: true
  104808. });
  104809. /**
  104810. * Get the default VRMetrics based on the most generic setup.
  104811. * @returns the default vr metrics
  104812. */
  104813. VRCameraMetrics.GetDefault = function () {
  104814. var result = new VRCameraMetrics();
  104815. result.hResolution = 1280;
  104816. result.vResolution = 800;
  104817. result.hScreenSize = 0.149759993;
  104818. result.vScreenSize = 0.0935999975;
  104819. result.vScreenCenter = 0.0467999987;
  104820. result.eyeToScreenDistance = 0.0410000011;
  104821. result.lensSeparationDistance = 0.0635000020;
  104822. result.interpupillaryDistance = 0.0640000030;
  104823. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  104824. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  104825. result.postProcessScaleFactor = 1.714605507808412;
  104826. result.lensCenterOffset = 0.151976421;
  104827. return result;
  104828. };
  104829. return VRCameraMetrics;
  104830. }());
  104831. BABYLON.VRCameraMetrics = VRCameraMetrics;
  104832. })(BABYLON || (BABYLON = {}));
  104833. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  104834. var BABYLON;
  104835. (function (BABYLON) {
  104836. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  104837. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104838. });
  104839. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  104840. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104841. });
  104842. /**
  104843. * This represents a WebVR camera.
  104844. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  104845. * @example http://doc.babylonjs.com/how_to/webvr_camera
  104846. */
  104847. var WebVRFreeCamera = /** @class */ (function (_super) {
  104848. __extends(WebVRFreeCamera, _super);
  104849. /**
  104850. * Instantiates a WebVRFreeCamera.
  104851. * @param name The name of the WebVRFreeCamera
  104852. * @param position The starting anchor position for the camera
  104853. * @param scene The scene the camera belongs to
  104854. * @param webVROptions a set of customizable options for the webVRCamera
  104855. */
  104856. function WebVRFreeCamera(name, position, scene, webVROptions) {
  104857. if (webVROptions === void 0) { webVROptions = {}; }
  104858. var _this = _super.call(this, name, position, scene) || this;
  104859. _this.webVROptions = webVROptions;
  104860. /**
  104861. * @hidden
  104862. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  104863. */
  104864. _this._vrDevice = null;
  104865. /**
  104866. * The rawPose of the vrDevice.
  104867. */
  104868. _this.rawPose = null;
  104869. _this._specsVersion = "1.1";
  104870. _this._attached = false;
  104871. _this._descendants = [];
  104872. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  104873. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  104874. /** @hidden */
  104875. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  104876. _this._standingMatrix = null;
  104877. /**
  104878. * Represents device position in babylon space.
  104879. */
  104880. _this.devicePosition = BABYLON.Vector3.Zero();
  104881. /**
  104882. * Represents device rotation in babylon space.
  104883. */
  104884. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  104885. /**
  104886. * The scale of the device to be used when translating from device space to babylon space.
  104887. */
  104888. _this.deviceScaleFactor = 1;
  104889. _this._deviceToWorld = BABYLON.Matrix.Identity();
  104890. _this._worldToDevice = BABYLON.Matrix.Identity();
  104891. /**
  104892. * References to the webVR controllers for the vrDevice.
  104893. */
  104894. _this.controllers = [];
  104895. /**
  104896. * Emits an event when a controller is attached.
  104897. */
  104898. _this.onControllersAttachedObservable = new BABYLON.Observable();
  104899. /**
  104900. * Emits an event when a controller's mesh has been loaded;
  104901. */
  104902. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  104903. /**
  104904. * Emits an event when the HMD's pose has been updated.
  104905. */
  104906. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  104907. _this._poseSet = false;
  104908. /**
  104909. * If the rig cameras be used as parent instead of this camera.
  104910. */
  104911. _this.rigParenting = true;
  104912. _this._defaultHeight = undefined;
  104913. _this._htmlElementAttached = null;
  104914. _this._detachIfAttached = function () {
  104915. var vrDisplay = _this.getEngine().getVRDevice();
  104916. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  104917. _this.detachControl(_this._htmlElementAttached);
  104918. }
  104919. };
  104920. _this._workingVector = BABYLON.Vector3.Zero();
  104921. _this._oneVector = BABYLON.Vector3.One();
  104922. _this._workingMatrix = BABYLON.Matrix.Identity();
  104923. _this._tmpMatrix = new BABYLON.Matrix();
  104924. _this._cache.position = BABYLON.Vector3.Zero();
  104925. if (webVROptions.defaultHeight) {
  104926. _this._defaultHeight = webVROptions.defaultHeight;
  104927. _this.position.y = _this._defaultHeight;
  104928. }
  104929. _this.minZ = 0.1;
  104930. //legacy support - the compensation boolean was removed.
  104931. if (arguments.length === 5) {
  104932. _this.webVROptions = arguments[4];
  104933. }
  104934. // default webVR options
  104935. if (_this.webVROptions.trackPosition == undefined) {
  104936. _this.webVROptions.trackPosition = true;
  104937. }
  104938. if (_this.webVROptions.controllerMeshes == undefined) {
  104939. _this.webVROptions.controllerMeshes = true;
  104940. }
  104941. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  104942. _this.webVROptions.defaultLightingOnControllers = true;
  104943. }
  104944. _this.rotationQuaternion = new BABYLON.Quaternion();
  104945. if (_this.webVROptions && _this.webVROptions.positionScale) {
  104946. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  104947. }
  104948. //enable VR
  104949. var engine = _this.getEngine();
  104950. _this._onVREnabled = function (success) { if (success) {
  104951. _this.initControllers();
  104952. } };
  104953. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  104954. engine.initWebVR().add(function (event) {
  104955. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  104956. return;
  104957. }
  104958. _this._vrDevice = event.vrDisplay;
  104959. //reset the rig parameters.
  104960. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  104961. if (_this._attached) {
  104962. _this.getEngine().enableVR();
  104963. }
  104964. });
  104965. if (typeof (VRFrameData) !== "undefined") {
  104966. _this._frameData = new VRFrameData();
  104967. }
  104968. /**
  104969. * The idea behind the following lines:
  104970. * objects that have the camera as parent should actually have the rig cameras as a parent.
  104971. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  104972. * the second will not show it correctly.
  104973. *
  104974. * To solve this - each object that has the camera as parent will be added to a protected array.
  104975. * When the rig camera renders, it will take this array and set all of those to be its children.
  104976. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  104977. * Amazing!
  104978. */
  104979. scene.onBeforeCameraRenderObservable.add(function (camera) {
  104980. if (camera.parent === _this && _this.rigParenting) {
  104981. _this._descendants = _this.getDescendants(true, function (n) {
  104982. // don't take the cameras or the controllers!
  104983. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  104984. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  104985. return !isController && !isRigCamera;
  104986. });
  104987. _this._descendants.forEach(function (node) {
  104988. node.parent = camera;
  104989. });
  104990. }
  104991. });
  104992. scene.onAfterCameraRenderObservable.add(function (camera) {
  104993. if (camera.parent === _this && _this.rigParenting) {
  104994. _this._descendants.forEach(function (node) {
  104995. node.parent = _this;
  104996. });
  104997. }
  104998. });
  104999. return _this;
  105000. }
  105001. /**
  105002. * Gets the device distance from the ground in meters.
  105003. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  105004. */
  105005. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105006. if (this._standingMatrix) {
  105007. // Add standing matrix offset to get real offset from ground in room
  105008. this._standingMatrix.getTranslationToRef(this._workingVector);
  105009. return this._deviceRoomPosition.y + this._workingVector.y;
  105010. }
  105011. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105012. return this._defaultHeight || 0;
  105013. };
  105014. /**
  105015. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105016. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105017. */
  105018. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105019. var _this = this;
  105020. if (callback === void 0) { callback = function (bool) { }; }
  105021. // Use standing matrix if available
  105022. this.getEngine().initWebVRAsync().then(function (result) {
  105023. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105024. callback(false);
  105025. }
  105026. else {
  105027. _this._standingMatrix = new BABYLON.Matrix();
  105028. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105029. if (!_this.getScene().useRightHandedSystem) {
  105030. [2, 6, 8, 9, 14].forEach(function (num) {
  105031. if (_this._standingMatrix) {
  105032. _this._standingMatrix.m[num] *= -1;
  105033. }
  105034. });
  105035. }
  105036. callback(true);
  105037. }
  105038. });
  105039. };
  105040. /**
  105041. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105042. * @returns A promise with a boolean set to if the standing matrix is supported.
  105043. */
  105044. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105045. var _this = this;
  105046. return new Promise(function (res, rej) {
  105047. _this.useStandingMatrix(function (supported) {
  105048. res(supported);
  105049. });
  105050. });
  105051. };
  105052. /**
  105053. * Disposes the camera
  105054. */
  105055. WebVRFreeCamera.prototype.dispose = function () {
  105056. this._detachIfAttached();
  105057. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105058. if (this._updateCacheWhenTrackingDisabledObserver) {
  105059. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105060. }
  105061. _super.prototype.dispose.call(this);
  105062. };
  105063. /**
  105064. * Gets a vrController by name.
  105065. * @param name The name of the controller to retreive
  105066. * @returns the controller matching the name specified or null if not found
  105067. */
  105068. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105069. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105070. var gp = _a[_i];
  105071. if (gp.hand === name) {
  105072. return gp;
  105073. }
  105074. }
  105075. return null;
  105076. };
  105077. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105078. /**
  105079. * The controller corrisponding to the users left hand.
  105080. */
  105081. get: function () {
  105082. if (!this._leftController) {
  105083. this._leftController = this.getControllerByName("left");
  105084. }
  105085. return this._leftController;
  105086. },
  105087. enumerable: true,
  105088. configurable: true
  105089. });
  105090. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105091. /**
  105092. * The controller corrisponding to the users right hand.
  105093. */
  105094. get: function () {
  105095. if (!this._rightController) {
  105096. this._rightController = this.getControllerByName("right");
  105097. }
  105098. return this._rightController;
  105099. },
  105100. enumerable: true,
  105101. configurable: true
  105102. });
  105103. /**
  105104. * Casts a ray forward from the vrCamera's gaze.
  105105. * @param length Length of the ray (default: 100)
  105106. * @returns the ray corrisponding to the gaze
  105107. */
  105108. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105109. if (length === void 0) { length = 100; }
  105110. if (this.leftCamera) {
  105111. // Use left eye to avoid computation to compute center on every call
  105112. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105113. }
  105114. else {
  105115. return _super.prototype.getForwardRay.call(this, length);
  105116. }
  105117. };
  105118. /**
  105119. * @hidden
  105120. * Updates the camera based on device's frame data
  105121. */
  105122. WebVRFreeCamera.prototype._checkInputs = function () {
  105123. if (this._vrDevice && this._vrDevice.isPresenting) {
  105124. this._vrDevice.getFrameData(this._frameData);
  105125. this.updateFromDevice(this._frameData.pose);
  105126. }
  105127. _super.prototype._checkInputs.call(this);
  105128. };
  105129. /**
  105130. * Updates the poseControlled values based on the input device pose.
  105131. * @param poseData Pose coming from the device
  105132. */
  105133. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105134. if (poseData && poseData.orientation) {
  105135. this.rawPose = poseData;
  105136. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105137. if (this.getScene().useRightHandedSystem) {
  105138. this._deviceRoomRotationQuaternion.z *= -1;
  105139. this._deviceRoomRotationQuaternion.w *= -1;
  105140. }
  105141. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105142. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105143. if (this.getScene().useRightHandedSystem) {
  105144. this._deviceRoomPosition.z *= -1;
  105145. }
  105146. }
  105147. this._poseSet = true;
  105148. }
  105149. };
  105150. /**
  105151. * WebVR's attach control will start broadcasting frames to the device.
  105152. * Note that in certain browsers (chrome for example) this function must be called
  105153. * within a user-interaction callback. Example:
  105154. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105155. *
  105156. * @param element html element to attach the vrDevice to
  105157. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105158. */
  105159. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105160. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105161. this._attached = true;
  105162. this._htmlElementAttached = element;
  105163. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105164. if (this._vrDevice) {
  105165. this.getEngine().enableVR();
  105166. }
  105167. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105168. };
  105169. /**
  105170. * Detaches the camera from the html element and disables VR
  105171. *
  105172. * @param element html element to detach from
  105173. */
  105174. WebVRFreeCamera.prototype.detachControl = function (element) {
  105175. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105176. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105177. _super.prototype.detachControl.call(this, element);
  105178. this._attached = false;
  105179. this.getEngine().disableVR();
  105180. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105181. };
  105182. /**
  105183. * @returns the name of this class
  105184. */
  105185. WebVRFreeCamera.prototype.getClassName = function () {
  105186. return "WebVRFreeCamera";
  105187. };
  105188. /**
  105189. * Calls resetPose on the vrDisplay
  105190. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105191. */
  105192. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105193. //uses the vrDisplay's "resetPose()".
  105194. //pitch and roll won't be affected.
  105195. this._vrDevice.resetPose();
  105196. };
  105197. /**
  105198. * @hidden
  105199. * Updates the rig cameras (left and right eye)
  105200. */
  105201. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105202. var camLeft = this._rigCameras[0];
  105203. var camRight = this._rigCameras[1];
  105204. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105205. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105206. camLeft.position.copyFrom(this._deviceRoomPosition);
  105207. camRight.position.copyFrom(this._deviceRoomPosition);
  105208. };
  105209. // Remove translation from 6dof headset if trackposition is set to false
  105210. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105211. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105212. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105213. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105214. if (!isViewMatrix) {
  105215. this._tmpMatrix.invert();
  105216. }
  105217. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105218. }
  105219. };
  105220. /**
  105221. * @hidden
  105222. * Updates the cached values of the camera
  105223. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105224. */
  105225. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105226. var _this = this;
  105227. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105228. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105229. if (!this.updateCacheCalled) {
  105230. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105231. this.updateCacheCalled = true;
  105232. this.update();
  105233. }
  105234. // Set working vector to the device position in room space rotated by the new rotation
  105235. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105236. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105237. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105238. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105239. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105240. // Add translation from anchor position
  105241. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105242. this._workingVector.addInPlace(this.position);
  105243. this._workingVector.subtractInPlace(this._cache.position);
  105244. this._deviceToWorld.setTranslation(this._workingVector);
  105245. // Set an inverted matrix to be used when updating the camera
  105246. this._deviceToWorld.invertToRef(this._worldToDevice);
  105247. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105248. this.controllers.forEach(function (controller) {
  105249. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105250. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105251. controller.update();
  105252. });
  105253. }
  105254. if (!ignoreParentClass) {
  105255. _super.prototype._updateCache.call(this);
  105256. }
  105257. this.updateCacheCalled = false;
  105258. };
  105259. /**
  105260. * @hidden
  105261. * Get current device position in babylon world
  105262. */
  105263. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105264. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105265. };
  105266. /**
  105267. * Updates the current device position and rotation in the babylon world
  105268. */
  105269. WebVRFreeCamera.prototype.update = function () {
  105270. this._computeDevicePosition();
  105271. // Get current device rotation in babylon world
  105272. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105273. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105274. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105275. if (this._poseSet) {
  105276. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105277. }
  105278. _super.prototype.update.call(this);
  105279. };
  105280. /**
  105281. * @hidden
  105282. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105283. * @returns an identity matrix
  105284. */
  105285. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105286. return BABYLON.Matrix.Identity();
  105287. };
  105288. /**
  105289. * This function is called by the two RIG cameras.
  105290. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105291. */
  105292. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105293. var _this = this;
  105294. // Update the parent camera prior to using a child camera to avoid desynchronization
  105295. var parentCamera = this._cameraRigParams["parentCamera"];
  105296. parentCamera._updateCache();
  105297. //WebVR 1.1
  105298. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105299. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105300. if (!this.getScene().useRightHandedSystem) {
  105301. [2, 6, 8, 9, 14].forEach(function (num) {
  105302. _this._webvrViewMatrix.m[num] *= -1;
  105303. });
  105304. }
  105305. // update the camera rotation matrix
  105306. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105307. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105308. // Computing target and final matrix
  105309. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105310. // should the view matrix be updated with scale and position offset?
  105311. if (parentCamera.deviceScaleFactor !== 1) {
  105312. this._webvrViewMatrix.invert();
  105313. // scale the position, if set
  105314. if (parentCamera.deviceScaleFactor) {
  105315. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  105316. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  105317. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  105318. }
  105319. this._webvrViewMatrix.invert();
  105320. }
  105321. // Remove translation from 6dof headset if trackposition is set to false
  105322. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105323. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105324. // Compute global position
  105325. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105326. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105327. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105328. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105329. this._markSyncedWithParent();
  105330. return this._webvrViewMatrix;
  105331. };
  105332. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105333. var _this = this;
  105334. var parentCamera = this.parent;
  105335. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105336. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105337. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105338. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105339. //babylon compatible matrix
  105340. if (!this.getScene().useRightHandedSystem) {
  105341. [8, 9, 10, 11].forEach(function (num) {
  105342. _this._projectionMatrix.m[num] *= -1;
  105343. });
  105344. }
  105345. return this._projectionMatrix;
  105346. };
  105347. /**
  105348. * Initializes the controllers and their meshes
  105349. */
  105350. WebVRFreeCamera.prototype.initControllers = function () {
  105351. var _this = this;
  105352. this.controllers = [];
  105353. var manager = this.getScene().gamepadManager;
  105354. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105355. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105356. var webVrController = gamepad;
  105357. if (webVrController.defaultModel) {
  105358. webVrController.defaultModel.setEnabled(false);
  105359. }
  105360. if (webVrController.hand === "right") {
  105361. _this._rightController = null;
  105362. }
  105363. if (webVrController.hand === "left") {
  105364. _this._leftController = null;
  105365. }
  105366. var controllerIndex = _this.controllers.indexOf(webVrController);
  105367. if (controllerIndex !== -1) {
  105368. _this.controllers.splice(controllerIndex, 1);
  105369. }
  105370. }
  105371. });
  105372. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105373. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105374. var webVrController_1 = gamepad;
  105375. if (!_this.webVROptions.trackPosition) {
  105376. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105377. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105378. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105379. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105380. _this._updateCache();
  105381. });
  105382. }
  105383. }
  105384. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105385. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105386. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105387. if (_this.webVROptions.controllerMeshes) {
  105388. if (webVrController_1.defaultModel) {
  105389. webVrController_1.defaultModel.setEnabled(true);
  105390. }
  105391. else {
  105392. // Load the meshes
  105393. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105394. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105395. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105396. if (_this.webVROptions.defaultLightingOnControllers) {
  105397. if (!_this._lightOnControllers) {
  105398. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105399. }
  105400. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105401. var children = mesh.getChildren();
  105402. if (children && children.length !== 0) {
  105403. children.forEach(function (mesh) {
  105404. light.includedOnlyMeshes.push(mesh);
  105405. activateLightOnSubMeshes_1(mesh, light);
  105406. });
  105407. }
  105408. };
  105409. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105410. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105411. }
  105412. });
  105413. }
  105414. }
  105415. webVrController_1.attachToPoseControlledCamera(_this);
  105416. // since this is async - sanity check. Is the controller already stored?
  105417. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105418. //add to the controllers array
  105419. _this.controllers.push(webVrController_1);
  105420. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105421. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105422. // So we're overriding setting left & right manually to be sure
  105423. var firstViveWandDetected = false;
  105424. for (var i = 0; i < _this.controllers.length; i++) {
  105425. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105426. if (!firstViveWandDetected) {
  105427. firstViveWandDetected = true;
  105428. _this.controllers[i].hand = "left";
  105429. }
  105430. else {
  105431. _this.controllers[i].hand = "right";
  105432. }
  105433. }
  105434. }
  105435. //did we find enough controllers? Great! let the developer know.
  105436. if (_this.controllers.length >= 2) {
  105437. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105438. }
  105439. }
  105440. }
  105441. });
  105442. };
  105443. return WebVRFreeCamera;
  105444. }(BABYLON.FreeCamera));
  105445. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105446. })(BABYLON || (BABYLON = {}));
  105447. //# sourceMappingURL=babylon.webVRCamera.js.map
  105448. var BABYLON;
  105449. (function (BABYLON) {
  105450. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105451. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105452. });
  105453. // We're mainly based on the logic defined into the FreeCamera code
  105454. /**
  105455. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105456. * being tilted forward or back and left or right.
  105457. */
  105458. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105459. __extends(DeviceOrientationCamera, _super);
  105460. /**
  105461. * Creates a new device orientation camera
  105462. * @param name The name of the camera
  105463. * @param position The start position camera
  105464. * @param scene The scene the camera belongs to
  105465. */
  105466. function DeviceOrientationCamera(name, position, scene) {
  105467. var _this = _super.call(this, name, position, scene) || this;
  105468. _this._quaternionCache = new BABYLON.Quaternion();
  105469. _this.inputs.addDeviceOrientation();
  105470. return _this;
  105471. }
  105472. /**
  105473. * Gets the current instance class name ("DeviceOrientationCamera").
  105474. * This helps avoiding instanceof at run time.
  105475. * @returns the class name
  105476. */
  105477. DeviceOrientationCamera.prototype.getClassName = function () {
  105478. return "DeviceOrientationCamera";
  105479. };
  105480. /**
  105481. * @hidden
  105482. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105483. */
  105484. DeviceOrientationCamera.prototype._checkInputs = function () {
  105485. _super.prototype._checkInputs.call(this);
  105486. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105487. if (this._initialQuaternion) {
  105488. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105489. }
  105490. };
  105491. /**
  105492. * Reset the camera to its default orientation on the specified axis only.
  105493. * @param axis The axis to reset
  105494. */
  105495. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105496. var _this = this;
  105497. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105498. //can only work if this camera has a rotation quaternion already.
  105499. if (!this.rotationQuaternion) {
  105500. return;
  105501. }
  105502. if (!this._initialQuaternion) {
  105503. this._initialQuaternion = new BABYLON.Quaternion();
  105504. }
  105505. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105506. ['x', 'y', 'z'].forEach(function (axisName) {
  105507. if (!axis[axisName]) {
  105508. _this._initialQuaternion[axisName] = 0;
  105509. }
  105510. else {
  105511. _this._initialQuaternion[axisName] *= -1;
  105512. }
  105513. });
  105514. this._initialQuaternion.normalize();
  105515. //force rotation update
  105516. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105517. };
  105518. return DeviceOrientationCamera;
  105519. }(BABYLON.FreeCamera));
  105520. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105521. })(BABYLON || (BABYLON = {}));
  105522. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105523. var BABYLON;
  105524. (function (BABYLON) {
  105525. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105526. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105527. });
  105528. /**
  105529. * Camera used to simulate VR rendering (based on FreeCamera)
  105530. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105531. */
  105532. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105533. __extends(VRDeviceOrientationFreeCamera, _super);
  105534. /**
  105535. * Creates a new VRDeviceOrientationFreeCamera
  105536. * @param name defines camera name
  105537. * @param position defines the start position of the camera
  105538. * @param scene defines the scene the camera belongs to
  105539. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105540. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105541. */
  105542. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105543. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105544. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105545. var _this = _super.call(this, name, position, scene) || this;
  105546. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105547. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105548. return _this;
  105549. }
  105550. /**
  105551. * Gets camera class name
  105552. * @returns VRDeviceOrientationFreeCamera
  105553. */
  105554. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105555. return "VRDeviceOrientationFreeCamera";
  105556. };
  105557. return VRDeviceOrientationFreeCamera;
  105558. }(BABYLON.DeviceOrientationCamera));
  105559. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105560. })(BABYLON || (BABYLON = {}));
  105561. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105562. var BABYLON;
  105563. (function (BABYLON) {
  105564. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105565. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105566. });
  105567. /**
  105568. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105569. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105570. */
  105571. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105572. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105573. /**
  105574. * Creates a new VRDeviceOrientationArcRotateCamera
  105575. * @param name defines camera name
  105576. * @param alpha defines the camera rotation along the logitudinal axis
  105577. * @param beta defines the camera rotation along the latitudinal axis
  105578. * @param radius defines the camera distance from its target
  105579. * @param target defines the camera target
  105580. * @param scene defines the scene the camera belongs to
  105581. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105582. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105583. */
  105584. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105585. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105586. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105587. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105588. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105589. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105590. _this.inputs.addVRDeviceOrientation();
  105591. return _this;
  105592. }
  105593. /**
  105594. * Gets camera class name
  105595. * @returns VRDeviceOrientationArcRotateCamera
  105596. */
  105597. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  105598. return "VRDeviceOrientationArcRotateCamera";
  105599. };
  105600. return VRDeviceOrientationArcRotateCamera;
  105601. }(BABYLON.ArcRotateCamera));
  105602. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  105603. })(BABYLON || (BABYLON = {}));
  105604. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  105605. var BABYLON;
  105606. (function (BABYLON) {
  105607. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  105608. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  105609. });
  105610. /**
  105611. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105612. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105613. */
  105614. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  105615. __extends(VRDeviceOrientationGamepadCamera, _super);
  105616. /**
  105617. * Creates a new VRDeviceOrientationGamepadCamera
  105618. * @param name defines camera name
  105619. * @param position defines the start position of the camera
  105620. * @param scene defines the scene the camera belongs to
  105621. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105622. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105623. */
  105624. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105625. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105626. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105627. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  105628. _this.inputs.addGamepad();
  105629. return _this;
  105630. }
  105631. /**
  105632. * Gets camera class name
  105633. * @returns VRDeviceOrientationGamepadCamera
  105634. */
  105635. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  105636. return "VRDeviceOrientationGamepadCamera";
  105637. };
  105638. return VRDeviceOrientationGamepadCamera;
  105639. }(BABYLON.VRDeviceOrientationFreeCamera));
  105640. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  105641. })(BABYLON || (BABYLON = {}));
  105642. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  105643. var BABYLON;
  105644. (function (BABYLON) {
  105645. var VRExperienceHelperGazer = /** @class */ (function () {
  105646. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  105647. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  105648. this.scene = scene;
  105649. /** @hidden */
  105650. this._pointerDownOnMeshAsked = false;
  105651. /** @hidden */
  105652. this._isActionableMesh = false;
  105653. /** @hidden */
  105654. this._teleportationRequestInitiated = false;
  105655. /** @hidden */
  105656. this._teleportationBackRequestInitiated = false;
  105657. /** @hidden */
  105658. this._rotationRightAsked = false;
  105659. /** @hidden */
  105660. this._rotationLeftAsked = false;
  105661. /** @hidden */
  105662. this._dpadPressed = true;
  105663. /** @hidden */
  105664. this._activePointer = false;
  105665. this._id = VRExperienceHelperGazer._idCounter++;
  105666. // Gaze tracker
  105667. if (!gazeTrackerToClone) {
  105668. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  105669. this._gazeTracker.bakeCurrentTransformIntoVertices();
  105670. this._gazeTracker.isPickable = false;
  105671. this._gazeTracker.isVisible = false;
  105672. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  105673. targetMat.specularColor = BABYLON.Color3.Black();
  105674. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105675. targetMat.backFaceCulling = false;
  105676. this._gazeTracker.material = targetMat;
  105677. }
  105678. else {
  105679. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  105680. }
  105681. }
  105682. /** @hidden */
  105683. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  105684. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  105685. };
  105686. /** @hidden */
  105687. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  105688. this._pointerDownOnMeshAsked = true;
  105689. if (this._currentHit) {
  105690. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  105691. }
  105692. };
  105693. /** @hidden */
  105694. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  105695. if (this._currentHit) {
  105696. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  105697. }
  105698. this._pointerDownOnMeshAsked = false;
  105699. };
  105700. /** @hidden */
  105701. VRExperienceHelperGazer.prototype._activatePointer = function () {
  105702. this._activePointer = true;
  105703. };
  105704. /** @hidden */
  105705. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  105706. this._activePointer = false;
  105707. };
  105708. /** @hidden */
  105709. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  105710. if (distance === void 0) { distance = 100; }
  105711. };
  105712. VRExperienceHelperGazer.prototype.dispose = function () {
  105713. this._interactionsEnabled = false;
  105714. this._teleportationEnabled = false;
  105715. if (this._gazeTracker) {
  105716. this._gazeTracker.dispose();
  105717. }
  105718. };
  105719. VRExperienceHelperGazer._idCounter = 0;
  105720. return VRExperienceHelperGazer;
  105721. }());
  105722. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  105723. __extends(VRExperienceHelperControllerGazer, _super);
  105724. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  105725. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  105726. _this.webVRController = webVRController;
  105727. // Laser pointer
  105728. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  105729. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  105730. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105731. laserPointerMaterial.alpha = 0.6;
  105732. _this._laserPointer.material = laserPointerMaterial;
  105733. _this._laserPointer.rotation.x = Math.PI / 2;
  105734. _this._laserPointer.position.z = -0.5;
  105735. _this._laserPointer.isVisible = false;
  105736. _this._laserPointer.isPickable = false;
  105737. if (!webVRController.mesh) {
  105738. // Create an empty mesh that is used prior to loading the high quality model
  105739. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  105740. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  105741. preloadPointerPose.rotation.x = -0.7;
  105742. preloadMesh.addChild(preloadPointerPose);
  105743. webVRController.attachToMesh(preloadMesh);
  105744. }
  105745. _this._setLaserPointerParent(webVRController.mesh);
  105746. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  105747. _this._setLaserPointerParent(mesh);
  105748. });
  105749. return _this;
  105750. }
  105751. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  105752. return this.webVRController.getForwardRay(length);
  105753. };
  105754. /** @hidden */
  105755. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  105756. _super.prototype._activatePointer.call(this);
  105757. this._laserPointer.isVisible = true;
  105758. };
  105759. /** @hidden */
  105760. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  105761. _super.prototype._deactivatePointer.call(this);
  105762. this._laserPointer.isVisible = false;
  105763. };
  105764. /** @hidden */
  105765. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  105766. this._laserPointer.material.emissiveColor = color;
  105767. };
  105768. /** @hidden */
  105769. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  105770. var makeNotPick = function (root) {
  105771. root.isPickable = false;
  105772. root.getChildMeshes().forEach(function (c) {
  105773. makeNotPick(c);
  105774. });
  105775. };
  105776. makeNotPick(mesh);
  105777. var childMeshes = mesh.getChildMeshes();
  105778. this.webVRController._pointingPoseNode = null;
  105779. for (var i = 0; i < childMeshes.length; i++) {
  105780. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  105781. mesh = childMeshes[i];
  105782. this.webVRController._pointingPoseNode = mesh;
  105783. break;
  105784. }
  105785. }
  105786. this._laserPointer.parent = mesh;
  105787. };
  105788. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  105789. if (distance === void 0) { distance = 100; }
  105790. this._laserPointer.scaling.y = distance;
  105791. this._laserPointer.position.z = -distance / 2;
  105792. };
  105793. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  105794. _super.prototype.dispose.call(this);
  105795. this._laserPointer.dispose();
  105796. if (this._meshAttachedObserver) {
  105797. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  105798. }
  105799. };
  105800. return VRExperienceHelperControllerGazer;
  105801. }(VRExperienceHelperGazer));
  105802. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  105803. __extends(VRExperienceHelperCameraGazer, _super);
  105804. function VRExperienceHelperCameraGazer(getCamera, scene) {
  105805. var _this = _super.call(this, scene) || this;
  105806. _this.getCamera = getCamera;
  105807. return _this;
  105808. }
  105809. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  105810. var camera = this.getCamera();
  105811. if (camera) {
  105812. return camera.getForwardRay(length);
  105813. }
  105814. else {
  105815. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  105816. }
  105817. };
  105818. return VRExperienceHelperCameraGazer;
  105819. }(VRExperienceHelperGazer));
  105820. /**
  105821. * Helps to quickly add VR support to an existing scene.
  105822. * See http://doc.babylonjs.com/how_to/webvr_helper
  105823. */
  105824. var VRExperienceHelper = /** @class */ (function () {
  105825. /**
  105826. * Instantiates a VRExperienceHelper.
  105827. * Helps to quickly add VR support to an existing scene.
  105828. * @param scene The scene the VRExperienceHelper belongs to.
  105829. * @param webVROptions Options to modify the vr experience helper's behavior.
  105830. */
  105831. function VRExperienceHelper(scene,
  105832. /** Options to modify the vr experience helper's behavior. */
  105833. webVROptions) {
  105834. if (webVROptions === void 0) { webVROptions = {}; }
  105835. var _this = this;
  105836. this.webVROptions = webVROptions;
  105837. // Can the system support WebVR, even if a headset isn't plugged in?
  105838. this._webVRsupported = false;
  105839. // If WebVR is supported, is a headset plugged in and are we ready to present?
  105840. this._webVRready = false;
  105841. // Are we waiting for the requestPresent callback to complete?
  105842. this._webVRrequesting = false;
  105843. // Are we presenting to the headset right now? (this is the vrDevice state)
  105844. this._webVRpresenting = false;
  105845. // Are we presenting in the fullscreen fallback?
  105846. this._fullscreenVRpresenting = false;
  105847. /**
  105848. * Observable raised when entering VR.
  105849. */
  105850. this.onEnteringVRObservable = new BABYLON.Observable();
  105851. /**
  105852. * Observable raised when exiting VR.
  105853. */
  105854. this.onExitingVRObservable = new BABYLON.Observable();
  105855. /**
  105856. * Observable raised when controller mesh is loaded.
  105857. */
  105858. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105859. this._useCustomVRButton = false;
  105860. this._teleportationRequested = false;
  105861. this._teleportActive = false;
  105862. this._floorMeshesCollection = [];
  105863. this._rotationAllowed = true;
  105864. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  105865. this._isDefaultTeleportationTarget = true;
  105866. this._teleportationFillColor = "#444444";
  105867. this._teleportationBorderColor = "#FFFFFF";
  105868. this._rotationAngle = 0;
  105869. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  105870. this._padSensibilityUp = 0.65;
  105871. this._padSensibilityDown = 0.35;
  105872. this._leftController = null;
  105873. this._rightController = null;
  105874. /**
  105875. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105876. */
  105877. this.onNewMeshSelected = new BABYLON.Observable();
  105878. /**
  105879. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105880. */
  105881. this.onNewMeshPicked = new BABYLON.Observable();
  105882. /**
  105883. * Observable raised before camera teleportation
  105884. */
  105885. this.onBeforeCameraTeleport = new BABYLON.Observable();
  105886. /**
  105887. * Observable raised after camera teleportation
  105888. */
  105889. this.onAfterCameraTeleport = new BABYLON.Observable();
  105890. /**
  105891. * Observable raised when current selected mesh gets unselected
  105892. */
  105893. this.onSelectedMeshUnselected = new BABYLON.Observable();
  105894. /**
  105895. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105896. */
  105897. this.teleportationEnabled = true;
  105898. this._teleportationInitialized = false;
  105899. this._interactionsEnabled = false;
  105900. this._interactionsRequested = false;
  105901. this._displayGaze = true;
  105902. this._displayLaserPointer = true;
  105903. /**
  105904. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105905. */
  105906. this.updateGazeTrackerScale = true;
  105907. this._onResize = function () {
  105908. _this.moveButtonToBottomRight();
  105909. if (_this._fullscreenVRpresenting && _this._webVRready) {
  105910. _this.exitVR();
  105911. }
  105912. };
  105913. this._onFullscreenChange = function () {
  105914. if (document.fullscreen !== undefined) {
  105915. _this._fullscreenVRpresenting = document.fullscreen;
  105916. }
  105917. else if (document.mozFullScreen !== undefined) {
  105918. _this._fullscreenVRpresenting = document.mozFullScreen;
  105919. }
  105920. else if (document.webkitIsFullScreen !== undefined) {
  105921. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  105922. }
  105923. else if (document.msIsFullScreen !== undefined) {
  105924. _this._fullscreenVRpresenting = document.msIsFullScreen;
  105925. }
  105926. else if (document.msFullscreenElement !== undefined) {
  105927. _this._fullscreenVRpresenting = document.msFullscreenElement;
  105928. }
  105929. if (!_this._fullscreenVRpresenting && _this._canvas) {
  105930. _this.exitVR();
  105931. if (!_this._useCustomVRButton) {
  105932. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  105933. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  105934. }
  105935. }
  105936. };
  105937. this.beforeRender = function () {
  105938. if (_this._leftController && _this._leftController._activePointer) {
  105939. _this._castRayAndSelectObject(_this._leftController);
  105940. }
  105941. if (_this._rightController && _this._rightController._activePointer) {
  105942. _this._castRayAndSelectObject(_this._rightController);
  105943. }
  105944. if (_this._noControllerIsActive) {
  105945. _this._castRayAndSelectObject(_this._cameraGazer);
  105946. }
  105947. else {
  105948. _this._cameraGazer._gazeTracker.isVisible = false;
  105949. }
  105950. };
  105951. this._onNewGamepadConnected = function (gamepad) {
  105952. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  105953. if (gamepad.leftStick) {
  105954. gamepad.onleftstickchanged(function (stickValues) {
  105955. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  105956. // Listening to classic/xbox gamepad only if no VR controller is active
  105957. if ((!_this._leftController && !_this._rightController) ||
  105958. ((_this._leftController && !_this._leftController._activePointer) &&
  105959. (_this._rightController && !_this._rightController._activePointer))) {
  105960. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  105961. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  105962. }
  105963. }
  105964. });
  105965. }
  105966. if (gamepad.rightStick) {
  105967. gamepad.onrightstickchanged(function (stickValues) {
  105968. if (_this._teleportationInitialized) {
  105969. _this._checkRotate(stickValues, _this._cameraGazer);
  105970. }
  105971. });
  105972. }
  105973. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  105974. gamepad.onbuttondown(function (buttonPressed) {
  105975. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105976. _this._cameraGazer._selectionPointerDown();
  105977. }
  105978. });
  105979. gamepad.onbuttonup(function (buttonPressed) {
  105980. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105981. _this._cameraGazer._selectionPointerUp();
  105982. }
  105983. });
  105984. }
  105985. }
  105986. else {
  105987. var webVRController = gamepad;
  105988. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  105989. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  105990. _this._rightController = controller;
  105991. }
  105992. else {
  105993. _this._leftController = controller;
  105994. }
  105995. _this._tryEnableInteractionOnController(controller);
  105996. }
  105997. };
  105998. // This only succeeds if the controller's mesh exists for the controller so this must be called whenever new controller is connected or when mesh is loaded
  105999. this._tryEnableInteractionOnController = function (controller) {
  106000. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106001. _this._enableInteractionOnController(controller);
  106002. }
  106003. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106004. _this._enableTeleportationOnController(controller);
  106005. }
  106006. };
  106007. this._onNewGamepadDisconnected = function (gamepad) {
  106008. if (gamepad instanceof BABYLON.WebVRController) {
  106009. if (gamepad.hand === "left" && _this._leftController != null) {
  106010. _this._leftController.dispose();
  106011. _this._leftController = null;
  106012. }
  106013. if (gamepad.hand === "right" && _this._rightController != null) {
  106014. _this._rightController.dispose();
  106015. _this._rightController = null;
  106016. }
  106017. }
  106018. };
  106019. this._workingVector = BABYLON.Vector3.Zero();
  106020. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106021. this._workingMatrix = BABYLON.Matrix.Identity();
  106022. this._scene = scene;
  106023. this._canvas = scene.getEngine().getRenderingCanvas();
  106024. // Parse options
  106025. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106026. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106027. }
  106028. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106029. webVROptions.createDeviceOrientationCamera = true;
  106030. }
  106031. if (webVROptions.laserToggle === undefined) {
  106032. webVROptions.laserToggle = true;
  106033. }
  106034. if (webVROptions.defaultHeight === undefined) {
  106035. webVROptions.defaultHeight = 1.7;
  106036. }
  106037. if (webVROptions.useCustomVRButton) {
  106038. this._useCustomVRButton = true;
  106039. if (webVROptions.customVRButton) {
  106040. this._btnVR = webVROptions.customVRButton;
  106041. }
  106042. }
  106043. if (webVROptions.rayLength) {
  106044. this._rayLength = webVROptions.rayLength;
  106045. }
  106046. this._defaultHeight = webVROptions.defaultHeight;
  106047. if (webVROptions.positionScale) {
  106048. this._rayLength *= webVROptions.positionScale;
  106049. this._defaultHeight *= webVROptions.positionScale;
  106050. }
  106051. this._hasEnteredVR = false;
  106052. // Set position
  106053. if (this._scene.activeCamera) {
  106054. this._position = this._scene.activeCamera.position.clone();
  106055. }
  106056. else {
  106057. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106058. }
  106059. // Set non-vr camera
  106060. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106061. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106062. // Copy data from existing camera
  106063. if (this._scene.activeCamera) {
  106064. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106065. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106066. // Set rotation from previous camera
  106067. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106068. var targetCamera = this._scene.activeCamera;
  106069. if (targetCamera.rotationQuaternion) {
  106070. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106071. }
  106072. else {
  106073. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106074. }
  106075. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106076. }
  106077. }
  106078. this._scene.activeCamera = this._deviceOrientationCamera;
  106079. if (this._canvas) {
  106080. this._scene.activeCamera.attachControl(this._canvas);
  106081. }
  106082. }
  106083. else {
  106084. this._existingCamera = this._scene.activeCamera;
  106085. }
  106086. // Create VR cameras
  106087. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106088. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106089. }
  106090. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106091. this._webVRCamera.useStandingMatrix();
  106092. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106093. // Create default button
  106094. if (!this._useCustomVRButton) {
  106095. this._btnVR = document.createElement("BUTTON");
  106096. this._btnVR.className = "babylonVRicon";
  106097. this._btnVR.id = "babylonVRiconbtn";
  106098. this._btnVR.title = "Click to switch to VR";
  106099. var css = ".babylonVRicon { position: absolute; right: 20px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-image: url(data:image/svg+xml;charset=UTF-8,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%222048%22%20height%3D%221152%22%20viewBox%3D%220%200%202048%201152%22%20version%3D%221.1%22%3E%3Cpath%20transform%3D%22rotate%28180%201024%2C576.0000000000001%29%22%20d%3D%22m1109%2C896q17%2C0%2030%2C-12t13%2C-30t-12.5%2C-30.5t-30.5%2C-12.5l-170%2C0q-18%2C0%20-30.5%2C12.5t-12.5%2C30.5t13%2C30t30%2C12l170%2C0zm-85%2C256q59%2C0%20132.5%2C-1.5t154.5%2C-5.5t164.5%2C-11.5t163%2C-20t150%2C-30t124.5%2C-41.5q23%2C-11%2042%2C-24t38%2C-30q27%2C-25%2041%2C-61.5t14%2C-72.5l0%2C-257q0%2C-123%20-47%2C-232t-128%2C-190t-190%2C-128t-232%2C-47l-81%2C0q-37%2C0%20-68.5%2C14t-60.5%2C34.5t-55.5%2C45t-53%2C45t-53%2C34.5t-55.5%2C14t-55.5%2C-14t-53%2C-34.5t-53%2C-45t-55.5%2C-45t-60.5%2C-34.5t-68.5%2C-14l-81%2C0q-123%2C0%20-232%2C47t-190%2C128t-128%2C190t-47%2C232l0%2C257q0%2C68%2038%2C115t97%2C73q54%2C24%20124.5%2C41.5t150%2C30t163%2C20t164.5%2C11.5t154.5%2C5.5t132.5%2C1.5zm939%2C-298q0%2C39%20-24.5%2C67t-58.5%2C42q-54%2C23%20-122%2C39.5t-143.5%2C28t-155.5%2C19t-157%2C11t-148.5%2C5t-129.5%2C1.5q-59%2C0%20-130%2C-1.5t-148%2C-5t-157%2C-11t-155.5%2C-19t-143.5%2C-28t-122%2C-39.5q-34%2C-14%20-58.5%2C-42t-24.5%2C-67l0%2C-257q0%2C-106%2040.5%2C-199t110%2C-162.5t162.5%2C-109.5t199%2C-40l81%2C0q27%2C0%2052%2C14t50%2C34.5t51%2C44.5t55.5%2C44.5t63.5%2C34.5t74%2C14t74%2C-14t63.5%2C-34.5t55.5%2C-44.5t51%2C-44.5t50%2C-34.5t52%2C-14l14%2C0q37%2C0%2070%2C0.5t64.5%2C4.5t63.5%2C12t68%2C23q71%2C30%20128.5%2C78.5t98.5%2C110t63.5%2C133.5t22.5%2C149l0%2C257z%22%20fill%3D%22white%22%20/%3E%3C/svg%3E%0A); background-size: 80%; background-repeat:no-repeat; background-position: center; border: none; outline: none; transition: transform 0.125s ease-out } .babylonVRicon:hover { transform: scale(1.05) } .babylonVRicon:active {background-color: rgba(51,51,51,1) } .babylonVRicon:focus {background-color: rgba(51,51,51,1) }";
  106100. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106101. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106102. // css += ".babylonVRicon.vrdisplaysupported { }";
  106103. // css += ".babylonVRicon.vrdisplayready { }";
  106104. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106105. var style = document.createElement('style');
  106106. style.appendChild(document.createTextNode(css));
  106107. document.getElementsByTagName('head')[0].appendChild(style);
  106108. this.moveButtonToBottomRight();
  106109. }
  106110. // VR button click event
  106111. if (this._btnVR) {
  106112. this._btnVR.addEventListener("click", function () {
  106113. if (!_this.isInVRMode) {
  106114. _this.enterVR();
  106115. }
  106116. else {
  106117. _this.exitVR();
  106118. }
  106119. });
  106120. }
  106121. // Window events
  106122. window.addEventListener("resize", this._onResize);
  106123. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106124. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106125. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106126. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106127. document.onmsfullscreenchange = this._onFullscreenChange;
  106128. // Display vr button when headset is connected
  106129. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106130. this.displayVRButton();
  106131. }
  106132. else {
  106133. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106134. if (e.vrDisplay) {
  106135. _this.displayVRButton();
  106136. }
  106137. });
  106138. }
  106139. // Exiting VR mode using 'ESC' key on desktop
  106140. this._onKeyDown = function (event) {
  106141. if (event.keyCode === 27 && _this.isInVRMode) {
  106142. _this.exitVR();
  106143. }
  106144. };
  106145. document.addEventListener("keydown", this._onKeyDown);
  106146. // Exiting VR mode double tapping the touch screen
  106147. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106148. if (_this.isInVRMode) {
  106149. _this.exitVR();
  106150. if (_this._fullscreenVRpresenting) {
  106151. _this._scene.getEngine().switchFullscreen(true);
  106152. }
  106153. }
  106154. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106155. // Listen for WebVR display changes
  106156. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106157. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106158. this._onVRRequestPresentStart = function () {
  106159. _this._webVRrequesting = true;
  106160. _this.updateButtonVisibility();
  106161. };
  106162. this._onVRRequestPresentComplete = function (success) {
  106163. _this._webVRrequesting = false;
  106164. _this.updateButtonVisibility();
  106165. };
  106166. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106167. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106168. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106169. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106170. scene.onDisposeObservable.add(function () {
  106171. _this.dispose();
  106172. });
  106173. // Gamepad connection events
  106174. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106175. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106176. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106177. this.updateButtonVisibility();
  106178. //create easing functions
  106179. this._circleEase = new BABYLON.CircleEase();
  106180. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106181. if (this.webVROptions.floorMeshes) {
  106182. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106183. }
  106184. }
  106185. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106186. /** Return this.onEnteringVRObservable
  106187. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106188. */
  106189. get: function () {
  106190. return this.onEnteringVRObservable;
  106191. },
  106192. enumerable: true,
  106193. configurable: true
  106194. });
  106195. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106196. /** Return this.onExitingVRObservable
  106197. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106198. */
  106199. get: function () {
  106200. return this.onExitingVRObservable;
  106201. },
  106202. enumerable: true,
  106203. configurable: true
  106204. });
  106205. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106206. /** Return this.onControllerMeshLoadedObservable
  106207. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106208. */
  106209. get: function () {
  106210. return this.onControllerMeshLoadedObservable;
  106211. },
  106212. enumerable: true,
  106213. configurable: true
  106214. });
  106215. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106216. /**
  106217. * The mesh used to display where the user is going to teleport.
  106218. */
  106219. get: function () {
  106220. return this._teleportationTarget;
  106221. },
  106222. /**
  106223. * Sets the mesh to be used to display where the user is going to teleport.
  106224. */
  106225. set: function (value) {
  106226. if (value) {
  106227. value.name = "teleportationTarget";
  106228. this._isDefaultTeleportationTarget = false;
  106229. this._teleportationTarget = value;
  106230. }
  106231. },
  106232. enumerable: true,
  106233. configurable: true
  106234. });
  106235. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106236. /**
  106237. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  106238. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106239. * See http://doc.babylonjs.com/resources/baking_transformations
  106240. */
  106241. get: function () {
  106242. return this._cameraGazer._gazeTracker;
  106243. },
  106244. set: function (value) {
  106245. if (value) {
  106246. // Dispose of existing meshes
  106247. if (this._cameraGazer._gazeTracker) {
  106248. this._cameraGazer._gazeTracker.dispose();
  106249. }
  106250. if (this._leftController && this._leftController._gazeTracker) {
  106251. this._leftController._gazeTracker.dispose();
  106252. }
  106253. if (this._rightController && this._rightController._gazeTracker) {
  106254. this._rightController._gazeTracker.dispose();
  106255. }
  106256. // Set and create gaze trackers on head and controllers
  106257. this._cameraGazer._gazeTracker = value;
  106258. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106259. this._cameraGazer._gazeTracker.isPickable = false;
  106260. this._cameraGazer._gazeTracker.isVisible = false;
  106261. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106262. if (this._leftController) {
  106263. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106264. }
  106265. if (this._rightController) {
  106266. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106267. }
  106268. }
  106269. },
  106270. enumerable: true,
  106271. configurable: true
  106272. });
  106273. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106274. /**
  106275. * The gaze tracking mesh corresponding to the left controller
  106276. */
  106277. get: function () {
  106278. if (this._leftController) {
  106279. return this._leftController._gazeTracker;
  106280. }
  106281. return null;
  106282. },
  106283. enumerable: true,
  106284. configurable: true
  106285. });
  106286. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106287. /**
  106288. * The gaze tracking mesh corresponding to the right controller
  106289. */
  106290. get: function () {
  106291. if (this._rightController) {
  106292. return this._rightController._gazeTracker;
  106293. }
  106294. return null;
  106295. },
  106296. enumerable: true,
  106297. configurable: true
  106298. });
  106299. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106300. /**
  106301. * If the ray of the gaze should be displayed.
  106302. */
  106303. get: function () {
  106304. return this._displayGaze;
  106305. },
  106306. /**
  106307. * Sets if the ray of the gaze should be displayed.
  106308. */
  106309. set: function (value) {
  106310. this._displayGaze = value;
  106311. if (!value) {
  106312. this._cameraGazer._gazeTracker.isVisible = false;
  106313. if (this._leftController) {
  106314. this._leftController._gazeTracker.isVisible = false;
  106315. }
  106316. if (this._rightController) {
  106317. this._rightController._gazeTracker.isVisible = false;
  106318. }
  106319. }
  106320. },
  106321. enumerable: true,
  106322. configurable: true
  106323. });
  106324. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106325. /**
  106326. * If the ray of the LaserPointer should be displayed.
  106327. */
  106328. get: function () {
  106329. return this._displayLaserPointer;
  106330. },
  106331. /**
  106332. * Sets if the ray of the LaserPointer should be displayed.
  106333. */
  106334. set: function (value) {
  106335. this._displayLaserPointer = value;
  106336. if (!value) {
  106337. if (this._rightController) {
  106338. this._rightController._deactivatePointer();
  106339. this._rightController._gazeTracker.isVisible = false;
  106340. }
  106341. if (this._leftController) {
  106342. this._leftController._deactivatePointer();
  106343. this._leftController._gazeTracker.isVisible = false;
  106344. }
  106345. }
  106346. else {
  106347. if (this._rightController) {
  106348. this._rightController._activatePointer();
  106349. }
  106350. if (this._leftController) {
  106351. this._leftController._activatePointer();
  106352. }
  106353. }
  106354. },
  106355. enumerable: true,
  106356. configurable: true
  106357. });
  106358. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106359. /**
  106360. * The deviceOrientationCamera used as the camera when not in VR.
  106361. */
  106362. get: function () {
  106363. return this._deviceOrientationCamera;
  106364. },
  106365. enumerable: true,
  106366. configurable: true
  106367. });
  106368. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106369. /**
  106370. * Based on the current WebVR support, returns the current VR camera used.
  106371. */
  106372. get: function () {
  106373. if (this._webVRready) {
  106374. return this._webVRCamera;
  106375. }
  106376. else {
  106377. return this._scene.activeCamera;
  106378. }
  106379. },
  106380. enumerable: true,
  106381. configurable: true
  106382. });
  106383. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106384. /**
  106385. * The webVRCamera which is used when in VR.
  106386. */
  106387. get: function () {
  106388. return this._webVRCamera;
  106389. },
  106390. enumerable: true,
  106391. configurable: true
  106392. });
  106393. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106394. /**
  106395. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106396. */
  106397. get: function () {
  106398. return this._vrDeviceOrientationCamera;
  106399. },
  106400. enumerable: true,
  106401. configurable: true
  106402. });
  106403. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106404. get: function () {
  106405. var result = this._cameraGazer._teleportationRequestInitiated
  106406. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106407. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106408. return result;
  106409. },
  106410. enumerable: true,
  106411. configurable: true
  106412. });
  106413. // Raised when one of the controller has loaded successfully its associated default mesh
  106414. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106415. if (this._leftController && this._leftController.webVRController == webVRController) {
  106416. if (webVRController.mesh) {
  106417. this._leftController._setLaserPointerParent(webVRController.mesh);
  106418. }
  106419. }
  106420. if (this._rightController && this._rightController.webVRController == webVRController) {
  106421. if (webVRController.mesh) {
  106422. this._rightController._setLaserPointerParent(webVRController.mesh);
  106423. }
  106424. }
  106425. try {
  106426. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106427. }
  106428. catch (err) {
  106429. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106430. }
  106431. };
  106432. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106433. /**
  106434. * Gets a value indicating if we are currently in VR mode.
  106435. */
  106436. get: function () {
  106437. return this._webVRpresenting || this._fullscreenVRpresenting;
  106438. },
  106439. enumerable: true,
  106440. configurable: true
  106441. });
  106442. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106443. var vrDisplay = this._scene.getEngine().getVRDevice();
  106444. if (vrDisplay) {
  106445. var wasPresenting = this._webVRpresenting;
  106446. this._webVRpresenting = vrDisplay.isPresenting;
  106447. if (wasPresenting && !this._webVRpresenting) {
  106448. this.exitVR();
  106449. }
  106450. }
  106451. else {
  106452. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106453. }
  106454. this.updateButtonVisibility();
  106455. };
  106456. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106457. this._webVRsupported = eventArgs.vrSupported;
  106458. this._webVRready = !!eventArgs.vrDisplay;
  106459. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106460. this.updateButtonVisibility();
  106461. };
  106462. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106463. if (this._canvas && !this._useCustomVRButton) {
  106464. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106465. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106466. }
  106467. };
  106468. VRExperienceHelper.prototype.displayVRButton = function () {
  106469. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106470. document.body.appendChild(this._btnVR);
  106471. this._btnVRDisplayed = true;
  106472. }
  106473. };
  106474. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106475. if (!this._btnVR || this._useCustomVRButton) {
  106476. return;
  106477. }
  106478. this._btnVR.className = "babylonVRicon";
  106479. if (this.isInVRMode) {
  106480. this._btnVR.className += " vrdisplaypresenting";
  106481. }
  106482. else {
  106483. if (this._webVRready) {
  106484. this._btnVR.className += " vrdisplayready";
  106485. }
  106486. if (this._webVRsupported) {
  106487. this._btnVR.className += " vrdisplaysupported";
  106488. }
  106489. if (this._webVRrequesting) {
  106490. this._btnVR.className += " vrdisplayrequesting";
  106491. }
  106492. }
  106493. };
  106494. /**
  106495. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106496. * Otherwise, will use the fullscreen API.
  106497. */
  106498. VRExperienceHelper.prototype.enterVR = function () {
  106499. if (this.onEnteringVRObservable) {
  106500. try {
  106501. this.onEnteringVRObservable.notifyObservers(this);
  106502. }
  106503. catch (err) {
  106504. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106505. }
  106506. }
  106507. if (this._scene.activeCamera) {
  106508. this._position = this._scene.activeCamera.position.clone();
  106509. // make sure that we return to the last active camera
  106510. this._existingCamera = this._scene.activeCamera;
  106511. }
  106512. if (this._webVRrequesting) {
  106513. return;
  106514. }
  106515. // If WebVR is supported and a headset is connected
  106516. if (this._webVRready) {
  106517. if (!this._webVRpresenting) {
  106518. this._webVRCamera.position = this._position;
  106519. this._scene.activeCamera = this._webVRCamera;
  106520. }
  106521. }
  106522. else if (this._vrDeviceOrientationCamera) {
  106523. this._vrDeviceOrientationCamera.position = this._position;
  106524. if (this._scene.activeCamera) {
  106525. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106526. }
  106527. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106528. this._scene.getEngine().switchFullscreen(true);
  106529. this.updateButtonVisibility();
  106530. }
  106531. if (this._scene.activeCamera && this._canvas) {
  106532. this._scene.activeCamera.attachControl(this._canvas);
  106533. }
  106534. if (this._interactionsEnabled) {
  106535. this._scene.registerBeforeRender(this.beforeRender);
  106536. }
  106537. this._hasEnteredVR = true;
  106538. };
  106539. /**
  106540. * Attempt to exit VR, or fullscreen.
  106541. */
  106542. VRExperienceHelper.prototype.exitVR = function () {
  106543. if (this._hasEnteredVR) {
  106544. if (this.onExitingVRObservable) {
  106545. try {
  106546. this.onExitingVRObservable.notifyObservers(this);
  106547. }
  106548. catch (err) {
  106549. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106550. }
  106551. }
  106552. if (this._webVRpresenting) {
  106553. this._scene.getEngine().disableVR();
  106554. }
  106555. if (this._scene.activeCamera) {
  106556. this._position = this._scene.activeCamera.position.clone();
  106557. }
  106558. if (this._deviceOrientationCamera) {
  106559. this._deviceOrientationCamera.position = this._position;
  106560. this._scene.activeCamera = this._deviceOrientationCamera;
  106561. if (this._canvas) {
  106562. this._scene.activeCamera.attachControl(this._canvas);
  106563. }
  106564. }
  106565. else if (this._existingCamera) {
  106566. this._existingCamera.position = this._position;
  106567. this._scene.activeCamera = this._existingCamera;
  106568. }
  106569. this.updateButtonVisibility();
  106570. if (this._interactionsEnabled) {
  106571. this._scene.unregisterBeforeRender(this.beforeRender);
  106572. this._cameraGazer._gazeTracker.isVisible = false;
  106573. if (this._leftController) {
  106574. this._leftController._gazeTracker.isVisible = false;
  106575. }
  106576. if (this._rightController) {
  106577. this._rightController._gazeTracker.isVisible = false;
  106578. }
  106579. }
  106580. // resize to update width and height when exiting vr exits fullscreen
  106581. this._scene.getEngine().resize();
  106582. this._hasEnteredVR = false;
  106583. }
  106584. };
  106585. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  106586. /**
  106587. * The position of the vr experience helper.
  106588. */
  106589. get: function () {
  106590. return this._position;
  106591. },
  106592. /**
  106593. * Sets the position of the vr experience helper.
  106594. */
  106595. set: function (value) {
  106596. this._position = value;
  106597. if (this._scene.activeCamera) {
  106598. this._scene.activeCamera.position = value;
  106599. }
  106600. },
  106601. enumerable: true,
  106602. configurable: true
  106603. });
  106604. /**
  106605. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106606. */
  106607. VRExperienceHelper.prototype.enableInteractions = function () {
  106608. var _this = this;
  106609. if (!this._interactionsEnabled) {
  106610. this._interactionsRequested = true;
  106611. if (this._leftController) {
  106612. this._enableInteractionOnController(this._leftController);
  106613. }
  106614. if (this._rightController) {
  106615. this._enableInteractionOnController(this._rightController);
  106616. }
  106617. this.raySelectionPredicate = function (mesh) {
  106618. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  106619. };
  106620. this.meshSelectionPredicate = function (mesh) {
  106621. return true;
  106622. };
  106623. this._raySelectionPredicate = function (mesh) {
  106624. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  106625. && mesh.name.indexOf("teleportationTarget") === -1
  106626. && mesh.name.indexOf("torusTeleportation") === -1)) {
  106627. return _this.raySelectionPredicate(mesh);
  106628. }
  106629. return false;
  106630. };
  106631. this._interactionsEnabled = true;
  106632. }
  106633. };
  106634. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  106635. get: function () {
  106636. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  106637. },
  106638. enumerable: true,
  106639. configurable: true
  106640. });
  106641. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  106642. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  106643. if (this._floorMeshesCollection[i].id === mesh.id) {
  106644. return true;
  106645. }
  106646. }
  106647. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  106648. return true;
  106649. }
  106650. return false;
  106651. };
  106652. /**
  106653. * Adds a floor mesh to be used for teleportation.
  106654. * @param floorMesh the mesh to be used for teleportation.
  106655. */
  106656. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  106657. if (!this._floorMeshesCollection) {
  106658. return;
  106659. }
  106660. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  106661. return;
  106662. }
  106663. this._floorMeshesCollection.push(floorMesh);
  106664. };
  106665. /**
  106666. * Removes a floor mesh from being used for teleportation.
  106667. * @param floorMesh the mesh to be removed.
  106668. */
  106669. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  106670. if (!this._floorMeshesCollection) {
  106671. return;
  106672. }
  106673. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  106674. if (meshIndex !== -1) {
  106675. this._floorMeshesCollection.splice(meshIndex, 1);
  106676. }
  106677. };
  106678. /**
  106679. * Enables interactions and teleportation using the VR controllers and gaze.
  106680. * @param vrTeleportationOptions options to modify teleportation behavior.
  106681. */
  106682. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  106683. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  106684. if (!this._teleportationInitialized) {
  106685. this._teleportationRequested = true;
  106686. this.enableInteractions();
  106687. if (vrTeleportationOptions.floorMeshName) {
  106688. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  106689. }
  106690. if (vrTeleportationOptions.floorMeshes) {
  106691. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  106692. }
  106693. if (this._leftController != null) {
  106694. this._enableTeleportationOnController(this._leftController);
  106695. }
  106696. if (this._rightController != null) {
  106697. this._enableTeleportationOnController(this._rightController);
  106698. }
  106699. // Creates an image processing post process for the vignette not relying
  106700. // on the main scene configuration for image processing to reduce setup and spaces
  106701. // (gamma/linear) conflicts.
  106702. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  106703. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  106704. imageProcessingConfiguration.vignetteEnabled = true;
  106705. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  106706. this._webVRCamera.detachPostProcess(this._postProcessMove);
  106707. this._teleportationInitialized = true;
  106708. if (this._isDefaultTeleportationTarget) {
  106709. this._createTeleportationCircles();
  106710. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  106711. }
  106712. }
  106713. };
  106714. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  106715. var _this = this;
  106716. var controllerMesh = controller.webVRController.mesh;
  106717. if (controllerMesh) {
  106718. controller._interactionsEnabled = true;
  106719. controller._activatePointer();
  106720. if (this.webVROptions.laserToggle) {
  106721. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  106722. // Enabling / disabling laserPointer
  106723. if (_this._displayLaserPointer && stateObject.value === 1) {
  106724. if (controller._activePointer) {
  106725. controller._deactivatePointer();
  106726. }
  106727. else {
  106728. controller._activatePointer();
  106729. }
  106730. if (_this.displayGaze) {
  106731. controller._gazeTracker.isVisible = controller._activePointer;
  106732. }
  106733. }
  106734. });
  106735. }
  106736. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  106737. var gazer = controller;
  106738. if (_this._noControllerIsActive) {
  106739. gazer = _this._cameraGazer;
  106740. }
  106741. if (!gazer._pointerDownOnMeshAsked) {
  106742. if (stateObject.value > _this._padSensibilityUp) {
  106743. gazer._selectionPointerDown();
  106744. }
  106745. }
  106746. else if (stateObject.value < _this._padSensibilityDown) {
  106747. gazer._selectionPointerUp();
  106748. }
  106749. });
  106750. }
  106751. };
  106752. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  106753. // Dont teleport if another gaze already requested teleportation
  106754. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  106755. return;
  106756. }
  106757. if (!gazer._teleportationRequestInitiated) {
  106758. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  106759. gazer._activatePointer();
  106760. gazer._teleportationRequestInitiated = true;
  106761. }
  106762. }
  106763. else {
  106764. // Listening to the proper controller values changes to confirm teleportation
  106765. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  106766. if (this._teleportActive) {
  106767. this.teleportCamera(this._haloCenter);
  106768. }
  106769. gazer._teleportationRequestInitiated = false;
  106770. }
  106771. }
  106772. };
  106773. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  106774. // Only rotate when user is not currently selecting a teleportation location
  106775. if (gazer._teleportationRequestInitiated) {
  106776. return;
  106777. }
  106778. if (!gazer._rotationLeftAsked) {
  106779. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  106780. gazer._rotationLeftAsked = true;
  106781. if (this._rotationAllowed) {
  106782. this._rotateCamera(false);
  106783. }
  106784. }
  106785. }
  106786. else {
  106787. if (stateObject.x > -this._padSensibilityDown) {
  106788. gazer._rotationLeftAsked = false;
  106789. }
  106790. }
  106791. if (!gazer._rotationRightAsked) {
  106792. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  106793. gazer._rotationRightAsked = true;
  106794. if (this._rotationAllowed) {
  106795. this._rotateCamera(true);
  106796. }
  106797. }
  106798. }
  106799. else {
  106800. if (stateObject.x < this._padSensibilityDown) {
  106801. gazer._rotationRightAsked = false;
  106802. }
  106803. }
  106804. };
  106805. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  106806. // Only teleport backwards when user is not currently selecting a teleportation location
  106807. if (gazer._teleportationRequestInitiated) {
  106808. return;
  106809. }
  106810. // Teleport backwards
  106811. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  106812. if (!gazer._teleportationBackRequestInitiated) {
  106813. if (!this.currentVRCamera) {
  106814. return;
  106815. }
  106816. // Get rotation and position of the current camera
  106817. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  106818. var position = this.currentVRCamera.position;
  106819. // If the camera has device position, use that instead
  106820. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  106821. rotation = this.currentVRCamera.deviceRotationQuaternion;
  106822. position = this.currentVRCamera.devicePosition;
  106823. }
  106824. // Get matrix with only the y rotation of the device rotation
  106825. rotation.toEulerAnglesToRef(this._workingVector);
  106826. this._workingVector.z = 0;
  106827. this._workingVector.x = 0;
  106828. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  106829. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  106830. // Rotate backwards ray by device rotation to cast at the ground behind the user
  106831. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  106832. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  106833. var ray = new BABYLON.Ray(position, this._workingVector);
  106834. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  106835. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  106836. this.teleportCamera(hit.pickedPoint);
  106837. }
  106838. gazer._teleportationBackRequestInitiated = true;
  106839. }
  106840. }
  106841. else {
  106842. gazer._teleportationBackRequestInitiated = false;
  106843. }
  106844. };
  106845. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  106846. var _this = this;
  106847. var controllerMesh = controller.webVRController.mesh;
  106848. if (controllerMesh) {
  106849. if (!controller._interactionsEnabled) {
  106850. this._enableInteractionOnController(controller);
  106851. }
  106852. controller._interactionsEnabled = true;
  106853. controller._teleportationEnabled = true;
  106854. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106855. controller._dpadPressed = false;
  106856. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  106857. controller._dpadPressed = stateObject.pressed;
  106858. if (!controller._dpadPressed) {
  106859. controller._rotationLeftAsked = false;
  106860. controller._rotationRightAsked = false;
  106861. controller._teleportationBackRequestInitiated = false;
  106862. }
  106863. });
  106864. }
  106865. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  106866. if (_this.teleportationEnabled) {
  106867. _this._checkTeleportBackwards(stateObject, controller);
  106868. _this._checkTeleportWithRay(stateObject, controller);
  106869. }
  106870. _this._checkRotate(stateObject, controller);
  106871. });
  106872. }
  106873. };
  106874. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  106875. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  106876. this._teleportationTarget.isPickable = false;
  106877. var length = 512;
  106878. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  106879. dynamicTexture.hasAlpha = true;
  106880. var context = dynamicTexture.getContext();
  106881. var centerX = length / 2;
  106882. var centerY = length / 2;
  106883. var radius = 200;
  106884. context.beginPath();
  106885. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  106886. context.fillStyle = this._teleportationFillColor;
  106887. context.fill();
  106888. context.lineWidth = 10;
  106889. context.strokeStyle = this._teleportationBorderColor;
  106890. context.stroke();
  106891. context.closePath();
  106892. dynamicTexture.update();
  106893. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  106894. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  106895. this._teleportationTarget.material = teleportationCircleMaterial;
  106896. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  106897. torus.isPickable = false;
  106898. torus.parent = this._teleportationTarget;
  106899. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  106900. var keys = [];
  106901. keys.push({
  106902. frame: 0,
  106903. value: 0
  106904. });
  106905. keys.push({
  106906. frame: 30,
  106907. value: 0.4
  106908. });
  106909. keys.push({
  106910. frame: 60,
  106911. value: 0
  106912. });
  106913. animationInnerCircle.setKeys(keys);
  106914. var easingFunction = new BABYLON.SineEase();
  106915. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106916. animationInnerCircle.setEasingFunction(easingFunction);
  106917. torus.animations = [];
  106918. torus.animations.push(animationInnerCircle);
  106919. this._scene.beginAnimation(torus, 0, 60, true);
  106920. this._hideTeleportationTarget();
  106921. };
  106922. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  106923. this._teleportActive = true;
  106924. if (this._teleportationInitialized) {
  106925. this._teleportationTarget.isVisible = true;
  106926. if (this._isDefaultTeleportationTarget) {
  106927. this._teleportationTarget.getChildren()[0].isVisible = true;
  106928. }
  106929. }
  106930. };
  106931. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  106932. this._teleportActive = false;
  106933. if (this._teleportationInitialized) {
  106934. this._teleportationTarget.isVisible = false;
  106935. if (this._isDefaultTeleportationTarget) {
  106936. this._teleportationTarget.getChildren()[0].isVisible = false;
  106937. }
  106938. }
  106939. };
  106940. VRExperienceHelper.prototype._rotateCamera = function (right) {
  106941. var _this = this;
  106942. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106943. return;
  106944. }
  106945. if (right) {
  106946. this._rotationAngle++;
  106947. }
  106948. else {
  106949. this._rotationAngle--;
  106950. }
  106951. this.currentVRCamera.animations = [];
  106952. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  106953. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106954. var animationRotationKeys = [];
  106955. animationRotationKeys.push({
  106956. frame: 0,
  106957. value: this.currentVRCamera.rotationQuaternion
  106958. });
  106959. animationRotationKeys.push({
  106960. frame: 6,
  106961. value: target
  106962. });
  106963. animationRotation.setKeys(animationRotationKeys);
  106964. animationRotation.setEasingFunction(this._circleEase);
  106965. this.currentVRCamera.animations.push(animationRotation);
  106966. this._postProcessMove.animations = [];
  106967. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106968. var vignetteWeightKeys = [];
  106969. vignetteWeightKeys.push({
  106970. frame: 0,
  106971. value: 0
  106972. });
  106973. vignetteWeightKeys.push({
  106974. frame: 3,
  106975. value: 4
  106976. });
  106977. vignetteWeightKeys.push({
  106978. frame: 6,
  106979. value: 0
  106980. });
  106981. animationPP.setKeys(vignetteWeightKeys);
  106982. animationPP.setEasingFunction(this._circleEase);
  106983. this._postProcessMove.animations.push(animationPP);
  106984. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106985. var vignetteStretchKeys = [];
  106986. vignetteStretchKeys.push({
  106987. frame: 0,
  106988. value: 0
  106989. });
  106990. vignetteStretchKeys.push({
  106991. frame: 3,
  106992. value: 10
  106993. });
  106994. vignetteStretchKeys.push({
  106995. frame: 6,
  106996. value: 0
  106997. });
  106998. animationPP2.setKeys(vignetteStretchKeys);
  106999. animationPP2.setEasingFunction(this._circleEase);
  107000. this._postProcessMove.animations.push(animationPP2);
  107001. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107002. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107003. this._postProcessMove.samples = 4;
  107004. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107005. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107006. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107007. });
  107008. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107009. };
  107010. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107011. if (hit.pickedPoint) {
  107012. if (gazer._teleportationRequestInitiated) {
  107013. this._displayTeleportationTarget();
  107014. this._haloCenter.copyFrom(hit.pickedPoint);
  107015. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107016. }
  107017. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107018. if (pickNormal) {
  107019. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107020. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107021. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107022. }
  107023. this._teleportationTarget.position.y += 0.1;
  107024. }
  107025. };
  107026. /**
  107027. * Teleports the users feet to the desired location
  107028. * @param location The location where the user's feet should be placed
  107029. */
  107030. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107031. var _this = this;
  107032. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107033. return;
  107034. }
  107035. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107036. // offset of the headset from the anchor.
  107037. if (this.webVRCamera.leftCamera) {
  107038. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107039. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107040. location.subtractToRef(this._workingVector, this._workingVector);
  107041. }
  107042. else {
  107043. this._workingVector.copyFrom(location);
  107044. }
  107045. // Add height to account for user's height offset
  107046. if (this.isInVRMode) {
  107047. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107048. }
  107049. else {
  107050. this._workingVector.y += this._defaultHeight;
  107051. }
  107052. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107053. // Create animation from the camera's position to the new location
  107054. this.currentVRCamera.animations = [];
  107055. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107056. var animationCameraTeleportationKeys = [{
  107057. frame: 0,
  107058. value: this.currentVRCamera.position
  107059. },
  107060. {
  107061. frame: 11,
  107062. value: this._workingVector
  107063. }
  107064. ];
  107065. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107066. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107067. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107068. this._postProcessMove.animations = [];
  107069. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107070. var vignetteWeightKeys = [];
  107071. vignetteWeightKeys.push({
  107072. frame: 0,
  107073. value: 0
  107074. });
  107075. vignetteWeightKeys.push({
  107076. frame: 5,
  107077. value: 8
  107078. });
  107079. vignetteWeightKeys.push({
  107080. frame: 11,
  107081. value: 0
  107082. });
  107083. animationPP.setKeys(vignetteWeightKeys);
  107084. this._postProcessMove.animations.push(animationPP);
  107085. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107086. var vignetteStretchKeys = [];
  107087. vignetteStretchKeys.push({
  107088. frame: 0,
  107089. value: 0
  107090. });
  107091. vignetteStretchKeys.push({
  107092. frame: 5,
  107093. value: 10
  107094. });
  107095. vignetteStretchKeys.push({
  107096. frame: 11,
  107097. value: 0
  107098. });
  107099. animationPP2.setKeys(vignetteStretchKeys);
  107100. this._postProcessMove.animations.push(animationPP2);
  107101. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107102. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107103. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107104. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107105. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107106. });
  107107. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107108. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107109. });
  107110. this._hideTeleportationTarget();
  107111. };
  107112. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107113. if (normal) {
  107114. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107115. if (angle < Math.PI / 2) {
  107116. normal.scaleInPlace(-1);
  107117. }
  107118. }
  107119. return normal;
  107120. };
  107121. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107122. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107123. return;
  107124. }
  107125. var ray = gazer._getForwardRay(this._rayLength);
  107126. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107127. if (hit) {
  107128. // Populate the contrllers mesh that can be used for drag/drop
  107129. if (gazer._laserPointer) {
  107130. hit.originMesh = gazer._laserPointer.parent;
  107131. }
  107132. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107133. }
  107134. gazer._currentHit = hit;
  107135. // Moving the gazeTracker on the mesh face targetted
  107136. if (hit && hit.pickedPoint) {
  107137. if (this._displayGaze) {
  107138. var multiplier = 1;
  107139. gazer._gazeTracker.isVisible = true;
  107140. if (gazer._isActionableMesh) {
  107141. multiplier = 3;
  107142. }
  107143. if (this.updateGazeTrackerScale) {
  107144. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107145. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107146. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107147. }
  107148. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107149. // To avoid z-fighting
  107150. var deltaFighting = 0.002;
  107151. if (pickNormal) {
  107152. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107153. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107154. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107155. }
  107156. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107157. if (gazer._gazeTracker.position.x < 0) {
  107158. gazer._gazeTracker.position.x += deltaFighting;
  107159. }
  107160. else {
  107161. gazer._gazeTracker.position.x -= deltaFighting;
  107162. }
  107163. if (gazer._gazeTracker.position.y < 0) {
  107164. gazer._gazeTracker.position.y += deltaFighting;
  107165. }
  107166. else {
  107167. gazer._gazeTracker.position.y -= deltaFighting;
  107168. }
  107169. if (gazer._gazeTracker.position.z < 0) {
  107170. gazer._gazeTracker.position.z += deltaFighting;
  107171. }
  107172. else {
  107173. gazer._gazeTracker.position.z -= deltaFighting;
  107174. }
  107175. }
  107176. // Changing the size of the laser pointer based on the distance from the targetted point
  107177. gazer._updatePointerDistance(hit.distance);
  107178. }
  107179. else {
  107180. gazer._updatePointerDistance();
  107181. gazer._gazeTracker.isVisible = false;
  107182. }
  107183. if (hit && hit.pickedMesh) {
  107184. // The object selected is the floor, we're in a teleportation scenario
  107185. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107186. // Moving the teleportation area to this targetted point
  107187. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107188. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107189. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107190. }
  107191. gazer._currentMeshSelected = null;
  107192. if (gazer._teleportationRequestInitiated) {
  107193. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107194. }
  107195. return;
  107196. }
  107197. // If not, we're in a selection scenario
  107198. //this._teleportationAllowed = false;
  107199. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107200. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107201. this.onNewMeshPicked.notifyObservers(hit);
  107202. gazer._currentMeshSelected = hit.pickedMesh;
  107203. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107204. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107205. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107206. gazer._isActionableMesh = true;
  107207. }
  107208. else {
  107209. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107210. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107211. gazer._isActionableMesh = false;
  107212. }
  107213. try {
  107214. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107215. }
  107216. catch (err) {
  107217. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107218. }
  107219. }
  107220. else {
  107221. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107222. gazer._currentMeshSelected = null;
  107223. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107224. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107225. }
  107226. }
  107227. }
  107228. else {
  107229. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107230. gazer._currentMeshSelected = null;
  107231. //this._teleportationAllowed = false;
  107232. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107233. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107234. }
  107235. };
  107236. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107237. if (mesh) {
  107238. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107239. }
  107240. };
  107241. /**
  107242. * Sets the color of the laser ray from the vr controllers.
  107243. * @param color new color for the ray.
  107244. */
  107245. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107246. if (this._leftController) {
  107247. this._leftController._setLaserPointerColor(color);
  107248. }
  107249. if (this._rightController) {
  107250. this._rightController._setLaserPointerColor(color);
  107251. }
  107252. };
  107253. /**
  107254. * Sets the color of the ray from the vr headsets gaze.
  107255. * @param color new color for the ray.
  107256. */
  107257. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107258. if (!this._cameraGazer._gazeTracker.material) {
  107259. return;
  107260. }
  107261. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107262. if (this._leftController) {
  107263. this._leftController._gazeTracker.material.emissiveColor = color;
  107264. }
  107265. if (this._rightController) {
  107266. this._rightController._gazeTracker.material.emissiveColor = color;
  107267. }
  107268. };
  107269. /**
  107270. * Exits VR and disposes of the vr experience helper
  107271. */
  107272. VRExperienceHelper.prototype.dispose = function () {
  107273. if (this.isInVRMode) {
  107274. this.exitVR();
  107275. }
  107276. if (this._postProcessMove) {
  107277. this._postProcessMove.dispose();
  107278. }
  107279. if (this._webVRCamera) {
  107280. this._webVRCamera.dispose();
  107281. }
  107282. if (this._vrDeviceOrientationCamera) {
  107283. this._vrDeviceOrientationCamera.dispose();
  107284. }
  107285. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107286. document.body.removeChild(this._btnVR);
  107287. }
  107288. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107289. this._deviceOrientationCamera.dispose();
  107290. }
  107291. if (this._cameraGazer) {
  107292. this._cameraGazer.dispose();
  107293. }
  107294. if (this._leftController) {
  107295. this._leftController.dispose();
  107296. }
  107297. if (this._rightController) {
  107298. this._rightController.dispose();
  107299. }
  107300. if (this._teleportationTarget) {
  107301. this._teleportationTarget.dispose();
  107302. }
  107303. this._floorMeshesCollection = [];
  107304. document.removeEventListener("keydown", this._onKeyDown);
  107305. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107306. window.removeEventListener("resize", this._onResize);
  107307. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107308. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107309. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107310. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107311. document.onmsfullscreenchange = null;
  107312. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107313. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107314. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107315. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107316. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107317. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107318. this._scene.unregisterBeforeRender(this.beforeRender);
  107319. };
  107320. /**
  107321. * Gets the name of the VRExperienceHelper class
  107322. * @returns "VRExperienceHelper"
  107323. */
  107324. VRExperienceHelper.prototype.getClassName = function () {
  107325. return "VRExperienceHelper";
  107326. };
  107327. return VRExperienceHelper;
  107328. }());
  107329. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107330. })(BABYLON || (BABYLON = {}));
  107331. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107332. // Mainly based on these 2 articles :
  107333. // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
  107334. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  107335. var BABYLON;
  107336. (function (BABYLON) {
  107337. /**
  107338. * Defines the potential axis of a Joystick
  107339. */
  107340. var JoystickAxis;
  107341. (function (JoystickAxis) {
  107342. /** X axis */
  107343. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  107344. /** Y axis */
  107345. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  107346. /** Z axis */
  107347. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  107348. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  107349. /**
  107350. * Class used to define virtual joystick (used in touch mode)
  107351. */
  107352. var VirtualJoystick = /** @class */ (function () {
  107353. /**
  107354. * Creates a new virtual joystick
  107355. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107356. */
  107357. function VirtualJoystick(leftJoystick) {
  107358. var _this = this;
  107359. if (leftJoystick) {
  107360. this._leftJoystick = true;
  107361. }
  107362. else {
  107363. this._leftJoystick = false;
  107364. }
  107365. VirtualJoystick._globalJoystickIndex++;
  107366. // By default left & right arrow keys are moving the X
  107367. // and up & down keys are moving the Y
  107368. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107369. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107370. this.reverseLeftRight = false;
  107371. this.reverseUpDown = false;
  107372. // collections of pointers
  107373. this._touches = new BABYLON.StringDictionary();
  107374. this.deltaPosition = BABYLON.Vector3.Zero();
  107375. this._joystickSensibility = 25;
  107376. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107377. this._onResize = function (evt) {
  107378. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107379. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107380. if (VirtualJoystick.vjCanvas) {
  107381. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  107382. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  107383. }
  107384. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  107385. };
  107386. // injecting a canvas element on top of the canvas 3D game
  107387. if (!VirtualJoystick.vjCanvas) {
  107388. window.addEventListener("resize", this._onResize, false);
  107389. VirtualJoystick.vjCanvas = document.createElement("canvas");
  107390. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107391. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107392. VirtualJoystick.vjCanvas.width = window.innerWidth;
  107393. VirtualJoystick.vjCanvas.height = window.innerHeight;
  107394. VirtualJoystick.vjCanvas.style.width = "100%";
  107395. VirtualJoystick.vjCanvas.style.height = "100%";
  107396. VirtualJoystick.vjCanvas.style.position = "absolute";
  107397. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  107398. VirtualJoystick.vjCanvas.style.top = "0px";
  107399. VirtualJoystick.vjCanvas.style.left = "0px";
  107400. VirtualJoystick.vjCanvas.style.zIndex = "5";
  107401. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  107402. // Support for jQuery PEP polyfill
  107403. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  107404. var context = VirtualJoystick.vjCanvas.getContext('2d');
  107405. if (!context) {
  107406. throw new Error("Unable to create canvas for virtual joystick");
  107407. }
  107408. VirtualJoystick.vjCanvasContext = context;
  107409. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  107410. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107411. document.body.appendChild(VirtualJoystick.vjCanvas);
  107412. }
  107413. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  107414. this.pressed = false;
  107415. // default joystick color
  107416. this._joystickColor = "cyan";
  107417. this._joystickPointerID = -1;
  107418. // current joystick position
  107419. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  107420. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  107421. // origin joystick position
  107422. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  107423. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  107424. this._onPointerDownHandlerRef = function (evt) {
  107425. _this._onPointerDown(evt);
  107426. };
  107427. this._onPointerMoveHandlerRef = function (evt) {
  107428. _this._onPointerMove(evt);
  107429. };
  107430. this._onPointerUpHandlerRef = function (evt) {
  107431. _this._onPointerUp(evt);
  107432. };
  107433. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  107434. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  107435. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  107436. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  107437. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  107438. evt.preventDefault(); // Disables system menu
  107439. }, false);
  107440. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107441. }
  107442. /**
  107443. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107444. * @param newJoystickSensibility defines the new sensibility
  107445. */
  107446. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  107447. this._joystickSensibility = newJoystickSensibility;
  107448. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107449. };
  107450. VirtualJoystick.prototype._onPointerDown = function (e) {
  107451. var positionOnScreenCondition;
  107452. e.preventDefault();
  107453. if (this._leftJoystick === true) {
  107454. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  107455. }
  107456. else {
  107457. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  107458. }
  107459. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  107460. // First contact will be dedicated to the virtual joystick
  107461. this._joystickPointerID = e.pointerId;
  107462. this._joystickPointerStartPos.x = e.clientX;
  107463. this._joystickPointerStartPos.y = e.clientY;
  107464. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  107465. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  107466. this._deltaJoystickVector.x = 0;
  107467. this._deltaJoystickVector.y = 0;
  107468. this.pressed = true;
  107469. this._touches.add(e.pointerId.toString(), e);
  107470. }
  107471. else {
  107472. // You can only trigger the action buttons with a joystick declared
  107473. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  107474. this._action();
  107475. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  107476. }
  107477. }
  107478. };
  107479. VirtualJoystick.prototype._onPointerMove = function (e) {
  107480. // If the current pointer is the one associated to the joystick (first touch contact)
  107481. if (this._joystickPointerID == e.pointerId) {
  107482. this._joystickPointerPos.x = e.clientX;
  107483. this._joystickPointerPos.y = e.clientY;
  107484. this._deltaJoystickVector = this._joystickPointerPos.clone();
  107485. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  107486. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  107487. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  107488. switch (this._axisTargetedByLeftAndRight) {
  107489. case JoystickAxis.X:
  107490. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  107491. break;
  107492. case JoystickAxis.Y:
  107493. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  107494. break;
  107495. case JoystickAxis.Z:
  107496. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  107497. break;
  107498. }
  107499. var directionUpDown = this.reverseUpDown ? 1 : -1;
  107500. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  107501. switch (this._axisTargetedByUpAndDown) {
  107502. case JoystickAxis.X:
  107503. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  107504. break;
  107505. case JoystickAxis.Y:
  107506. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  107507. break;
  107508. case JoystickAxis.Z:
  107509. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  107510. break;
  107511. }
  107512. }
  107513. else {
  107514. var data = this._touches.get(e.pointerId.toString());
  107515. if (data) {
  107516. data.x = e.clientX;
  107517. data.y = e.clientY;
  107518. }
  107519. }
  107520. };
  107521. VirtualJoystick.prototype._onPointerUp = function (e) {
  107522. if (this._joystickPointerID == e.pointerId) {
  107523. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  107524. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  107525. this._joystickPointerID = -1;
  107526. this.pressed = false;
  107527. }
  107528. else {
  107529. var touch = this._touches.get(e.pointerId.toString());
  107530. if (touch) {
  107531. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107532. }
  107533. }
  107534. this._deltaJoystickVector.x = 0;
  107535. this._deltaJoystickVector.y = 0;
  107536. this._touches.remove(e.pointerId.toString());
  107537. };
  107538. /**
  107539. * Change the color of the virtual joystick
  107540. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107541. */
  107542. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  107543. this._joystickColor = newColor;
  107544. };
  107545. /**
  107546. * Defines a callback to call when the joystick is touched
  107547. * @param action defines the callback
  107548. */
  107549. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  107550. this._action = action;
  107551. };
  107552. /**
  107553. * Defines which axis you'd like to control for left & right
  107554. * @param axis defines the axis to use
  107555. */
  107556. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  107557. switch (axis) {
  107558. case JoystickAxis.X:
  107559. case JoystickAxis.Y:
  107560. case JoystickAxis.Z:
  107561. this._axisTargetedByLeftAndRight = axis;
  107562. break;
  107563. default:
  107564. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107565. break;
  107566. }
  107567. };
  107568. /**
  107569. * Defines which axis you'd like to control for up & down
  107570. * @param axis defines the axis to use
  107571. */
  107572. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  107573. switch (axis) {
  107574. case JoystickAxis.X:
  107575. case JoystickAxis.Y:
  107576. case JoystickAxis.Z:
  107577. this._axisTargetedByUpAndDown = axis;
  107578. break;
  107579. default:
  107580. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107581. break;
  107582. }
  107583. };
  107584. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  107585. var _this = this;
  107586. if (this.pressed) {
  107587. this._touches.forEach(function (key, touch) {
  107588. if (touch.pointerId === _this._joystickPointerID) {
  107589. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  107590. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  107591. VirtualJoystick.vjCanvasContext.beginPath();
  107592. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107593. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107594. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  107595. VirtualJoystick.vjCanvasContext.stroke();
  107596. VirtualJoystick.vjCanvasContext.closePath();
  107597. VirtualJoystick.vjCanvasContext.beginPath();
  107598. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107599. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107600. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  107601. VirtualJoystick.vjCanvasContext.stroke();
  107602. VirtualJoystick.vjCanvasContext.closePath();
  107603. VirtualJoystick.vjCanvasContext.beginPath();
  107604. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107605. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  107606. VirtualJoystick.vjCanvasContext.stroke();
  107607. VirtualJoystick.vjCanvasContext.closePath();
  107608. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  107609. }
  107610. else {
  107611. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107612. VirtualJoystick.vjCanvasContext.beginPath();
  107613. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  107614. VirtualJoystick.vjCanvasContext.beginPath();
  107615. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  107616. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107617. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  107618. VirtualJoystick.vjCanvasContext.stroke();
  107619. VirtualJoystick.vjCanvasContext.closePath();
  107620. touch.prevX = touch.x;
  107621. touch.prevY = touch.y;
  107622. }
  107623. });
  107624. }
  107625. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107626. };
  107627. /**
  107628. * Release internal HTML canvas
  107629. */
  107630. VirtualJoystick.prototype.releaseCanvas = function () {
  107631. if (VirtualJoystick.vjCanvas) {
  107632. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  107633. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  107634. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  107635. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  107636. window.removeEventListener("resize", this._onResize);
  107637. document.body.removeChild(VirtualJoystick.vjCanvas);
  107638. VirtualJoystick.vjCanvas = null;
  107639. }
  107640. };
  107641. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  107642. VirtualJoystick._globalJoystickIndex = 0;
  107643. return VirtualJoystick;
  107644. }());
  107645. BABYLON.VirtualJoystick = VirtualJoystick;
  107646. })(BABYLON || (BABYLON = {}));
  107647. //# sourceMappingURL=babylon.virtualJoystick.js.map
  107648. var BABYLON;
  107649. (function (BABYLON) {
  107650. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  107651. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  107652. });
  107653. /**
  107654. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  107655. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107656. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107657. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107658. */
  107659. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  107660. __extends(VirtualJoysticksCamera, _super);
  107661. /**
  107662. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  107663. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107664. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107665. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107666. * @param name Define the name of the camera in the scene
  107667. * @param position Define the start position of the camera in the scene
  107668. * @param scene Define the scene the camera belongs to
  107669. */
  107670. function VirtualJoysticksCamera(name, position, scene) {
  107671. var _this = _super.call(this, name, position, scene) || this;
  107672. _this.inputs.addVirtualJoystick();
  107673. return _this;
  107674. }
  107675. /**
  107676. * Gets the current object class name.
  107677. * @return the class name
  107678. */
  107679. VirtualJoysticksCamera.prototype.getClassName = function () {
  107680. return "VirtualJoysticksCamera";
  107681. };
  107682. return VirtualJoysticksCamera;
  107683. }(BABYLON.FreeCamera));
  107684. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  107685. })(BABYLON || (BABYLON = {}));
  107686. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  107687. var BABYLON;
  107688. (function (BABYLON) {
  107689. /**
  107690. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107691. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107692. */
  107693. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  107694. function FreeCameraVirtualJoystickInput() {
  107695. }
  107696. /**
  107697. * Gets the left stick of the virtual joystick.
  107698. * @returns The virtual Joystick
  107699. */
  107700. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  107701. return this._leftjoystick;
  107702. };
  107703. /**
  107704. * Gets the right stick of the virtual joystick.
  107705. * @returns The virtual Joystick
  107706. */
  107707. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  107708. return this._rightjoystick;
  107709. };
  107710. /**
  107711. * Update the current camera state depending on the inputs that have been used this frame.
  107712. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107713. */
  107714. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  107715. if (this._leftjoystick) {
  107716. var camera = this.camera;
  107717. var speed = camera._computeLocalCameraSpeed() * 50;
  107718. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  107719. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  107720. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  107721. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  107722. if (!this._leftjoystick.pressed) {
  107723. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  107724. }
  107725. if (!this._rightjoystick.pressed) {
  107726. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  107727. }
  107728. }
  107729. };
  107730. /**
  107731. * Attach the input controls to a specific dom element to get the input from.
  107732. * @param element Defines the element the controls should be listened from
  107733. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107734. */
  107735. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  107736. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  107737. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  107738. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  107739. this._leftjoystick.setJoystickSensibility(0.15);
  107740. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  107741. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  107742. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  107743. this._rightjoystick.reverseUpDown = true;
  107744. this._rightjoystick.setJoystickSensibility(0.05);
  107745. this._rightjoystick.setJoystickColor("yellow");
  107746. };
  107747. /**
  107748. * Detach the current controls from the specified dom element.
  107749. * @param element Defines the element to stop listening the inputs from
  107750. */
  107751. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  107752. this._leftjoystick.releaseCanvas();
  107753. this._rightjoystick.releaseCanvas();
  107754. };
  107755. /**
  107756. * Gets the class name of the current intput.
  107757. * @returns the class name
  107758. */
  107759. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  107760. return "FreeCameraVirtualJoystickInput";
  107761. };
  107762. /**
  107763. * Get the friendly name associated with the input class.
  107764. * @returns the input friendly name
  107765. */
  107766. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  107767. return "virtualJoystick";
  107768. };
  107769. return FreeCameraVirtualJoystickInput;
  107770. }());
  107771. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  107772. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  107773. })(BABYLON || (BABYLON = {}));
  107774. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  107775. var BABYLON;
  107776. (function (BABYLON) {
  107777. /**
  107778. * Class used to specify simplification options
  107779. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107780. */
  107781. var SimplificationSettings = /** @class */ (function () {
  107782. /**
  107783. * Creates a SimplificationSettings
  107784. * @param quality expected quality
  107785. * @param distance distance when this optimized version should be used
  107786. * @param optimizeMesh already optimized mesh
  107787. */
  107788. function SimplificationSettings(
  107789. /** expected quality */
  107790. quality,
  107791. /** distance when this optimized version should be used */
  107792. distance,
  107793. /** already optimized mesh */
  107794. optimizeMesh) {
  107795. this.quality = quality;
  107796. this.distance = distance;
  107797. this.optimizeMesh = optimizeMesh;
  107798. }
  107799. return SimplificationSettings;
  107800. }());
  107801. BABYLON.SimplificationSettings = SimplificationSettings;
  107802. /**
  107803. * Queue used to order the simplification tasks
  107804. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107805. */
  107806. var SimplificationQueue = /** @class */ (function () {
  107807. /**
  107808. * Creates a new queue
  107809. */
  107810. function SimplificationQueue() {
  107811. this.running = false;
  107812. this._simplificationArray = [];
  107813. }
  107814. /**
  107815. * Adds a new simplification task
  107816. * @param task defines a task to add
  107817. */
  107818. SimplificationQueue.prototype.addTask = function (task) {
  107819. this._simplificationArray.push(task);
  107820. };
  107821. /**
  107822. * Execute next task
  107823. */
  107824. SimplificationQueue.prototype.executeNext = function () {
  107825. var task = this._simplificationArray.pop();
  107826. if (task) {
  107827. this.running = true;
  107828. this.runSimplification(task);
  107829. }
  107830. else {
  107831. this.running = false;
  107832. }
  107833. };
  107834. /**
  107835. * Execute a simplification task
  107836. * @param task defines the task to run
  107837. */
  107838. SimplificationQueue.prototype.runSimplification = function (task) {
  107839. var _this = this;
  107840. if (task.parallelProcessing) {
  107841. //parallel simplifier
  107842. task.settings.forEach(function (setting) {
  107843. var simplifier = _this.getSimplifier(task);
  107844. simplifier.simplify(setting, function (newMesh) {
  107845. task.mesh.addLODLevel(setting.distance, newMesh);
  107846. newMesh.isVisible = true;
  107847. //check if it is the last
  107848. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  107849. //all done, run the success callback.
  107850. task.successCallback();
  107851. }
  107852. _this.executeNext();
  107853. });
  107854. });
  107855. }
  107856. else {
  107857. //single simplifier.
  107858. var simplifier = this.getSimplifier(task);
  107859. var runDecimation = function (setting, callback) {
  107860. simplifier.simplify(setting, function (newMesh) {
  107861. task.mesh.addLODLevel(setting.distance, newMesh);
  107862. newMesh.isVisible = true;
  107863. //run the next quality level
  107864. callback();
  107865. });
  107866. };
  107867. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  107868. runDecimation(task.settings[loop.index], function () {
  107869. loop.executeNext();
  107870. });
  107871. }, function () {
  107872. //execution ended, run the success callback.
  107873. if (task.successCallback) {
  107874. task.successCallback();
  107875. }
  107876. _this.executeNext();
  107877. });
  107878. }
  107879. };
  107880. SimplificationQueue.prototype.getSimplifier = function (task) {
  107881. switch (task.simplificationType) {
  107882. case SimplificationType.QUADRATIC:
  107883. default:
  107884. return new QuadraticErrorSimplification(task.mesh);
  107885. }
  107886. };
  107887. return SimplificationQueue;
  107888. }());
  107889. BABYLON.SimplificationQueue = SimplificationQueue;
  107890. /**
  107891. * The implemented types of simplification
  107892. * At the moment only Quadratic Error Decimation is implemented
  107893. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107894. */
  107895. var SimplificationType;
  107896. (function (SimplificationType) {
  107897. /** Quadratic error decimation */
  107898. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  107899. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  107900. var DecimationTriangle = /** @class */ (function () {
  107901. function DecimationTriangle(vertices) {
  107902. this.vertices = vertices;
  107903. this.error = new Array(4);
  107904. this.deleted = false;
  107905. this.isDirty = false;
  107906. this.deletePending = false;
  107907. this.borderFactor = 0;
  107908. }
  107909. return DecimationTriangle;
  107910. }());
  107911. var DecimationVertex = /** @class */ (function () {
  107912. function DecimationVertex(position, id) {
  107913. this.position = position;
  107914. this.id = id;
  107915. this.isBorder = true;
  107916. this.q = new QuadraticMatrix();
  107917. this.triangleCount = 0;
  107918. this.triangleStart = 0;
  107919. this.originalOffsets = [];
  107920. }
  107921. DecimationVertex.prototype.updatePosition = function (newPosition) {
  107922. this.position.copyFrom(newPosition);
  107923. };
  107924. return DecimationVertex;
  107925. }());
  107926. var QuadraticMatrix = /** @class */ (function () {
  107927. function QuadraticMatrix(data) {
  107928. this.data = new Array(10);
  107929. for (var i = 0; i < 10; ++i) {
  107930. if (data && data[i]) {
  107931. this.data[i] = data[i];
  107932. }
  107933. else {
  107934. this.data[i] = 0;
  107935. }
  107936. }
  107937. }
  107938. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  107939. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  107940. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  107941. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  107942. return det;
  107943. };
  107944. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  107945. for (var i = 0; i < 10; ++i) {
  107946. this.data[i] += matrix.data[i];
  107947. }
  107948. };
  107949. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  107950. for (var i = 0; i < 10; ++i) {
  107951. this.data[i] += data[i];
  107952. }
  107953. };
  107954. QuadraticMatrix.prototype.add = function (matrix) {
  107955. var m = new QuadraticMatrix();
  107956. for (var i = 0; i < 10; ++i) {
  107957. m.data[i] = this.data[i] + matrix.data[i];
  107958. }
  107959. return m;
  107960. };
  107961. QuadraticMatrix.FromData = function (a, b, c, d) {
  107962. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  107963. };
  107964. //returning an array to avoid garbage collection
  107965. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  107966. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  107967. };
  107968. return QuadraticMatrix;
  107969. }());
  107970. var Reference = /** @class */ (function () {
  107971. function Reference(vertexId, triangleId) {
  107972. this.vertexId = vertexId;
  107973. this.triangleId = triangleId;
  107974. }
  107975. return Reference;
  107976. }());
  107977. /**
  107978. * An implementation of the Quadratic Error simplification algorithm.
  107979. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  107980. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  107981. * @author RaananW
  107982. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107983. */
  107984. var QuadraticErrorSimplification = /** @class */ (function () {
  107985. function QuadraticErrorSimplification(_mesh) {
  107986. this._mesh = _mesh;
  107987. this.syncIterations = 5000;
  107988. this.aggressiveness = 7;
  107989. this.decimationIterations = 100;
  107990. this.boundingBoxEpsilon = BABYLON.Epsilon;
  107991. }
  107992. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  107993. var _this = this;
  107994. this.initDecimatedMesh();
  107995. //iterating through the submeshes array, one after the other.
  107996. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  107997. _this.initWithMesh(loop.index, function () {
  107998. _this.runDecimation(settings, loop.index, function () {
  107999. loop.executeNext();
  108000. });
  108001. }, settings.optimizeMesh);
  108002. }, function () {
  108003. setTimeout(function () {
  108004. successCallback(_this._reconstructedMesh);
  108005. }, 0);
  108006. });
  108007. };
  108008. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  108009. var _this = this;
  108010. var targetCount = ~~(this.triangles.length * settings.quality);
  108011. var deletedTriangles = 0;
  108012. var triangleCount = this.triangles.length;
  108013. var iterationFunction = function (iteration, callback) {
  108014. setTimeout(function () {
  108015. if (iteration % 5 === 0) {
  108016. _this.updateMesh(iteration === 0);
  108017. }
  108018. for (var i = 0; i < _this.triangles.length; ++i) {
  108019. _this.triangles[i].isDirty = false;
  108020. }
  108021. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  108022. var trianglesIterator = function (i) {
  108023. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  108024. var t = _this.triangles[tIdx];
  108025. if (!t) {
  108026. return;
  108027. }
  108028. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  108029. return;
  108030. }
  108031. for (var j = 0; j < 3; ++j) {
  108032. if (t.error[j] < threshold) {
  108033. var deleted0 = [];
  108034. var deleted1 = [];
  108035. var v0 = t.vertices[j];
  108036. var v1 = t.vertices[(j + 1) % 3];
  108037. if (v0.isBorder || v1.isBorder) {
  108038. continue;
  108039. }
  108040. var p = BABYLON.Vector3.Zero();
  108041. var n = BABYLON.Vector3.Zero();
  108042. var uv = BABYLON.Vector2.Zero();
  108043. var color = new BABYLON.Color4(0, 0, 0, 1);
  108044. _this.calculateError(v0, v1, p, n, uv, color);
  108045. var delTr = new Array();
  108046. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  108047. continue;
  108048. }
  108049. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  108050. continue;
  108051. }
  108052. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  108053. continue;
  108054. }
  108055. var uniqueArray = new Array();
  108056. delTr.forEach(function (deletedT) {
  108057. if (uniqueArray.indexOf(deletedT) === -1) {
  108058. deletedT.deletePending = true;
  108059. uniqueArray.push(deletedT);
  108060. }
  108061. });
  108062. if (uniqueArray.length % 2 !== 0) {
  108063. continue;
  108064. }
  108065. v0.q = v1.q.add(v0.q);
  108066. v0.updatePosition(p);
  108067. var tStart = _this.references.length;
  108068. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  108069. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  108070. var tCount = _this.references.length - tStart;
  108071. if (tCount <= v0.triangleCount) {
  108072. if (tCount) {
  108073. for (var c = 0; c < tCount; c++) {
  108074. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  108075. }
  108076. }
  108077. }
  108078. else {
  108079. v0.triangleStart = tStart;
  108080. }
  108081. v0.triangleCount = tCount;
  108082. break;
  108083. }
  108084. }
  108085. };
  108086. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  108087. }, 0);
  108088. };
  108089. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  108090. if (triangleCount - deletedTriangles <= targetCount) {
  108091. loop.breakLoop();
  108092. }
  108093. else {
  108094. iterationFunction(loop.index, function () {
  108095. loop.executeNext();
  108096. });
  108097. }
  108098. }, function () {
  108099. setTimeout(function () {
  108100. //reconstruct this part of the mesh
  108101. _this.reconstructMesh(submeshIndex);
  108102. successCallback();
  108103. }, 0);
  108104. });
  108105. };
  108106. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  108107. var _this = this;
  108108. this.vertices = [];
  108109. this.triangles = [];
  108110. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  108111. var indices = this._mesh.getIndices();
  108112. var submesh = this._mesh.subMeshes[submeshIndex];
  108113. var findInVertices = function (positionToSearch) {
  108114. if (optimizeMesh) {
  108115. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  108116. if (_this.vertices[ii].position.equals(positionToSearch)) {
  108117. return _this.vertices[ii];
  108118. }
  108119. }
  108120. }
  108121. return null;
  108122. };
  108123. var vertexReferences = [];
  108124. var vertexInit = function (i) {
  108125. if (!positionData) {
  108126. return;
  108127. }
  108128. var offset = i + submesh.verticesStart;
  108129. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  108130. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  108131. vertex.originalOffsets.push(offset);
  108132. if (vertex.id === _this.vertices.length) {
  108133. _this.vertices.push(vertex);
  108134. }
  108135. vertexReferences.push(vertex.id);
  108136. };
  108137. //var totalVertices = mesh.getTotalVertices();
  108138. var totalVertices = submesh.verticesCount;
  108139. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  108140. var indicesInit = function (i) {
  108141. if (!indices) {
  108142. return;
  108143. }
  108144. var offset = (submesh.indexStart / 3) + i;
  108145. var pos = (offset * 3);
  108146. var i0 = indices[pos + 0];
  108147. var i1 = indices[pos + 1];
  108148. var i2 = indices[pos + 2];
  108149. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  108150. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  108151. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  108152. var triangle = new DecimationTriangle([v0, v1, v2]);
  108153. triangle.originalOffset = pos;
  108154. _this.triangles.push(triangle);
  108155. };
  108156. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  108157. _this.init(callback);
  108158. });
  108159. });
  108160. };
  108161. QuadraticErrorSimplification.prototype.init = function (callback) {
  108162. var _this = this;
  108163. var triangleInit1 = function (i) {
  108164. var t = _this.triangles[i];
  108165. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  108166. for (var j = 0; j < 3; j++) {
  108167. t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
  108168. }
  108169. };
  108170. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  108171. var triangleInit2 = function (i) {
  108172. var t = _this.triangles[i];
  108173. for (var j = 0; j < 3; ++j) {
  108174. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  108175. }
  108176. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108177. };
  108178. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  108179. callback();
  108180. });
  108181. });
  108182. };
  108183. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  108184. var newTriangles = [];
  108185. var i;
  108186. for (i = 0; i < this.vertices.length; ++i) {
  108187. this.vertices[i].triangleCount = 0;
  108188. }
  108189. var t;
  108190. var j;
  108191. for (i = 0; i < this.triangles.length; ++i) {
  108192. if (!this.triangles[i].deleted) {
  108193. t = this.triangles[i];
  108194. for (j = 0; j < 3; ++j) {
  108195. t.vertices[j].triangleCount = 1;
  108196. }
  108197. newTriangles.push(t);
  108198. }
  108199. }
  108200. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  108201. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  108202. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  108203. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  108204. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  108205. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  108206. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  108207. var vertexCount = 0;
  108208. for (i = 0; i < this.vertices.length; ++i) {
  108209. var vertex = this.vertices[i];
  108210. vertex.id = vertexCount;
  108211. if (vertex.triangleCount) {
  108212. vertex.originalOffsets.forEach(function (originalOffset) {
  108213. if (!normalData) {
  108214. return;
  108215. }
  108216. newPositionData.push(vertex.position.x);
  108217. newPositionData.push(vertex.position.y);
  108218. newPositionData.push(vertex.position.z);
  108219. newNormalData.push(normalData[originalOffset * 3]);
  108220. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  108221. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  108222. if (uvs && uvs.length) {
  108223. newUVsData.push(uvs[(originalOffset * 2)]);
  108224. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  108225. }
  108226. else if (colorsData && colorsData.length) {
  108227. newColorsData.push(colorsData[(originalOffset * 4)]);
  108228. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  108229. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  108230. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  108231. }
  108232. ++vertexCount;
  108233. });
  108234. }
  108235. }
  108236. var startingIndex = this._reconstructedMesh.getTotalIndices();
  108237. var startingVertex = this._reconstructedMesh.getTotalVertices();
  108238. var submeshesArray = this._reconstructedMesh.subMeshes;
  108239. this._reconstructedMesh.subMeshes = [];
  108240. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  108241. var originalIndices = this._mesh.getIndices();
  108242. for (i = 0; i < newTriangles.length; ++i) {
  108243. t = newTriangles[i]; //now get the new referencing point for each vertex
  108244. [0, 1, 2].forEach(function (idx) {
  108245. var id = originalIndices[t.originalOffset + idx];
  108246. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  108247. if (offset < 0) {
  108248. offset = 0;
  108249. }
  108250. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  108251. });
  108252. }
  108253. //overwriting the old vertex buffers and indices.
  108254. this._reconstructedMesh.setIndices(newIndicesArray);
  108255. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  108256. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  108257. if (newUVsData.length > 0) {
  108258. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  108259. }
  108260. if (newColorsData.length > 0) {
  108261. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  108262. }
  108263. //create submesh
  108264. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  108265. if (submeshIndex > 0) {
  108266. this._reconstructedMesh.subMeshes = [];
  108267. submeshesArray.forEach(function (submesh) {
  108268. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  108269. });
  108270. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  108271. }
  108272. };
  108273. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  108274. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  108275. this._reconstructedMesh.material = this._mesh.material;
  108276. this._reconstructedMesh.parent = this._mesh.parent;
  108277. this._reconstructedMesh.isVisible = false;
  108278. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  108279. };
  108280. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  108281. for (var i = 0; i < vertex1.triangleCount; ++i) {
  108282. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  108283. if (t.deleted) {
  108284. continue;
  108285. }
  108286. var s = this.references[vertex1.triangleStart + i].vertexId;
  108287. var v1 = t.vertices[(s + 1) % 3];
  108288. var v2 = t.vertices[(s + 2) % 3];
  108289. if ((v1 === vertex2 || v2 === vertex2)) {
  108290. deletedArray[i] = true;
  108291. delTr.push(t);
  108292. continue;
  108293. }
  108294. var d1 = v1.position.subtract(point);
  108295. d1 = d1.normalize();
  108296. var d2 = v2.position.subtract(point);
  108297. d2 = d2.normalize();
  108298. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  108299. return true;
  108300. }
  108301. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  108302. deletedArray[i] = false;
  108303. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  108304. return true;
  108305. }
  108306. }
  108307. return false;
  108308. };
  108309. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  108310. var newDeleted = deletedTriangles;
  108311. for (var i = 0; i < vertex.triangleCount; ++i) {
  108312. var ref = this.references[vertex.triangleStart + i];
  108313. var t = this.triangles[ref.triangleId];
  108314. if (t.deleted) {
  108315. continue;
  108316. }
  108317. if (deletedArray[i] && t.deletePending) {
  108318. t.deleted = true;
  108319. newDeleted++;
  108320. continue;
  108321. }
  108322. t.vertices[ref.vertexId] = origVertex;
  108323. t.isDirty = true;
  108324. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  108325. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  108326. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  108327. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108328. this.references.push(ref);
  108329. }
  108330. return newDeleted;
  108331. };
  108332. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  108333. for (var i = 0; i < this.vertices.length; ++i) {
  108334. var vCount = [];
  108335. var vId = [];
  108336. var v = this.vertices[i];
  108337. var j;
  108338. for (j = 0; j < v.triangleCount; ++j) {
  108339. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  108340. for (var ii = 0; ii < 3; ii++) {
  108341. var ofs = 0;
  108342. var vv = triangle.vertices[ii];
  108343. while (ofs < vCount.length) {
  108344. if (vId[ofs] === vv.id) {
  108345. break;
  108346. }
  108347. ++ofs;
  108348. }
  108349. if (ofs === vCount.length) {
  108350. vCount.push(1);
  108351. vId.push(vv.id);
  108352. }
  108353. else {
  108354. vCount[ofs]++;
  108355. }
  108356. }
  108357. }
  108358. for (j = 0; j < vCount.length; ++j) {
  108359. if (vCount[j] === 1) {
  108360. this.vertices[vId[j]].isBorder = true;
  108361. }
  108362. else {
  108363. this.vertices[vId[j]].isBorder = false;
  108364. }
  108365. }
  108366. }
  108367. };
  108368. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  108369. if (identifyBorders === void 0) { identifyBorders = false; }
  108370. var i;
  108371. if (!identifyBorders) {
  108372. var newTrianglesVector = [];
  108373. for (i = 0; i < this.triangles.length; ++i) {
  108374. if (!this.triangles[i].deleted) {
  108375. newTrianglesVector.push(this.triangles[i]);
  108376. }
  108377. }
  108378. this.triangles = newTrianglesVector;
  108379. }
  108380. for (i = 0; i < this.vertices.length; ++i) {
  108381. this.vertices[i].triangleCount = 0;
  108382. this.vertices[i].triangleStart = 0;
  108383. }
  108384. var t;
  108385. var j;
  108386. var v;
  108387. for (i = 0; i < this.triangles.length; ++i) {
  108388. t = this.triangles[i];
  108389. for (j = 0; j < 3; ++j) {
  108390. v = t.vertices[j];
  108391. v.triangleCount++;
  108392. }
  108393. }
  108394. var tStart = 0;
  108395. for (i = 0; i < this.vertices.length; ++i) {
  108396. this.vertices[i].triangleStart = tStart;
  108397. tStart += this.vertices[i].triangleCount;
  108398. this.vertices[i].triangleCount = 0;
  108399. }
  108400. var newReferences = new Array(this.triangles.length * 3);
  108401. for (i = 0; i < this.triangles.length; ++i) {
  108402. t = this.triangles[i];
  108403. for (j = 0; j < 3; ++j) {
  108404. v = t.vertices[j];
  108405. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  108406. v.triangleCount++;
  108407. }
  108408. }
  108409. this.references = newReferences;
  108410. if (identifyBorders) {
  108411. this.identifyBorder();
  108412. }
  108413. };
  108414. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  108415. var x = point.x;
  108416. var y = point.y;
  108417. var z = point.z;
  108418. return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y
  108419. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  108420. };
  108421. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  108422. var q = vertex1.q.add(vertex2.q);
  108423. var border = vertex1.isBorder && vertex2.isBorder;
  108424. var error = 0;
  108425. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  108426. if (qDet !== 0 && !border) {
  108427. if (!pointResult) {
  108428. pointResult = BABYLON.Vector3.Zero();
  108429. }
  108430. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  108431. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  108432. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  108433. error = this.vertexError(q, pointResult);
  108434. }
  108435. else {
  108436. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  108437. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  108438. var error1 = this.vertexError(q, vertex1.position);
  108439. var error2 = this.vertexError(q, vertex2.position);
  108440. var error3 = this.vertexError(q, p3);
  108441. error = Math.min(error1, error2, error3);
  108442. if (error === error1) {
  108443. if (pointResult) {
  108444. pointResult.copyFrom(vertex1.position);
  108445. }
  108446. }
  108447. else if (error === error2) {
  108448. if (pointResult) {
  108449. pointResult.copyFrom(vertex2.position);
  108450. }
  108451. }
  108452. else {
  108453. if (pointResult) {
  108454. pointResult.copyFrom(p3);
  108455. }
  108456. }
  108457. }
  108458. return error;
  108459. };
  108460. return QuadraticErrorSimplification;
  108461. }());
  108462. })(BABYLON || (BABYLON = {}));
  108463. //# sourceMappingURL=babylon.meshSimplification.js.map
  108464. var BABYLON;
  108465. (function (BABYLON) {
  108466. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  108467. get: function () {
  108468. if (!this._simplificationQueue) {
  108469. this._simplificationQueue = new BABYLON.SimplificationQueue();
  108470. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  108471. if (!component) {
  108472. component = new SimplicationQueueSceneComponent(this);
  108473. this._addComponent(component);
  108474. }
  108475. }
  108476. return this._simplificationQueue;
  108477. },
  108478. set: function (value) {
  108479. this._simplificationQueue = value;
  108480. },
  108481. enumerable: true,
  108482. configurable: true
  108483. });
  108484. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  108485. if (parallelProcessing === void 0) { parallelProcessing = true; }
  108486. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  108487. this.getScene().simplificationQueue.addTask({
  108488. settings: settings,
  108489. parallelProcessing: parallelProcessing,
  108490. mesh: this,
  108491. simplificationType: simplificationType,
  108492. successCallback: successCallback
  108493. });
  108494. return this;
  108495. };
  108496. /**
  108497. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  108498. * created in a scene
  108499. */
  108500. var SimplicationQueueSceneComponent = /** @class */ (function () {
  108501. /**
  108502. * Creates a new instance of the component for the given scene
  108503. * @param scene Defines the scene to register the component in
  108504. */
  108505. function SimplicationQueueSceneComponent(scene) {
  108506. /**
  108507. * The component name helpfull to identify the component in the list of scene components.
  108508. */
  108509. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  108510. this.scene = scene;
  108511. }
  108512. /**
  108513. * Registers the component in a given scene
  108514. */
  108515. SimplicationQueueSceneComponent.prototype.register = function () {
  108516. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  108517. };
  108518. /**
  108519. * Rebuilds the elements related to this component in case of
  108520. * context lost for instance.
  108521. */
  108522. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  108523. // Nothing to do for this component
  108524. };
  108525. /**
  108526. * Disposes the component and the associated ressources
  108527. */
  108528. SimplicationQueueSceneComponent.prototype.dispose = function () {
  108529. // Nothing to do for this component
  108530. };
  108531. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  108532. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  108533. this.scene._simplificationQueue.executeNext();
  108534. }
  108535. };
  108536. return SimplicationQueueSceneComponent;
  108537. }());
  108538. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  108539. })(BABYLON || (BABYLON = {}));
  108540. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  108541. var BABYLON;
  108542. (function (BABYLON) {
  108543. /**
  108544. * Class used to represent a specific level of detail of a mesh
  108545. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  108546. */
  108547. var MeshLODLevel = /** @class */ (function () {
  108548. /**
  108549. * Creates a new LOD level
  108550. * @param distance defines the distance where this level should star being displayed
  108551. * @param mesh defines the mesh to use to render this level
  108552. */
  108553. function MeshLODLevel(
  108554. /** Defines the distance where this level should star being displayed */
  108555. distance,
  108556. /** Defines the mesh to use to render this level */
  108557. mesh) {
  108558. this.distance = distance;
  108559. this.mesh = mesh;
  108560. }
  108561. return MeshLODLevel;
  108562. }());
  108563. BABYLON.MeshLODLevel = MeshLODLevel;
  108564. })(BABYLON || (BABYLON = {}));
  108565. //# sourceMappingURL=babylon.meshLODLevel.js.map
  108566. var BABYLON;
  108567. (function (BABYLON) {
  108568. /**
  108569. * Defines the root class used to create scene optimization to use with SceneOptimizer
  108570. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108571. */
  108572. var SceneOptimization = /** @class */ (function () {
  108573. /**
  108574. * Creates the SceneOptimization object
  108575. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108576. * @param desc defines the description associated with the optimization
  108577. */
  108578. function SceneOptimization(
  108579. /**
  108580. * Defines the priority of this optimization (0 by default which means first in the list)
  108581. */
  108582. priority) {
  108583. if (priority === void 0) { priority = 0; }
  108584. this.priority = priority;
  108585. }
  108586. /**
  108587. * Gets a string describing the action executed by the current optimization
  108588. * @returns description string
  108589. */
  108590. SceneOptimization.prototype.getDescription = function () {
  108591. return "";
  108592. };
  108593. /**
  108594. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108595. * @param scene defines the current scene where to apply this optimization
  108596. * @param optimizer defines the current optimizer
  108597. * @returns true if everything that can be done was applied
  108598. */
  108599. SceneOptimization.prototype.apply = function (scene, optimizer) {
  108600. return true;
  108601. };
  108602. return SceneOptimization;
  108603. }());
  108604. BABYLON.SceneOptimization = SceneOptimization;
  108605. /**
  108606. * Defines an optimization used to reduce the size of render target textures
  108607. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108608. */
  108609. var TextureOptimization = /** @class */ (function (_super) {
  108610. __extends(TextureOptimization, _super);
  108611. /**
  108612. * Creates the TextureOptimization object
  108613. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108614. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  108615. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108616. */
  108617. function TextureOptimization(
  108618. /**
  108619. * Defines the priority of this optimization (0 by default which means first in the list)
  108620. */
  108621. priority,
  108622. /**
  108623. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  108624. */
  108625. maximumSize,
  108626. /**
  108627. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108628. */
  108629. step) {
  108630. if (priority === void 0) { priority = 0; }
  108631. if (maximumSize === void 0) { maximumSize = 1024; }
  108632. if (step === void 0) { step = 0.5; }
  108633. var _this = _super.call(this, priority) || this;
  108634. _this.priority = priority;
  108635. _this.maximumSize = maximumSize;
  108636. _this.step = step;
  108637. return _this;
  108638. }
  108639. /**
  108640. * Gets a string describing the action executed by the current optimization
  108641. * @returns description string
  108642. */
  108643. TextureOptimization.prototype.getDescription = function () {
  108644. return "Reducing render target texture size to " + this.maximumSize;
  108645. };
  108646. /**
  108647. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108648. * @param scene defines the current scene where to apply this optimization
  108649. * @param optimizer defines the current optimizer
  108650. * @returns true if everything that can be done was applied
  108651. */
  108652. TextureOptimization.prototype.apply = function (scene, optimizer) {
  108653. var allDone = true;
  108654. for (var index = 0; index < scene.textures.length; index++) {
  108655. var texture = scene.textures[index];
  108656. if (!texture.canRescale || texture.getContext) {
  108657. continue;
  108658. }
  108659. var currentSize = texture.getSize();
  108660. var maxDimension = Math.max(currentSize.width, currentSize.height);
  108661. if (maxDimension > this.maximumSize) {
  108662. texture.scale(this.step);
  108663. allDone = false;
  108664. }
  108665. }
  108666. return allDone;
  108667. };
  108668. return TextureOptimization;
  108669. }(SceneOptimization));
  108670. BABYLON.TextureOptimization = TextureOptimization;
  108671. /**
  108672. * Defines an optimization used to increase or decrease the rendering resolution
  108673. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108674. */
  108675. var HardwareScalingOptimization = /** @class */ (function (_super) {
  108676. __extends(HardwareScalingOptimization, _super);
  108677. /**
  108678. * Creates the HardwareScalingOptimization object
  108679. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108680. * @param maximumScale defines the maximum scale to use (2 by default)
  108681. * @param step defines the step to use between two passes (0.5 by default)
  108682. */
  108683. function HardwareScalingOptimization(
  108684. /**
  108685. * Defines the priority of this optimization (0 by default which means first in the list)
  108686. */
  108687. priority,
  108688. /**
  108689. * Defines the maximum scale to use (2 by default)
  108690. */
  108691. maximumScale,
  108692. /**
  108693. * Defines the step to use between two passes (0.5 by default)
  108694. */
  108695. step) {
  108696. if (priority === void 0) { priority = 0; }
  108697. if (maximumScale === void 0) { maximumScale = 2; }
  108698. if (step === void 0) { step = 0.25; }
  108699. var _this = _super.call(this, priority) || this;
  108700. _this.priority = priority;
  108701. _this.maximumScale = maximumScale;
  108702. _this.step = step;
  108703. _this._currentScale = -1;
  108704. _this._directionOffset = 1;
  108705. return _this;
  108706. }
  108707. /**
  108708. * Gets a string describing the action executed by the current optimization
  108709. * @return description string
  108710. */
  108711. HardwareScalingOptimization.prototype.getDescription = function () {
  108712. return "Setting hardware scaling level to " + this._currentScale;
  108713. };
  108714. /**
  108715. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108716. * @param scene defines the current scene where to apply this optimization
  108717. * @param optimizer defines the current optimizer
  108718. * @returns true if everything that can be done was applied
  108719. */
  108720. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  108721. if (this._currentScale === -1) {
  108722. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  108723. if (this._currentScale > this.maximumScale) {
  108724. this._directionOffset = -1;
  108725. }
  108726. }
  108727. this._currentScale += this._directionOffset * this.step;
  108728. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  108729. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  108730. };
  108731. return HardwareScalingOptimization;
  108732. }(SceneOptimization));
  108733. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  108734. /**
  108735. * Defines an optimization used to remove shadows
  108736. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108737. */
  108738. var ShadowsOptimization = /** @class */ (function (_super) {
  108739. __extends(ShadowsOptimization, _super);
  108740. function ShadowsOptimization() {
  108741. return _super !== null && _super.apply(this, arguments) || this;
  108742. }
  108743. /**
  108744. * Gets a string describing the action executed by the current optimization
  108745. * @return description string
  108746. */
  108747. ShadowsOptimization.prototype.getDescription = function () {
  108748. return "Turning shadows on/off";
  108749. };
  108750. /**
  108751. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108752. * @param scene defines the current scene where to apply this optimization
  108753. * @param optimizer defines the current optimizer
  108754. * @returns true if everything that can be done was applied
  108755. */
  108756. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  108757. scene.shadowsEnabled = optimizer.isInImprovementMode;
  108758. return true;
  108759. };
  108760. return ShadowsOptimization;
  108761. }(SceneOptimization));
  108762. BABYLON.ShadowsOptimization = ShadowsOptimization;
  108763. /**
  108764. * Defines an optimization used to turn post-processes off
  108765. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108766. */
  108767. var PostProcessesOptimization = /** @class */ (function (_super) {
  108768. __extends(PostProcessesOptimization, _super);
  108769. function PostProcessesOptimization() {
  108770. return _super !== null && _super.apply(this, arguments) || this;
  108771. }
  108772. /**
  108773. * Gets a string describing the action executed by the current optimization
  108774. * @return description string
  108775. */
  108776. PostProcessesOptimization.prototype.getDescription = function () {
  108777. return "Turning post-processes on/off";
  108778. };
  108779. /**
  108780. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108781. * @param scene defines the current scene where to apply this optimization
  108782. * @param optimizer defines the current optimizer
  108783. * @returns true if everything that can be done was applied
  108784. */
  108785. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  108786. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  108787. return true;
  108788. };
  108789. return PostProcessesOptimization;
  108790. }(SceneOptimization));
  108791. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  108792. /**
  108793. * Defines an optimization used to turn lens flares off
  108794. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108795. */
  108796. var LensFlaresOptimization = /** @class */ (function (_super) {
  108797. __extends(LensFlaresOptimization, _super);
  108798. function LensFlaresOptimization() {
  108799. return _super !== null && _super.apply(this, arguments) || this;
  108800. }
  108801. /**
  108802. * Gets a string describing the action executed by the current optimization
  108803. * @return description string
  108804. */
  108805. LensFlaresOptimization.prototype.getDescription = function () {
  108806. return "Turning lens flares on/off";
  108807. };
  108808. /**
  108809. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108810. * @param scene defines the current scene where to apply this optimization
  108811. * @param optimizer defines the current optimizer
  108812. * @returns true if everything that can be done was applied
  108813. */
  108814. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  108815. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  108816. return true;
  108817. };
  108818. return LensFlaresOptimization;
  108819. }(SceneOptimization));
  108820. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  108821. /**
  108822. * Defines an optimization based on user defined callback.
  108823. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108824. */
  108825. var CustomOptimization = /** @class */ (function (_super) {
  108826. __extends(CustomOptimization, _super);
  108827. function CustomOptimization() {
  108828. return _super !== null && _super.apply(this, arguments) || this;
  108829. }
  108830. /**
  108831. * Gets a string describing the action executed by the current optimization
  108832. * @returns description string
  108833. */
  108834. CustomOptimization.prototype.getDescription = function () {
  108835. if (this.onGetDescription) {
  108836. return this.onGetDescription();
  108837. }
  108838. return "Running user defined callback";
  108839. };
  108840. /**
  108841. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108842. * @param scene defines the current scene where to apply this optimization
  108843. * @param optimizer defines the current optimizer
  108844. * @returns true if everything that can be done was applied
  108845. */
  108846. CustomOptimization.prototype.apply = function (scene, optimizer) {
  108847. if (this.onApply) {
  108848. return this.onApply(scene, optimizer);
  108849. }
  108850. return true;
  108851. };
  108852. return CustomOptimization;
  108853. }(SceneOptimization));
  108854. BABYLON.CustomOptimization = CustomOptimization;
  108855. /**
  108856. * Defines an optimization used to turn particles off
  108857. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108858. */
  108859. var ParticlesOptimization = /** @class */ (function (_super) {
  108860. __extends(ParticlesOptimization, _super);
  108861. function ParticlesOptimization() {
  108862. return _super !== null && _super.apply(this, arguments) || this;
  108863. }
  108864. /**
  108865. * Gets a string describing the action executed by the current optimization
  108866. * @return description string
  108867. */
  108868. ParticlesOptimization.prototype.getDescription = function () {
  108869. return "Turning particles on/off";
  108870. };
  108871. /**
  108872. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108873. * @param scene defines the current scene where to apply this optimization
  108874. * @param optimizer defines the current optimizer
  108875. * @returns true if everything that can be done was applied
  108876. */
  108877. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  108878. scene.particlesEnabled = optimizer.isInImprovementMode;
  108879. return true;
  108880. };
  108881. return ParticlesOptimization;
  108882. }(SceneOptimization));
  108883. BABYLON.ParticlesOptimization = ParticlesOptimization;
  108884. /**
  108885. * Defines an optimization used to turn render targets off
  108886. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108887. */
  108888. var RenderTargetsOptimization = /** @class */ (function (_super) {
  108889. __extends(RenderTargetsOptimization, _super);
  108890. function RenderTargetsOptimization() {
  108891. return _super !== null && _super.apply(this, arguments) || this;
  108892. }
  108893. /**
  108894. * Gets a string describing the action executed by the current optimization
  108895. * @return description string
  108896. */
  108897. RenderTargetsOptimization.prototype.getDescription = function () {
  108898. return "Turning render targets off";
  108899. };
  108900. /**
  108901. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108902. * @param scene defines the current scene where to apply this optimization
  108903. * @param optimizer defines the current optimizer
  108904. * @returns true if everything that can be done was applied
  108905. */
  108906. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  108907. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  108908. return true;
  108909. };
  108910. return RenderTargetsOptimization;
  108911. }(SceneOptimization));
  108912. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  108913. /**
  108914. * Defines an optimization used to merge meshes with compatible materials
  108915. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108916. */
  108917. var MergeMeshesOptimization = /** @class */ (function (_super) {
  108918. __extends(MergeMeshesOptimization, _super);
  108919. function MergeMeshesOptimization() {
  108920. var _this = _super !== null && _super.apply(this, arguments) || this;
  108921. _this._canBeMerged = function (abstractMesh) {
  108922. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  108923. return false;
  108924. }
  108925. var mesh = abstractMesh;
  108926. if (mesh.isDisposed()) {
  108927. return false;
  108928. }
  108929. if (!mesh.isVisible || !mesh.isEnabled()) {
  108930. return false;
  108931. }
  108932. if (mesh.instances.length > 0) {
  108933. return false;
  108934. }
  108935. if (mesh.skeleton || mesh.hasLODLevels) {
  108936. return false;
  108937. }
  108938. return true;
  108939. };
  108940. return _this;
  108941. }
  108942. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  108943. /**
  108944. * Gets or sets a boolean which defines if optimization octree has to be updated
  108945. */
  108946. get: function () {
  108947. return MergeMeshesOptimization._UpdateSelectionTree;
  108948. },
  108949. /**
  108950. * Gets or sets a boolean which defines if optimization octree has to be updated
  108951. */
  108952. set: function (value) {
  108953. MergeMeshesOptimization._UpdateSelectionTree = value;
  108954. },
  108955. enumerable: true,
  108956. configurable: true
  108957. });
  108958. /**
  108959. * Gets a string describing the action executed by the current optimization
  108960. * @return description string
  108961. */
  108962. MergeMeshesOptimization.prototype.getDescription = function () {
  108963. return "Merging similar meshes together";
  108964. };
  108965. /**
  108966. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108967. * @param scene defines the current scene where to apply this optimization
  108968. * @param optimizer defines the current optimizer
  108969. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  108970. * @returns true if everything that can be done was applied
  108971. */
  108972. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  108973. var globalPool = scene.meshes.slice(0);
  108974. var globalLength = globalPool.length;
  108975. for (var index = 0; index < globalLength; index++) {
  108976. var currentPool = new Array();
  108977. var current = globalPool[index];
  108978. // Checks
  108979. if (!this._canBeMerged(current)) {
  108980. continue;
  108981. }
  108982. currentPool.push(current);
  108983. // Find compatible meshes
  108984. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  108985. var otherMesh = globalPool[subIndex];
  108986. if (!this._canBeMerged(otherMesh)) {
  108987. continue;
  108988. }
  108989. if (otherMesh.material !== current.material) {
  108990. continue;
  108991. }
  108992. if (otherMesh.checkCollisions !== current.checkCollisions) {
  108993. continue;
  108994. }
  108995. currentPool.push(otherMesh);
  108996. globalLength--;
  108997. globalPool.splice(subIndex, 1);
  108998. subIndex--;
  108999. }
  109000. if (currentPool.length < 2) {
  109001. continue;
  109002. }
  109003. // Merge meshes
  109004. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  109005. }
  109006. // Call the octree system optimization if it is defined.
  109007. var sceneAsAny = scene;
  109008. if (sceneAsAny.createOrUpdateSelectionOctree) {
  109009. if (updateSelectionTree != undefined) {
  109010. if (updateSelectionTree) {
  109011. sceneAsAny.createOrUpdateSelectionOctree();
  109012. }
  109013. }
  109014. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  109015. sceneAsAny.createOrUpdateSelectionOctree();
  109016. }
  109017. }
  109018. return true;
  109019. };
  109020. MergeMeshesOptimization._UpdateSelectionTree = false;
  109021. return MergeMeshesOptimization;
  109022. }(SceneOptimization));
  109023. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  109024. /**
  109025. * Defines a list of options used by SceneOptimizer
  109026. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109027. */
  109028. var SceneOptimizerOptions = /** @class */ (function () {
  109029. /**
  109030. * Creates a new list of options used by SceneOptimizer
  109031. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  109032. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  109033. */
  109034. function SceneOptimizerOptions(
  109035. /**
  109036. * Defines the target frame rate to reach (60 by default)
  109037. */
  109038. targetFrameRate,
  109039. /**
  109040. * Defines the interval between two checkes (2000ms by default)
  109041. */
  109042. trackerDuration) {
  109043. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  109044. if (trackerDuration === void 0) { trackerDuration = 2000; }
  109045. this.targetFrameRate = targetFrameRate;
  109046. this.trackerDuration = trackerDuration;
  109047. /**
  109048. * Gets the list of optimizations to apply
  109049. */
  109050. this.optimizations = new Array();
  109051. }
  109052. /**
  109053. * Add a new optimization
  109054. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  109055. * @returns the current SceneOptimizerOptions
  109056. */
  109057. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  109058. this.optimizations.push(optimization);
  109059. return this;
  109060. };
  109061. /**
  109062. * Add a new custom optimization
  109063. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  109064. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  109065. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109066. * @returns the current SceneOptimizerOptions
  109067. */
  109068. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  109069. if (priority === void 0) { priority = 0; }
  109070. var optimization = new CustomOptimization(priority);
  109071. optimization.onApply = onApply;
  109072. optimization.onGetDescription = onGetDescription;
  109073. this.optimizations.push(optimization);
  109074. return this;
  109075. };
  109076. /**
  109077. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  109078. * @param targetFrameRate defines the target frame rate (60 by default)
  109079. * @returns a SceneOptimizerOptions object
  109080. */
  109081. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  109082. var result = new SceneOptimizerOptions(targetFrameRate);
  109083. var priority = 0;
  109084. result.addOptimization(new MergeMeshesOptimization(priority));
  109085. result.addOptimization(new ShadowsOptimization(priority));
  109086. result.addOptimization(new LensFlaresOptimization(priority));
  109087. // Next priority
  109088. priority++;
  109089. result.addOptimization(new PostProcessesOptimization(priority));
  109090. result.addOptimization(new ParticlesOptimization(priority));
  109091. // Next priority
  109092. priority++;
  109093. result.addOptimization(new TextureOptimization(priority, 1024));
  109094. return result;
  109095. };
  109096. /**
  109097. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  109098. * @param targetFrameRate defines the target frame rate (60 by default)
  109099. * @returns a SceneOptimizerOptions object
  109100. */
  109101. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  109102. var result = new SceneOptimizerOptions(targetFrameRate);
  109103. var priority = 0;
  109104. result.addOptimization(new MergeMeshesOptimization(priority));
  109105. result.addOptimization(new ShadowsOptimization(priority));
  109106. result.addOptimization(new LensFlaresOptimization(priority));
  109107. // Next priority
  109108. priority++;
  109109. result.addOptimization(new PostProcessesOptimization(priority));
  109110. result.addOptimization(new ParticlesOptimization(priority));
  109111. // Next priority
  109112. priority++;
  109113. result.addOptimization(new TextureOptimization(priority, 512));
  109114. // Next priority
  109115. priority++;
  109116. result.addOptimization(new RenderTargetsOptimization(priority));
  109117. // Next priority
  109118. priority++;
  109119. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  109120. return result;
  109121. };
  109122. /**
  109123. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  109124. * @param targetFrameRate defines the target frame rate (60 by default)
  109125. * @returns a SceneOptimizerOptions object
  109126. */
  109127. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  109128. var result = new SceneOptimizerOptions(targetFrameRate);
  109129. var priority = 0;
  109130. result.addOptimization(new MergeMeshesOptimization(priority));
  109131. result.addOptimization(new ShadowsOptimization(priority));
  109132. result.addOptimization(new LensFlaresOptimization(priority));
  109133. // Next priority
  109134. priority++;
  109135. result.addOptimization(new PostProcessesOptimization(priority));
  109136. result.addOptimization(new ParticlesOptimization(priority));
  109137. // Next priority
  109138. priority++;
  109139. result.addOptimization(new TextureOptimization(priority, 256));
  109140. // Next priority
  109141. priority++;
  109142. result.addOptimization(new RenderTargetsOptimization(priority));
  109143. // Next priority
  109144. priority++;
  109145. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  109146. return result;
  109147. };
  109148. return SceneOptimizerOptions;
  109149. }());
  109150. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  109151. /**
  109152. * Class used to run optimizations in order to reach a target frame rate
  109153. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109154. */
  109155. var SceneOptimizer = /** @class */ (function () {
  109156. /**
  109157. * Creates a new SceneOptimizer
  109158. * @param scene defines the scene to work on
  109159. * @param options defines the options to use with the SceneOptimizer
  109160. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  109161. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  109162. */
  109163. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  109164. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  109165. if (improvementMode === void 0) { improvementMode = false; }
  109166. var _this = this;
  109167. this._isRunning = false;
  109168. this._currentPriorityLevel = 0;
  109169. this._targetFrameRate = 60;
  109170. this._trackerDuration = 2000;
  109171. this._currentFrameRate = 0;
  109172. this._improvementMode = false;
  109173. /**
  109174. * Defines an observable called when the optimizer reaches the target frame rate
  109175. */
  109176. this.onSuccessObservable = new BABYLON.Observable();
  109177. /**
  109178. * Defines an observable called when the optimizer enables an optimization
  109179. */
  109180. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  109181. /**
  109182. * Defines an observable called when the optimizer is not able to reach the target frame rate
  109183. */
  109184. this.onFailureObservable = new BABYLON.Observable();
  109185. if (!options) {
  109186. this._options = new SceneOptimizerOptions();
  109187. }
  109188. else {
  109189. this._options = options;
  109190. }
  109191. if (this._options.targetFrameRate) {
  109192. this._targetFrameRate = this._options.targetFrameRate;
  109193. }
  109194. if (this._options.trackerDuration) {
  109195. this._trackerDuration = this._options.trackerDuration;
  109196. }
  109197. if (autoGeneratePriorities) {
  109198. var priority = 0;
  109199. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  109200. var optim = _a[_i];
  109201. optim.priority = priority++;
  109202. }
  109203. }
  109204. this._improvementMode = improvementMode;
  109205. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  109206. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  109207. _this._sceneDisposeObserver = null;
  109208. _this.dispose();
  109209. });
  109210. }
  109211. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  109212. /**
  109213. * Gets a boolean indicating if the optimizer is in improvement mode
  109214. */
  109215. get: function () {
  109216. return this._improvementMode;
  109217. },
  109218. enumerable: true,
  109219. configurable: true
  109220. });
  109221. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  109222. /**
  109223. * Gets the current priority level (0 at start)
  109224. */
  109225. get: function () {
  109226. return this._currentPriorityLevel;
  109227. },
  109228. enumerable: true,
  109229. configurable: true
  109230. });
  109231. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  109232. /**
  109233. * Gets the current frame rate checked by the SceneOptimizer
  109234. */
  109235. get: function () {
  109236. return this._currentFrameRate;
  109237. },
  109238. enumerable: true,
  109239. configurable: true
  109240. });
  109241. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  109242. /**
  109243. * Gets or sets the current target frame rate (60 by default)
  109244. */
  109245. get: function () {
  109246. return this._targetFrameRate;
  109247. },
  109248. /**
  109249. * Gets or sets the current target frame rate (60 by default)
  109250. */
  109251. set: function (value) {
  109252. this._targetFrameRate = value;
  109253. },
  109254. enumerable: true,
  109255. configurable: true
  109256. });
  109257. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  109258. /**
  109259. * Gets or sets the current interval between two checks (every 2000ms by default)
  109260. */
  109261. get: function () {
  109262. return this._trackerDuration;
  109263. },
  109264. /**
  109265. * Gets or sets the current interval between two checks (every 2000ms by default)
  109266. */
  109267. set: function (value) {
  109268. this._trackerDuration = value;
  109269. },
  109270. enumerable: true,
  109271. configurable: true
  109272. });
  109273. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  109274. /**
  109275. * Gets the list of active optimizations
  109276. */
  109277. get: function () {
  109278. return this._options.optimizations;
  109279. },
  109280. enumerable: true,
  109281. configurable: true
  109282. });
  109283. /**
  109284. * Stops the current optimizer
  109285. */
  109286. SceneOptimizer.prototype.stop = function () {
  109287. this._isRunning = false;
  109288. };
  109289. /**
  109290. * Reset the optimizer to initial step (current priority level = 0)
  109291. */
  109292. SceneOptimizer.prototype.reset = function () {
  109293. this._currentPriorityLevel = 0;
  109294. };
  109295. /**
  109296. * Start the optimizer. By default it will try to reach a specific framerate
  109297. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  109298. */
  109299. SceneOptimizer.prototype.start = function () {
  109300. var _this = this;
  109301. if (this._isRunning) {
  109302. return;
  109303. }
  109304. this._isRunning = true;
  109305. // Let's wait for the scene to be ready before running our check
  109306. this._scene.executeWhenReady(function () {
  109307. setTimeout(function () {
  109308. _this._checkCurrentState();
  109309. }, _this._trackerDuration);
  109310. });
  109311. };
  109312. SceneOptimizer.prototype._checkCurrentState = function () {
  109313. var _this = this;
  109314. if (!this._isRunning) {
  109315. return;
  109316. }
  109317. var scene = this._scene;
  109318. var options = this._options;
  109319. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  109320. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  109321. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  109322. this._isRunning = false;
  109323. this.onSuccessObservable.notifyObservers(this);
  109324. return;
  109325. }
  109326. // Apply current level of optimizations
  109327. var allDone = true;
  109328. var noOptimizationApplied = true;
  109329. for (var index = 0; index < options.optimizations.length; index++) {
  109330. var optimization = options.optimizations[index];
  109331. if (optimization.priority === this._currentPriorityLevel) {
  109332. noOptimizationApplied = false;
  109333. allDone = allDone && optimization.apply(scene, this);
  109334. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  109335. }
  109336. }
  109337. // If no optimization was applied, this is a failure :(
  109338. if (noOptimizationApplied) {
  109339. this._isRunning = false;
  109340. this.onFailureObservable.notifyObservers(this);
  109341. return;
  109342. }
  109343. // If all optimizations were done, move to next level
  109344. if (allDone) {
  109345. this._currentPriorityLevel++;
  109346. }
  109347. // Let's the system running for a specific amount of time before checking FPS
  109348. scene.executeWhenReady(function () {
  109349. setTimeout(function () {
  109350. _this._checkCurrentState();
  109351. }, _this._trackerDuration);
  109352. });
  109353. };
  109354. /**
  109355. * Release all resources
  109356. */
  109357. SceneOptimizer.prototype.dispose = function () {
  109358. this.stop();
  109359. this.onSuccessObservable.clear();
  109360. this.onFailureObservable.clear();
  109361. this.onNewOptimizationAppliedObservable.clear();
  109362. if (this._sceneDisposeObserver) {
  109363. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  109364. }
  109365. };
  109366. /**
  109367. * Helper function to create a SceneOptimizer with one single line of code
  109368. * @param scene defines the scene to work on
  109369. * @param options defines the options to use with the SceneOptimizer
  109370. * @param onSuccess defines a callback to call on success
  109371. * @param onFailure defines a callback to call on failure
  109372. * @returns the new SceneOptimizer object
  109373. */
  109374. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  109375. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  109376. if (onSuccess) {
  109377. optimizer.onSuccessObservable.add(function () {
  109378. onSuccess();
  109379. });
  109380. }
  109381. if (onFailure) {
  109382. optimizer.onFailureObservable.add(function () {
  109383. onFailure();
  109384. });
  109385. }
  109386. optimizer.start();
  109387. return optimizer;
  109388. };
  109389. return SceneOptimizer;
  109390. }());
  109391. BABYLON.SceneOptimizer = SceneOptimizer;
  109392. })(BABYLON || (BABYLON = {}));
  109393. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  109394. var BABYLON;
  109395. (function (BABYLON) {
  109396. /**
  109397. * Gets the outline renderer associated with the scene
  109398. * @returns a OutlineRenderer
  109399. */
  109400. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  109401. if (!this._outlineRenderer) {
  109402. this._outlineRenderer = new OutlineRenderer(this);
  109403. }
  109404. return this._outlineRenderer;
  109405. };
  109406. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  109407. get: function () {
  109408. return this._renderOutline;
  109409. },
  109410. set: function (value) {
  109411. if (value) {
  109412. // Lazy Load the component.
  109413. this.getScene().getOutlineRenderer();
  109414. }
  109415. this._renderOutline = value;
  109416. },
  109417. enumerable: true,
  109418. configurable: true
  109419. });
  109420. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  109421. get: function () {
  109422. return this._renderOverlay;
  109423. },
  109424. set: function (value) {
  109425. if (value) {
  109426. // Lazy Load the component.
  109427. this.getScene().getOutlineRenderer();
  109428. }
  109429. this._renderOverlay = value;
  109430. },
  109431. enumerable: true,
  109432. configurable: true
  109433. });
  109434. /**
  109435. * This class is responsible to draw bothe outline/overlay of meshes.
  109436. * It should not be used directly but through the available method on mesh.
  109437. */
  109438. var OutlineRenderer = /** @class */ (function () {
  109439. /**
  109440. * Instantiates a new outline renderer. (There could be only one per scene).
  109441. * @param scene Defines the scene it belongs to
  109442. */
  109443. function OutlineRenderer(scene) {
  109444. /**
  109445. * The name of the component. Each component must have a unique name.
  109446. */
  109447. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  109448. /**
  109449. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  109450. */
  109451. this.zOffset = 1;
  109452. this.scene = scene;
  109453. this._engine = scene.getEngine();
  109454. this.scene._addComponent(this);
  109455. }
  109456. /**
  109457. * Register the component to one instance of a scene.
  109458. */
  109459. OutlineRenderer.prototype.register = function () {
  109460. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  109461. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  109462. };
  109463. /**
  109464. * Rebuilds the elements related to this component in case of
  109465. * context lost for instance.
  109466. */
  109467. OutlineRenderer.prototype.rebuild = function () {
  109468. // Nothing to do here.
  109469. };
  109470. /**
  109471. * Disposes the component and the associated ressources.
  109472. */
  109473. OutlineRenderer.prototype.dispose = function () {
  109474. // Nothing to do here.
  109475. };
  109476. /**
  109477. * Renders the outline in the canvas.
  109478. * @param subMesh Defines the sumesh to render
  109479. * @param batch Defines the batch of meshes in case of instances
  109480. * @param useOverlay Defines if the rendering is for the overlay or the outline
  109481. */
  109482. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  109483. var _this = this;
  109484. if (useOverlay === void 0) { useOverlay = false; }
  109485. var scene = this.scene;
  109486. var engine = scene.getEngine();
  109487. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  109488. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  109489. return;
  109490. }
  109491. var mesh = subMesh.getRenderingMesh();
  109492. var material = subMesh.getMaterial();
  109493. if (!material || !scene.activeCamera) {
  109494. return;
  109495. }
  109496. engine.enableEffect(this._effect);
  109497. // Logarithmic depth
  109498. if (material.useLogarithmicDepth) {
  109499. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  109500. }
  109501. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  109502. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  109503. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  109504. // Bones
  109505. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  109506. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  109507. }
  109508. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  109509. // Alpha test
  109510. if (material && material.needAlphaTesting()) {
  109511. var alphaTexture = material.getAlphaTestTexture();
  109512. if (alphaTexture) {
  109513. this._effect.setTexture("diffuseSampler", alphaTexture);
  109514. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  109515. }
  109516. }
  109517. engine.setZOffset(-this.zOffset);
  109518. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  109519. engine.setZOffset(0);
  109520. };
  109521. /**
  109522. * Returns whether or not the outline renderer is ready for a given submesh.
  109523. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  109524. * @param subMesh Defines the submesh to check readyness for
  109525. * @param useInstances Defines wheter wee are trying to render instances or not
  109526. * @returns true if ready otherwise false
  109527. */
  109528. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  109529. var defines = [];
  109530. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  109531. var mesh = subMesh.getMesh();
  109532. var material = subMesh.getMaterial();
  109533. if (material) {
  109534. // Alpha test
  109535. if (material.needAlphaTesting()) {
  109536. defines.push("#define ALPHATEST");
  109537. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  109538. attribs.push(BABYLON.VertexBuffer.UVKind);
  109539. defines.push("#define UV1");
  109540. }
  109541. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  109542. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  109543. defines.push("#define UV2");
  109544. }
  109545. }
  109546. //Logarithmic depth
  109547. if (material.useLogarithmicDepth) {
  109548. defines.push("#define LOGARITHMICDEPTH");
  109549. }
  109550. }
  109551. // Bones
  109552. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  109553. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  109554. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  109555. if (mesh.numBoneInfluencers > 4) {
  109556. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  109557. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  109558. }
  109559. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  109560. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  109561. }
  109562. else {
  109563. defines.push("#define NUM_BONE_INFLUENCERS 0");
  109564. }
  109565. // Instances
  109566. if (useInstances) {
  109567. defines.push("#define INSTANCES");
  109568. attribs.push("world0");
  109569. attribs.push("world1");
  109570. attribs.push("world2");
  109571. attribs.push("world3");
  109572. }
  109573. // Get correct effect
  109574. var join = defines.join("\n");
  109575. if (this._cachedDefines !== join) {
  109576. this._cachedDefines = join;
  109577. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  109578. }
  109579. return this._effect.isReady();
  109580. };
  109581. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  109582. // Outline - step 1
  109583. this._savedDepthWrite = this._engine.getDepthWrite();
  109584. if (mesh.renderOutline) {
  109585. this._engine.setDepthWrite(false);
  109586. this.render(subMesh, batch);
  109587. this._engine.setDepthWrite(this._savedDepthWrite);
  109588. }
  109589. };
  109590. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  109591. // Outline - step 2
  109592. if (mesh.renderOutline && this._savedDepthWrite) {
  109593. this._engine.setDepthWrite(true);
  109594. this._engine.setColorWrite(false);
  109595. this.render(subMesh, batch);
  109596. this._engine.setColorWrite(true);
  109597. }
  109598. // Overlay
  109599. if (mesh.renderOverlay) {
  109600. var currentMode = this._engine.getAlphaMode();
  109601. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109602. this.render(subMesh, batch, true);
  109603. this._engine.setAlphaMode(currentMode);
  109604. }
  109605. };
  109606. return OutlineRenderer;
  109607. }());
  109608. BABYLON.OutlineRenderer = OutlineRenderer;
  109609. })(BABYLON || (BABYLON = {}));
  109610. //# sourceMappingURL=babylon.outlineRenderer.js.map
  109611. var BABYLON;
  109612. (function (BABYLON) {
  109613. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  109614. if (this._edgesRenderer) {
  109615. this._edgesRenderer.dispose();
  109616. this._edgesRenderer = null;
  109617. }
  109618. return this;
  109619. };
  109620. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109621. if (epsilon === void 0) { epsilon = 0.95; }
  109622. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109623. this.disableEdgesRendering();
  109624. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109625. return this;
  109626. };
  109627. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  109628. get: function () {
  109629. return this._edgesRenderer;
  109630. },
  109631. enumerable: true,
  109632. configurable: true
  109633. });
  109634. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109635. if (epsilon === void 0) { epsilon = 0.95; }
  109636. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109637. this.disableEdgesRendering();
  109638. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109639. return this;
  109640. };
  109641. /**
  109642. * FaceAdjacencies Helper class to generate edges
  109643. */
  109644. var FaceAdjacencies = /** @class */ (function () {
  109645. function FaceAdjacencies() {
  109646. this.edges = new Array();
  109647. this.edgesConnectedCount = 0;
  109648. }
  109649. return FaceAdjacencies;
  109650. }());
  109651. /**
  109652. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  109653. */
  109654. var EdgesRenderer = /** @class */ (function () {
  109655. /**
  109656. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  109657. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  109658. * @param source Mesh used to create edges
  109659. * @param epsilon sum of angles in adjacency to check for edge
  109660. * @param checkVerticesInsteadOfIndices
  109661. * @param generateEdgesLines - should generate Lines or only prepare resources.
  109662. */
  109663. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  109664. if (epsilon === void 0) { epsilon = 0.95; }
  109665. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109666. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  109667. var _this = this;
  109668. /**
  109669. * Define the size of the edges with an orthographic camera
  109670. */
  109671. this.edgesWidthScalerForOrthographic = 1000.0;
  109672. /**
  109673. * Define the size of the edges with a perspective camera
  109674. */
  109675. this.edgesWidthScalerForPerspective = 50.0;
  109676. this._linesPositions = new Array();
  109677. this._linesNormals = new Array();
  109678. this._linesIndices = new Array();
  109679. this._buffers = {};
  109680. this._checkVerticesInsteadOfIndices = false;
  109681. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  109682. this.isEnabled = true;
  109683. this._source = source;
  109684. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  109685. this._epsilon = epsilon;
  109686. this._prepareRessources();
  109687. if (generateEdgesLines) {
  109688. this._generateEdgesLines();
  109689. }
  109690. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  109691. _this._rebuild();
  109692. });
  109693. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  109694. _this.dispose();
  109695. });
  109696. }
  109697. EdgesRenderer.prototype._prepareRessources = function () {
  109698. if (this._lineShader) {
  109699. return;
  109700. }
  109701. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  109702. attributes: ["position", "normal"],
  109703. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  109704. });
  109705. this._lineShader.disableDepthWrite = true;
  109706. this._lineShader.backFaceCulling = false;
  109707. };
  109708. /** @hidden */
  109709. EdgesRenderer.prototype._rebuild = function () {
  109710. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109711. if (buffer) {
  109712. buffer._rebuild();
  109713. }
  109714. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109715. if (buffer) {
  109716. buffer._rebuild();
  109717. }
  109718. var scene = this._source.getScene();
  109719. var engine = scene.getEngine();
  109720. this._ib = engine.createIndexBuffer(this._linesIndices);
  109721. };
  109722. /**
  109723. * Releases the required resources for the edges renderer
  109724. */
  109725. EdgesRenderer.prototype.dispose = function () {
  109726. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  109727. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  109728. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109729. if (buffer) {
  109730. buffer.dispose();
  109731. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  109732. }
  109733. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109734. if (buffer) {
  109735. buffer.dispose();
  109736. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  109737. }
  109738. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  109739. this._lineShader.dispose();
  109740. };
  109741. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  109742. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  109743. return 0;
  109744. }
  109745. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  109746. return 1;
  109747. }
  109748. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  109749. return 2;
  109750. }
  109751. return -1;
  109752. };
  109753. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  109754. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  109755. return 0;
  109756. }
  109757. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  109758. return 1;
  109759. }
  109760. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  109761. return 2;
  109762. }
  109763. return -1;
  109764. };
  109765. /**
  109766. * Checks if the pair of p0 and p1 is en edge
  109767. * @param faceIndex
  109768. * @param edge
  109769. * @param faceNormals
  109770. * @param p0
  109771. * @param p1
  109772. * @private
  109773. */
  109774. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  109775. var needToCreateLine;
  109776. if (edge === undefined) {
  109777. needToCreateLine = true;
  109778. }
  109779. else {
  109780. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  109781. needToCreateLine = dotProduct < this._epsilon;
  109782. }
  109783. if (needToCreateLine) {
  109784. var offset = this._linesPositions.length / 3;
  109785. var normal = p0.subtract(p1);
  109786. normal.normalize();
  109787. // Positions
  109788. this._linesPositions.push(p0.x);
  109789. this._linesPositions.push(p0.y);
  109790. this._linesPositions.push(p0.z);
  109791. this._linesPositions.push(p0.x);
  109792. this._linesPositions.push(p0.y);
  109793. this._linesPositions.push(p0.z);
  109794. this._linesPositions.push(p1.x);
  109795. this._linesPositions.push(p1.y);
  109796. this._linesPositions.push(p1.z);
  109797. this._linesPositions.push(p1.x);
  109798. this._linesPositions.push(p1.y);
  109799. this._linesPositions.push(p1.z);
  109800. // Normals
  109801. this._linesNormals.push(p1.x);
  109802. this._linesNormals.push(p1.y);
  109803. this._linesNormals.push(p1.z);
  109804. this._linesNormals.push(-1);
  109805. this._linesNormals.push(p1.x);
  109806. this._linesNormals.push(p1.y);
  109807. this._linesNormals.push(p1.z);
  109808. this._linesNormals.push(1);
  109809. this._linesNormals.push(p0.x);
  109810. this._linesNormals.push(p0.y);
  109811. this._linesNormals.push(p0.z);
  109812. this._linesNormals.push(-1);
  109813. this._linesNormals.push(p0.x);
  109814. this._linesNormals.push(p0.y);
  109815. this._linesNormals.push(p0.z);
  109816. this._linesNormals.push(1);
  109817. // Indices
  109818. this._linesIndices.push(offset);
  109819. this._linesIndices.push(offset + 1);
  109820. this._linesIndices.push(offset + 2);
  109821. this._linesIndices.push(offset);
  109822. this._linesIndices.push(offset + 2);
  109823. this._linesIndices.push(offset + 3);
  109824. }
  109825. };
  109826. /**
  109827. * Generates lines edges from adjacencjes
  109828. * @private
  109829. */
  109830. EdgesRenderer.prototype._generateEdgesLines = function () {
  109831. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109832. var indices = this._source.getIndices();
  109833. if (!indices || !positions) {
  109834. return;
  109835. }
  109836. // First let's find adjacencies
  109837. var adjacencies = new Array();
  109838. var faceNormals = new Array();
  109839. var index;
  109840. var faceAdjacencies;
  109841. // Prepare faces
  109842. for (index = 0; index < indices.length; index += 3) {
  109843. faceAdjacencies = new FaceAdjacencies();
  109844. var p0Index = indices[index];
  109845. var p1Index = indices[index + 1];
  109846. var p2Index = indices[index + 2];
  109847. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  109848. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  109849. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  109850. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  109851. faceNormal.normalize();
  109852. faceNormals.push(faceNormal);
  109853. adjacencies.push(faceAdjacencies);
  109854. }
  109855. // Scan
  109856. for (index = 0; index < adjacencies.length; index++) {
  109857. faceAdjacencies = adjacencies[index];
  109858. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  109859. var otherFaceAdjacencies = adjacencies[otherIndex];
  109860. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  109861. break;
  109862. }
  109863. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  109864. continue;
  109865. }
  109866. var otherP0 = indices[otherIndex * 3];
  109867. var otherP1 = indices[otherIndex * 3 + 1];
  109868. var otherP2 = indices[otherIndex * 3 + 2];
  109869. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  109870. var otherEdgeIndex = 0;
  109871. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  109872. continue;
  109873. }
  109874. switch (edgeIndex) {
  109875. case 0:
  109876. if (this._checkVerticesInsteadOfIndices) {
  109877. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109878. }
  109879. else {
  109880. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  109881. }
  109882. break;
  109883. case 1:
  109884. if (this._checkVerticesInsteadOfIndices) {
  109885. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109886. }
  109887. else {
  109888. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  109889. }
  109890. break;
  109891. case 2:
  109892. if (this._checkVerticesInsteadOfIndices) {
  109893. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109894. }
  109895. else {
  109896. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  109897. }
  109898. break;
  109899. }
  109900. if (otherEdgeIndex === -1) {
  109901. continue;
  109902. }
  109903. faceAdjacencies.edges[edgeIndex] = otherIndex;
  109904. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  109905. faceAdjacencies.edgesConnectedCount++;
  109906. otherFaceAdjacencies.edgesConnectedCount++;
  109907. if (faceAdjacencies.edgesConnectedCount === 3) {
  109908. break;
  109909. }
  109910. }
  109911. }
  109912. }
  109913. // Create lines
  109914. for (index = 0; index < adjacencies.length; index++) {
  109915. // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon
  109916. var current = adjacencies[index];
  109917. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  109918. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  109919. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  109920. }
  109921. // Merge into a single mesh
  109922. var engine = this._source.getScene().getEngine();
  109923. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  109924. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  109925. this._ib = engine.createIndexBuffer(this._linesIndices);
  109926. this._indicesCount = this._linesIndices.length;
  109927. };
  109928. /**
  109929. * Checks wether or not the edges renderer is ready to render.
  109930. * @return true if ready, otherwise false.
  109931. */
  109932. EdgesRenderer.prototype.isReady = function () {
  109933. return this._lineShader.isReady();
  109934. };
  109935. /**
  109936. * Renders the edges of the attached mesh,
  109937. */
  109938. EdgesRenderer.prototype.render = function () {
  109939. var scene = this._source.getScene();
  109940. if (!this.isReady() || !scene.activeCamera) {
  109941. return;
  109942. }
  109943. var engine = scene.getEngine();
  109944. this._lineShader._preBind();
  109945. if (this._source.edgesColor.a !== 1) {
  109946. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109947. }
  109948. else {
  109949. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  109950. }
  109951. // VBOs
  109952. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  109953. scene.resetCachedMaterial();
  109954. this._lineShader.setColor4("color", this._source.edgesColor);
  109955. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  109956. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  109957. }
  109958. else {
  109959. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  109960. }
  109961. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  109962. this._lineShader.bind(this._source.getWorldMatrix());
  109963. // Draw order
  109964. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  109965. this._lineShader.unbind();
  109966. };
  109967. return EdgesRenderer;
  109968. }());
  109969. BABYLON.EdgesRenderer = EdgesRenderer;
  109970. })(BABYLON || (BABYLON = {}));
  109971. //# sourceMappingURL=babylon.edgesRenderer.js.map
  109972. var BABYLON;
  109973. (function (BABYLON) {
  109974. /**
  109975. * FaceAdjacencies Helper class to generate edges
  109976. */
  109977. var FaceAdjacencies = /** @class */ (function () {
  109978. function FaceAdjacencies() {
  109979. this.edges = new Array();
  109980. this.edgesConnectedCount = 0;
  109981. }
  109982. return FaceAdjacencies;
  109983. }());
  109984. /**
  109985. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  109986. */
  109987. var LineEdgesRenderer = /** @class */ (function (_super) {
  109988. __extends(LineEdgesRenderer, _super);
  109989. /**
  109990. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  109991. * @param source LineMesh used to generate edges
  109992. * @param epsilon not important (specified angle for edge detection)
  109993. * @param checkVerticesInsteadOfIndices not important for LineMesh
  109994. */
  109995. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  109996. if (epsilon === void 0) { epsilon = 0.95; }
  109997. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109998. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  109999. _this._generateEdgesLines();
  110000. return _this;
  110001. }
  110002. /**
  110003. * Always create the edge since its a line so only important things are p0 and p1
  110004. * @param faceIndex not important for LineMesh
  110005. * @param edge not important for LineMesh
  110006. * @param faceNormals not important for LineMesh
  110007. * @param p0 beginnig of line
  110008. * @param p1 end of line
  110009. */
  110010. LineEdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  110011. var offset = this._linesPositions.length / 3;
  110012. var normal = p0.subtract(p1);
  110013. normal.normalize();
  110014. // Positions
  110015. this._linesPositions.push(p0.x);
  110016. this._linesPositions.push(p0.y);
  110017. this._linesPositions.push(p0.z);
  110018. this._linesPositions.push(p0.x);
  110019. this._linesPositions.push(p0.y);
  110020. this._linesPositions.push(p0.z);
  110021. this._linesPositions.push(p1.x);
  110022. this._linesPositions.push(p1.y);
  110023. this._linesPositions.push(p1.z);
  110024. this._linesPositions.push(p1.x);
  110025. this._linesPositions.push(p1.y);
  110026. this._linesPositions.push(p1.z);
  110027. // Normals
  110028. this._linesNormals.push(p1.x);
  110029. this._linesNormals.push(p1.y);
  110030. this._linesNormals.push(p1.z);
  110031. this._linesNormals.push(-1);
  110032. this._linesNormals.push(p1.x);
  110033. this._linesNormals.push(p1.y);
  110034. this._linesNormals.push(p1.z);
  110035. this._linesNormals.push(1);
  110036. this._linesNormals.push(p0.x);
  110037. this._linesNormals.push(p0.y);
  110038. this._linesNormals.push(p0.z);
  110039. this._linesNormals.push(-1);
  110040. this._linesNormals.push(p0.x);
  110041. this._linesNormals.push(p0.y);
  110042. this._linesNormals.push(p0.z);
  110043. this._linesNormals.push(1);
  110044. // Indices
  110045. this._linesIndices.push(offset);
  110046. this._linesIndices.push(offset + 1);
  110047. this._linesIndices.push(offset + 2);
  110048. this._linesIndices.push(offset);
  110049. this._linesIndices.push(offset + 2);
  110050. this._linesIndices.push(offset + 3);
  110051. };
  110052. /**
  110053. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  110054. */
  110055. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  110056. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110057. var indices = this._source.getIndices();
  110058. if (!indices || !positions) {
  110059. return;
  110060. }
  110061. // First let's find adjacencies
  110062. var adjacencies = new Array();
  110063. var faceNormals = new Array();
  110064. var index;
  110065. for (var i = 0; i < (positions.length / 3) - 1; i++) {
  110066. var currentAdjecancy = new FaceAdjacencies();
  110067. currentAdjecancy.p0 = new BABYLON.Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  110068. currentAdjecancy.p1 = new BABYLON.Vector3(positions[(i + 1) * 3], positions[(i + 1) * 3 + 1], positions[(i + 1) * 3 + 2]);
  110069. adjacencies.push(currentAdjecancy);
  110070. }
  110071. // Create lines
  110072. for (index = 0; index < adjacencies.length; index++) {
  110073. // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon
  110074. var current = adjacencies[index];
  110075. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  110076. }
  110077. // Merge into a single mesh
  110078. var engine = this._source.getScene().getEngine();
  110079. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110080. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110081. this._ib = engine.createIndexBuffer(this._linesIndices);
  110082. this._indicesCount = this._linesIndices.length;
  110083. };
  110084. return LineEdgesRenderer;
  110085. }(BABYLON.EdgesRenderer));
  110086. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  110087. })(BABYLON || (BABYLON = {}));
  110088. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  110089. var BABYLON;
  110090. (function (BABYLON) {
  110091. // Adds the parser to the scene parsers.
  110092. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  110093. if (parsedData.effectLayers) {
  110094. if (!container.effectLayers) {
  110095. container.effectLayers = new Array();
  110096. }
  110097. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  110098. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  110099. container.effectLayers.push(effectLayer);
  110100. }
  110101. }
  110102. });
  110103. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  110104. var index = this.effectLayers.indexOf(toRemove);
  110105. if (index !== -1) {
  110106. this.effectLayers.splice(index, 1);
  110107. }
  110108. return index;
  110109. };
  110110. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  110111. this.effectLayers.push(newEffectLayer);
  110112. };
  110113. /**
  110114. * Defines the layer scene component responsible to manage any effect layers
  110115. * in a given scene.
  110116. */
  110117. var EffectLayerSceneComponent = /** @class */ (function () {
  110118. /**
  110119. * Creates a new instance of the component for the given scene
  110120. * @param scene Defines the scene to register the component in
  110121. */
  110122. function EffectLayerSceneComponent(scene) {
  110123. /**
  110124. * The component name helpfull to identify the component in the list of scene components.
  110125. */
  110126. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  110127. this._renderEffects = false;
  110128. this._needStencil = false;
  110129. this._previousStencilState = false;
  110130. this.scene = scene;
  110131. this._engine = scene.getEngine();
  110132. scene.effectLayers = new Array();
  110133. }
  110134. /**
  110135. * Registers the component in a given scene
  110136. */
  110137. EffectLayerSceneComponent.prototype.register = function () {
  110138. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  110139. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  110140. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  110141. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  110142. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  110143. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  110144. };
  110145. /**
  110146. * Rebuilds the elements related to this component in case of
  110147. * context lost for instance.
  110148. */
  110149. EffectLayerSceneComponent.prototype.rebuild = function () {
  110150. var layers = this.scene.effectLayers;
  110151. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  110152. var effectLayer = layers_1[_i];
  110153. effectLayer._rebuild();
  110154. }
  110155. };
  110156. /**
  110157. * Serializes the component data to the specified json object
  110158. * @param serializationObject The object to serialize to
  110159. */
  110160. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  110161. // Effect layers
  110162. serializationObject.effectLayers = [];
  110163. var layers = this.scene.effectLayers;
  110164. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  110165. var effectLayer = layers_2[_i];
  110166. if (effectLayer.serialize) {
  110167. serializationObject.effectLayers.push(effectLayer.serialize());
  110168. }
  110169. }
  110170. };
  110171. /**
  110172. * Adds all the element from the container to the scene
  110173. * @param container the container holding the elements
  110174. */
  110175. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  110176. var _this = this;
  110177. if (!container.effectLayers) {
  110178. return;
  110179. }
  110180. container.effectLayers.forEach(function (o) {
  110181. _this.scene.addEffectLayer(o);
  110182. });
  110183. };
  110184. /**
  110185. * Removes all the elements in the container from the scene
  110186. * @param container contains the elements to remove
  110187. */
  110188. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  110189. var _this = this;
  110190. if (!container.effectLayers) {
  110191. return;
  110192. }
  110193. container.effectLayers.forEach(function (o) {
  110194. _this.scene.removeEffectLayer(o);
  110195. });
  110196. };
  110197. /**
  110198. * Disposes the component and the associated ressources.
  110199. */
  110200. EffectLayerSceneComponent.prototype.dispose = function () {
  110201. var layers = this.scene.effectLayers;
  110202. while (layers.length) {
  110203. layers[0].dispose();
  110204. }
  110205. };
  110206. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  110207. var layers = this.scene.effectLayers;
  110208. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  110209. var layer = layers_3[_i];
  110210. if (!layer.hasMesh(mesh)) {
  110211. continue;
  110212. }
  110213. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  110214. var subMesh = _b[_a];
  110215. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  110216. return false;
  110217. }
  110218. }
  110219. }
  110220. return true;
  110221. };
  110222. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  110223. this._renderEffects = false;
  110224. this._needStencil = false;
  110225. var layers = this.scene.effectLayers;
  110226. if (layers && layers.length > 0) {
  110227. this._previousStencilState = this._engine.getStencilBuffer();
  110228. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  110229. var effectLayer = layers_4[_i];
  110230. if (effectLayer.shouldRender() &&
  110231. (!effectLayer.camera ||
  110232. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  110233. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  110234. this._renderEffects = true;
  110235. this._needStencil = this._needStencil || effectLayer.needStencil();
  110236. var renderTarget = effectLayer._mainTexture;
  110237. if (renderTarget._shouldRender()) {
  110238. this.scene.incrementRenderId();
  110239. renderTarget.render(false, false);
  110240. }
  110241. }
  110242. }
  110243. this.scene.incrementRenderId();
  110244. }
  110245. };
  110246. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  110247. // Activate effect Layer stencil
  110248. if (this._needStencil) {
  110249. this._engine.setStencilBuffer(true);
  110250. }
  110251. };
  110252. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  110253. // Restore effect Layer stencil
  110254. if (this._needStencil) {
  110255. this._engine.setStencilBuffer(this._previousStencilState);
  110256. }
  110257. };
  110258. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  110259. if (this._renderEffects) {
  110260. this._engine.setDepthBuffer(false);
  110261. var layers = this.scene.effectLayers;
  110262. for (var i = 0; i < layers.length; i++) {
  110263. var effectLayer = layers[i];
  110264. if (effectLayer.renderingGroupId === renderingGroupId) {
  110265. if (effectLayer.shouldRender()) {
  110266. effectLayer.render();
  110267. }
  110268. }
  110269. }
  110270. this._engine.setDepthBuffer(true);
  110271. }
  110272. };
  110273. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  110274. if (this._renderEffects) {
  110275. this._draw(-1);
  110276. }
  110277. };
  110278. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  110279. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  110280. this._draw(index);
  110281. }
  110282. };
  110283. return EffectLayerSceneComponent;
  110284. }());
  110285. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  110286. })(BABYLON || (BABYLON = {}));
  110287. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  110288. var __assign = (this && this.__assign) || function () {
  110289. __assign = Object.assign || function(t) {
  110290. for (var s, i = 1, n = arguments.length; i < n; i++) {
  110291. s = arguments[i];
  110292. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  110293. t[p] = s[p];
  110294. }
  110295. return t;
  110296. };
  110297. return __assign.apply(this, arguments);
  110298. };
  110299. var BABYLON;
  110300. (function (BABYLON) {
  110301. /**
  110302. * The effect layer Helps adding post process effect blended with the main pass.
  110303. *
  110304. * This can be for instance use to generate glow or higlight effects on the scene.
  110305. *
  110306. * The effect layer class can not be used directly and is intented to inherited from to be
  110307. * customized per effects.
  110308. */
  110309. var EffectLayer = /** @class */ (function () {
  110310. /**
  110311. * Instantiates a new effect Layer and references it in the scene.
  110312. * @param name The name of the layer
  110313. * @param scene The scene to use the layer in
  110314. */
  110315. function EffectLayer(
  110316. /** The Friendly of the effect in the scene */
  110317. name, scene) {
  110318. this._vertexBuffers = {};
  110319. this._maxSize = 0;
  110320. this._mainTextureDesiredSize = { width: 0, height: 0 };
  110321. this._shouldRender = true;
  110322. this._postProcesses = [];
  110323. this._textures = [];
  110324. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  110325. /**
  110326. * The clear color of the texture used to generate the glow map.
  110327. */
  110328. this.neutralColor = new BABYLON.Color4();
  110329. /**
  110330. * Specifies wether the highlight layer is enabled or not.
  110331. */
  110332. this.isEnabled = true;
  110333. /**
  110334. * An event triggered when the effect layer has been disposed.
  110335. */
  110336. this.onDisposeObservable = new BABYLON.Observable();
  110337. /**
  110338. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  110339. */
  110340. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  110341. /**
  110342. * An event triggered when the generated texture is being merged in the scene.
  110343. */
  110344. this.onBeforeComposeObservable = new BABYLON.Observable();
  110345. /**
  110346. * An event triggered when the generated texture has been merged in the scene.
  110347. */
  110348. this.onAfterComposeObservable = new BABYLON.Observable();
  110349. /**
  110350. * An event triggered when the efffect layer changes its size.
  110351. */
  110352. this.onSizeChangedObservable = new BABYLON.Observable();
  110353. this.name = name;
  110354. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110355. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  110356. if (!component) {
  110357. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  110358. this._scene._addComponent(component);
  110359. }
  110360. this._engine = this._scene.getEngine();
  110361. this._maxSize = this._engine.getCaps().maxTextureSize;
  110362. this._scene.effectLayers.push(this);
  110363. // Generate Buffers
  110364. this._generateIndexBuffer();
  110365. this._genrateVertexBuffer();
  110366. }
  110367. Object.defineProperty(EffectLayer.prototype, "camera", {
  110368. /**
  110369. * Gets the camera attached to the layer.
  110370. */
  110371. get: function () {
  110372. return this._effectLayerOptions.camera;
  110373. },
  110374. enumerable: true,
  110375. configurable: true
  110376. });
  110377. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  110378. /**
  110379. * Gets the rendering group id the layer should render in.
  110380. */
  110381. get: function () {
  110382. return this._effectLayerOptions.renderingGroupId;
  110383. },
  110384. enumerable: true,
  110385. configurable: true
  110386. });
  110387. /**
  110388. * Initializes the effect layer with the required options.
  110389. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  110390. */
  110391. EffectLayer.prototype._init = function (options) {
  110392. // Adapt options
  110393. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  110394. this._setMainTextureSize();
  110395. this._createMainTexture();
  110396. this._createTextureAndPostProcesses();
  110397. this._mergeEffect = this._createMergeEffect();
  110398. };
  110399. /**
  110400. * Generates the index buffer of the full screen quad blending to the main canvas.
  110401. */
  110402. EffectLayer.prototype._generateIndexBuffer = function () {
  110403. // Indices
  110404. var indices = [];
  110405. indices.push(0);
  110406. indices.push(1);
  110407. indices.push(2);
  110408. indices.push(0);
  110409. indices.push(2);
  110410. indices.push(3);
  110411. this._indexBuffer = this._engine.createIndexBuffer(indices);
  110412. };
  110413. /**
  110414. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  110415. */
  110416. EffectLayer.prototype._genrateVertexBuffer = function () {
  110417. // VBO
  110418. var vertices = [];
  110419. vertices.push(1, 1);
  110420. vertices.push(-1, 1);
  110421. vertices.push(-1, -1);
  110422. vertices.push(1, -1);
  110423. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  110424. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  110425. };
  110426. /**
  110427. * Sets the main texture desired size which is the closest power of two
  110428. * of the engine canvas size.
  110429. */
  110430. EffectLayer.prototype._setMainTextureSize = function () {
  110431. if (this._effectLayerOptions.mainTextureFixedSize) {
  110432. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  110433. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  110434. }
  110435. else {
  110436. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  110437. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  110438. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  110439. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  110440. }
  110441. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  110442. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  110443. };
  110444. /**
  110445. * Creates the main texture for the effect layer.
  110446. */
  110447. EffectLayer.prototype._createMainTexture = function () {
  110448. var _this = this;
  110449. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  110450. width: this._mainTextureDesiredSize.width,
  110451. height: this._mainTextureDesiredSize.height
  110452. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  110453. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  110454. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110455. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110456. this._mainTexture.anisotropicFilteringLevel = 1;
  110457. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  110458. this._mainTexture.renderParticles = false;
  110459. this._mainTexture.renderList = null;
  110460. this._mainTexture.ignoreCameraViewport = true;
  110461. // Custom render function
  110462. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  110463. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  110464. var index;
  110465. var engine = _this._scene.getEngine();
  110466. if (depthOnlySubMeshes.length) {
  110467. engine.setColorWrite(false);
  110468. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  110469. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  110470. }
  110471. engine.setColorWrite(true);
  110472. }
  110473. for (index = 0; index < opaqueSubMeshes.length; index++) {
  110474. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  110475. }
  110476. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  110477. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  110478. }
  110479. for (index = 0; index < transparentSubMeshes.length; index++) {
  110480. _this._renderSubMesh(transparentSubMeshes.data[index]);
  110481. }
  110482. };
  110483. this._mainTexture.onClearObservable.add(function (engine) {
  110484. engine.clear(_this.neutralColor, true, true, true);
  110485. });
  110486. };
  110487. /**
  110488. * Checks for the readiness of the element composing the layer.
  110489. * @param subMesh the mesh to check for
  110490. * @param useInstances specify wether or not to use instances to render the mesh
  110491. * @param emissiveTexture the associated emissive texture used to generate the glow
  110492. * @return true if ready otherwise, false
  110493. */
  110494. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  110495. var material = subMesh.getMaterial();
  110496. if (!material) {
  110497. return false;
  110498. }
  110499. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  110500. return false;
  110501. }
  110502. var defines = [];
  110503. var attribs = [BABYLON.VertexBuffer.PositionKind];
  110504. var mesh = subMesh.getMesh();
  110505. var uv1 = false;
  110506. var uv2 = false;
  110507. // Alpha test
  110508. if (material && material.needAlphaTesting()) {
  110509. var alphaTexture = material.getAlphaTestTexture();
  110510. if (alphaTexture) {
  110511. defines.push("#define ALPHATEST");
  110512. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110513. alphaTexture.coordinatesIndex === 1) {
  110514. defines.push("#define DIFFUSEUV2");
  110515. uv2 = true;
  110516. }
  110517. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110518. defines.push("#define DIFFUSEUV1");
  110519. uv1 = true;
  110520. }
  110521. }
  110522. }
  110523. // Emissive
  110524. if (emissiveTexture) {
  110525. defines.push("#define EMISSIVE");
  110526. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110527. emissiveTexture.coordinatesIndex === 1) {
  110528. defines.push("#define EMISSIVEUV2");
  110529. uv2 = true;
  110530. }
  110531. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110532. defines.push("#define EMISSIVEUV1");
  110533. uv1 = true;
  110534. }
  110535. }
  110536. if (uv1) {
  110537. attribs.push(BABYLON.VertexBuffer.UVKind);
  110538. defines.push("#define UV1");
  110539. }
  110540. if (uv2) {
  110541. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110542. defines.push("#define UV2");
  110543. }
  110544. // Bones
  110545. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110546. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110547. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110548. if (mesh.numBoneInfluencers > 4) {
  110549. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110550. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110551. }
  110552. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110553. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  110554. }
  110555. else {
  110556. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110557. }
  110558. // Morph targets
  110559. var manager = mesh.morphTargetManager;
  110560. var morphInfluencers = 0;
  110561. if (manager) {
  110562. if (manager.numInfluencers > 0) {
  110563. defines.push("#define MORPHTARGETS");
  110564. morphInfluencers = manager.numInfluencers;
  110565. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  110566. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  110567. }
  110568. }
  110569. // Instances
  110570. if (useInstances) {
  110571. defines.push("#define INSTANCES");
  110572. attribs.push("world0");
  110573. attribs.push("world1");
  110574. attribs.push("world2");
  110575. attribs.push("world3");
  110576. }
  110577. // Get correct effect
  110578. var join = defines.join("\n");
  110579. if (this._cachedDefines !== join) {
  110580. this._cachedDefines = join;
  110581. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  110582. }
  110583. return this._effectLayerMapGenerationEffect.isReady();
  110584. };
  110585. /**
  110586. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  110587. */
  110588. EffectLayer.prototype.render = function () {
  110589. var currentEffect = this._mergeEffect;
  110590. // Check
  110591. if (!currentEffect.isReady()) {
  110592. return;
  110593. }
  110594. for (var i = 0; i < this._postProcesses.length; i++) {
  110595. if (!this._postProcesses[i].isReady()) {
  110596. return;
  110597. }
  110598. }
  110599. var engine = this._scene.getEngine();
  110600. this.onBeforeComposeObservable.notifyObservers(this);
  110601. // Render
  110602. engine.enableEffect(currentEffect);
  110603. engine.setState(false);
  110604. // VBOs
  110605. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  110606. // Cache
  110607. var previousAlphaMode = engine.getAlphaMode();
  110608. // Go Blend.
  110609. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  110610. // Blends the map on the main canvas.
  110611. this._internalRender(currentEffect);
  110612. // Restore Alpha
  110613. engine.setAlphaMode(previousAlphaMode);
  110614. this.onAfterComposeObservable.notifyObservers(this);
  110615. // Handle size changes.
  110616. var size = this._mainTexture.getSize();
  110617. this._setMainTextureSize();
  110618. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  110619. // Recreate RTT and post processes on size change.
  110620. this.onSizeChangedObservable.notifyObservers(this);
  110621. this._disposeTextureAndPostProcesses();
  110622. this._createMainTexture();
  110623. this._createTextureAndPostProcesses();
  110624. }
  110625. };
  110626. /**
  110627. * Determine if a given mesh will be used in the current effect.
  110628. * @param mesh mesh to test
  110629. * @returns true if the mesh will be used
  110630. */
  110631. EffectLayer.prototype.hasMesh = function (mesh) {
  110632. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  110633. return true;
  110634. }
  110635. return false;
  110636. };
  110637. /**
  110638. * Returns true if the layer contains information to display, otherwise false.
  110639. * @returns true if the glow layer should be rendered
  110640. */
  110641. EffectLayer.prototype.shouldRender = function () {
  110642. return this.isEnabled && this._shouldRender;
  110643. };
  110644. /**
  110645. * Returns true if the mesh should render, otherwise false.
  110646. * @param mesh The mesh to render
  110647. * @returns true if it should render otherwise false
  110648. */
  110649. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  110650. return true;
  110651. };
  110652. /**
  110653. * Returns true if the mesh should render, otherwise false.
  110654. * @param mesh The mesh to render
  110655. * @returns true if it should render otherwise false
  110656. */
  110657. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  110658. return true;
  110659. };
  110660. /**
  110661. * Renders the submesh passed in parameter to the generation map.
  110662. */
  110663. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  110664. var _this = this;
  110665. if (!this.shouldRender()) {
  110666. return;
  110667. }
  110668. var material = subMesh.getMaterial();
  110669. var mesh = subMesh.getRenderingMesh();
  110670. var scene = this._scene;
  110671. var engine = scene.getEngine();
  110672. if (!material) {
  110673. return;
  110674. }
  110675. // Do not block in blend mode.
  110676. if (material.needAlphaBlendingForMesh(mesh)) {
  110677. return;
  110678. }
  110679. // Culling
  110680. engine.setState(material.backFaceCulling);
  110681. // Managing instances
  110682. var batch = mesh._getInstancesRenderList(subMesh._id);
  110683. if (batch.mustReturn) {
  110684. return;
  110685. }
  110686. // Early Exit per mesh
  110687. if (!this._shouldRenderMesh(mesh)) {
  110688. return;
  110689. }
  110690. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110691. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  110692. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  110693. engine.enableEffect(this._effectLayerMapGenerationEffect);
  110694. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  110695. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  110696. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  110697. // Alpha test
  110698. if (material && material.needAlphaTesting()) {
  110699. var alphaTexture = material.getAlphaTestTexture();
  110700. if (alphaTexture) {
  110701. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  110702. var textureMatrix = alphaTexture.getTextureMatrix();
  110703. if (textureMatrix) {
  110704. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  110705. }
  110706. }
  110707. }
  110708. // Glow emissive only
  110709. if (this._emissiveTextureAndColor.texture) {
  110710. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  110711. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  110712. }
  110713. // Bones
  110714. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110715. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110716. }
  110717. // Morph targets
  110718. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  110719. // Draw
  110720. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  110721. }
  110722. else {
  110723. // Need to reset refresh rate of the main map
  110724. this._mainTexture.resetRefreshCounter();
  110725. }
  110726. };
  110727. /**
  110728. * Rebuild the required buffers.
  110729. * @hidden Internal use only.
  110730. */
  110731. EffectLayer.prototype._rebuild = function () {
  110732. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110733. if (vb) {
  110734. vb._rebuild();
  110735. }
  110736. this._generateIndexBuffer();
  110737. };
  110738. /**
  110739. * Dispose only the render target textures and post process.
  110740. */
  110741. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  110742. this._mainTexture.dispose();
  110743. for (var i = 0; i < this._postProcesses.length; i++) {
  110744. if (this._postProcesses[i]) {
  110745. this._postProcesses[i].dispose();
  110746. }
  110747. }
  110748. this._postProcesses = [];
  110749. for (var i = 0; i < this._textures.length; i++) {
  110750. if (this._textures[i]) {
  110751. this._textures[i].dispose();
  110752. }
  110753. }
  110754. this._textures = [];
  110755. };
  110756. /**
  110757. * Dispose the highlight layer and free resources.
  110758. */
  110759. EffectLayer.prototype.dispose = function () {
  110760. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110761. if (vertexBuffer) {
  110762. vertexBuffer.dispose();
  110763. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  110764. }
  110765. if (this._indexBuffer) {
  110766. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  110767. this._indexBuffer = null;
  110768. }
  110769. // Clean textures and post processes
  110770. this._disposeTextureAndPostProcesses();
  110771. // Remove from scene
  110772. var index = this._scene.effectLayers.indexOf(this, 0);
  110773. if (index > -1) {
  110774. this._scene.effectLayers.splice(index, 1);
  110775. }
  110776. // Callback
  110777. this.onDisposeObservable.notifyObservers(this);
  110778. this.onDisposeObservable.clear();
  110779. this.onBeforeRenderMainTextureObservable.clear();
  110780. this.onBeforeComposeObservable.clear();
  110781. this.onAfterComposeObservable.clear();
  110782. this.onSizeChangedObservable.clear();
  110783. };
  110784. /**
  110785. * Gets the class name of the effect layer
  110786. * @returns the string with the class name of the effect layer
  110787. */
  110788. EffectLayer.prototype.getClassName = function () {
  110789. return "EffectLayer";
  110790. };
  110791. /**
  110792. * Creates an effect layer from parsed effect layer data
  110793. * @param parsedEffectLayer defines effect layer data
  110794. * @param scene defines the current scene
  110795. * @param rootUrl defines the root URL containing the effect layer information
  110796. * @returns a parsed effect Layer
  110797. */
  110798. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  110799. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  110800. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  110801. };
  110802. __decorate([
  110803. BABYLON.serialize()
  110804. ], EffectLayer.prototype, "name", void 0);
  110805. __decorate([
  110806. BABYLON.serializeAsColor4()
  110807. ], EffectLayer.prototype, "neutralColor", void 0);
  110808. __decorate([
  110809. BABYLON.serialize()
  110810. ], EffectLayer.prototype, "isEnabled", void 0);
  110811. __decorate([
  110812. BABYLON.serializeAsCameraReference()
  110813. ], EffectLayer.prototype, "camera", null);
  110814. __decorate([
  110815. BABYLON.serialize()
  110816. ], EffectLayer.prototype, "renderingGroupId", null);
  110817. return EffectLayer;
  110818. }());
  110819. BABYLON.EffectLayer = EffectLayer;
  110820. })(BABYLON || (BABYLON = {}));
  110821. //# sourceMappingURL=babylon.effectLayer.js.map
  110822. var BABYLON;
  110823. (function (BABYLON) {
  110824. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  110825. for (var index = 0; index < this.effectLayers.length; index++) {
  110826. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  110827. return this.effectLayers[index];
  110828. }
  110829. }
  110830. return null;
  110831. };
  110832. /**
  110833. * Special Glow Blur post process only blurring the alpha channel
  110834. * It enforces keeping the most luminous color in the color channel.
  110835. */
  110836. var GlowBlurPostProcess = /** @class */ (function (_super) {
  110837. __extends(GlowBlurPostProcess, _super);
  110838. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  110839. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  110840. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  110841. _this.direction = direction;
  110842. _this.kernel = kernel;
  110843. _this.onApplyObservable.add(function (effect) {
  110844. effect.setFloat2("screenSize", _this.width, _this.height);
  110845. effect.setVector2("direction", _this.direction);
  110846. effect.setFloat("blurWidth", _this.kernel);
  110847. });
  110848. return _this;
  110849. }
  110850. return GlowBlurPostProcess;
  110851. }(BABYLON.PostProcess));
  110852. /**
  110853. * The highlight layer Helps adding a glow effect around a mesh.
  110854. *
  110855. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  110856. * glowy meshes to your scene.
  110857. *
  110858. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  110859. */
  110860. var HighlightLayer = /** @class */ (function (_super) {
  110861. __extends(HighlightLayer, _super);
  110862. /**
  110863. * Instantiates a new highlight Layer and references it to the scene..
  110864. * @param name The name of the layer
  110865. * @param scene The scene to use the layer in
  110866. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  110867. */
  110868. function HighlightLayer(name, scene, options) {
  110869. var _this = _super.call(this, name, scene) || this;
  110870. _this.name = name;
  110871. /**
  110872. * Specifies whether or not the inner glow is ACTIVE in the layer.
  110873. */
  110874. _this.innerGlow = true;
  110875. /**
  110876. * Specifies whether or not the outer glow is ACTIVE in the layer.
  110877. */
  110878. _this.outerGlow = true;
  110879. /**
  110880. * An event triggered when the highlight layer is being blurred.
  110881. */
  110882. _this.onBeforeBlurObservable = new BABYLON.Observable();
  110883. /**
  110884. * An event triggered when the highlight layer has been blurred.
  110885. */
  110886. _this.onAfterBlurObservable = new BABYLON.Observable();
  110887. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  110888. _this._meshes = {};
  110889. _this._excludedMeshes = {};
  110890. _this.neutralColor = HighlightLayer.NeutralColor;
  110891. // Warn on stencil
  110892. if (!_this._engine.isStencilEnable) {
  110893. BABYLON.Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
  110894. }
  110895. // Adapt options
  110896. _this._options = __assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1.0, blurVerticalSize: 1.0, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  110897. // Initialize the layer
  110898. _this._init({
  110899. alphaBlendingMode: _this._options.alphaBlendingMode,
  110900. camera: _this._options.camera,
  110901. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  110902. mainTextureRatio: _this._options.mainTextureRatio,
  110903. renderingGroupId: _this._options.renderingGroupId
  110904. });
  110905. // Do not render as long as no meshes have been added
  110906. _this._shouldRender = false;
  110907. return _this;
  110908. }
  110909. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  110910. /**
  110911. * Gets the horizontal size of the blur.
  110912. */
  110913. get: function () {
  110914. return this._horizontalBlurPostprocess.kernel;
  110915. },
  110916. /**
  110917. * Specifies the horizontal size of the blur.
  110918. */
  110919. set: function (value) {
  110920. this._horizontalBlurPostprocess.kernel = value;
  110921. },
  110922. enumerable: true,
  110923. configurable: true
  110924. });
  110925. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  110926. /**
  110927. * Gets the vertical size of the blur.
  110928. */
  110929. get: function () {
  110930. return this._verticalBlurPostprocess.kernel;
  110931. },
  110932. /**
  110933. * Specifies the vertical size of the blur.
  110934. */
  110935. set: function (value) {
  110936. this._verticalBlurPostprocess.kernel = value;
  110937. },
  110938. enumerable: true,
  110939. configurable: true
  110940. });
  110941. /**
  110942. * Get the effect name of the layer.
  110943. * @return The effect name
  110944. */
  110945. HighlightLayer.prototype.getEffectName = function () {
  110946. return HighlightLayer.EffectName;
  110947. };
  110948. /**
  110949. * Create the merge effect. This is the shader use to blit the information back
  110950. * to the main canvas at the end of the scene rendering.
  110951. */
  110952. HighlightLayer.prototype._createMergeEffect = function () {
  110953. // Effect
  110954. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  110955. };
  110956. /**
  110957. * Creates the render target textures and post processes used in the highlight layer.
  110958. */
  110959. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  110960. var _this = this;
  110961. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  110962. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  110963. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  110964. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  110965. var textureType = 0;
  110966. if (this._engine.getCaps().textureHalfFloatRender) {
  110967. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  110968. }
  110969. else {
  110970. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  110971. }
  110972. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  110973. width: blurTextureWidth,
  110974. height: blurTextureHeight
  110975. }, this._scene, false, true, textureType);
  110976. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110977. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110978. this._blurTexture.anisotropicFilteringLevel = 16;
  110979. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  110980. this._blurTexture.renderParticles = false;
  110981. this._blurTexture.ignoreCameraViewport = true;
  110982. this._textures = [this._blurTexture];
  110983. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  110984. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110985. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  110986. effect.setTexture("textureSampler", _this._mainTexture);
  110987. });
  110988. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110989. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110990. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110991. });
  110992. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110993. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  110994. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110995. });
  110996. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  110997. }
  110998. else {
  110999. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  111000. width: blurTextureWidth,
  111001. height: blurTextureHeight
  111002. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111003. this._horizontalBlurPostprocess.width = blurTextureWidth;
  111004. this._horizontalBlurPostprocess.height = blurTextureHeight;
  111005. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  111006. effect.setTexture("textureSampler", _this._mainTexture);
  111007. });
  111008. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  111009. width: blurTextureWidth,
  111010. height: blurTextureHeight
  111011. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111012. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  111013. }
  111014. this._mainTexture.onAfterUnbindObservable.add(function () {
  111015. _this.onBeforeBlurObservable.notifyObservers(_this);
  111016. var internalTexture = _this._blurTexture.getInternalTexture();
  111017. if (internalTexture) {
  111018. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  111019. }
  111020. _this.onAfterBlurObservable.notifyObservers(_this);
  111021. });
  111022. // Prevent autoClear.
  111023. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111024. };
  111025. /**
  111026. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111027. */
  111028. HighlightLayer.prototype.needStencil = function () {
  111029. return true;
  111030. };
  111031. /**
  111032. * Checks for the readiness of the element composing the layer.
  111033. * @param subMesh the mesh to check for
  111034. * @param useInstances specify wether or not to use instances to render the mesh
  111035. * @param emissiveTexture the associated emissive texture used to generate the glow
  111036. * @return true if ready otherwise, false
  111037. */
  111038. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  111039. var material = subMesh.getMaterial();
  111040. var mesh = subMesh.getRenderingMesh();
  111041. if (!material || !mesh || !this._meshes) {
  111042. return false;
  111043. }
  111044. var emissiveTexture = null;
  111045. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111046. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111047. emissiveTexture = material.emissiveTexture;
  111048. }
  111049. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111050. };
  111051. /**
  111052. * Implementation specific of rendering the generating effect on the main canvas.
  111053. * @param effect The effect used to render through
  111054. */
  111055. HighlightLayer.prototype._internalRender = function (effect) {
  111056. // Texture
  111057. effect.setTexture("textureSampler", this._blurTexture);
  111058. // Cache
  111059. var engine = this._engine;
  111060. var previousStencilBuffer = engine.getStencilBuffer();
  111061. var previousStencilFunction = engine.getStencilFunction();
  111062. var previousStencilMask = engine.getStencilMask();
  111063. var previousStencilOperationPass = engine.getStencilOperationPass();
  111064. var previousStencilOperationFail = engine.getStencilOperationFail();
  111065. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  111066. var previousStencilReference = engine.getStencilFunctionReference();
  111067. // Stencil operations
  111068. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  111069. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  111070. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  111071. // Draw order
  111072. engine.setStencilMask(0x00);
  111073. engine.setStencilBuffer(true);
  111074. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  111075. // 2 passes inner outer
  111076. if (this.outerGlow) {
  111077. effect.setFloat("offset", 0);
  111078. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  111079. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111080. }
  111081. if (this.innerGlow) {
  111082. effect.setFloat("offset", 1);
  111083. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  111084. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111085. }
  111086. // Restore Cache
  111087. engine.setStencilFunction(previousStencilFunction);
  111088. engine.setStencilMask(previousStencilMask);
  111089. engine.setStencilBuffer(previousStencilBuffer);
  111090. engine.setStencilOperationPass(previousStencilOperationPass);
  111091. engine.setStencilOperationFail(previousStencilOperationFail);
  111092. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  111093. engine.setStencilFunctionReference(previousStencilReference);
  111094. };
  111095. /**
  111096. * Returns true if the layer contains information to display, otherwise false.
  111097. */
  111098. HighlightLayer.prototype.shouldRender = function () {
  111099. if (_super.prototype.shouldRender.call(this)) {
  111100. return this._meshes ? true : false;
  111101. }
  111102. return false;
  111103. };
  111104. /**
  111105. * Returns true if the mesh should render, otherwise false.
  111106. * @param mesh The mesh to render
  111107. * @returns true if it should render otherwise false
  111108. */
  111109. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  111110. // Excluded Mesh
  111111. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  111112. return false;
  111113. }
  111114. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111115. return false;
  111116. }
  111117. return true;
  111118. };
  111119. /**
  111120. * Sets the required values for both the emissive texture and and the main color.
  111121. */
  111122. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111123. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111124. if (highlightLayerMesh) {
  111125. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  111126. }
  111127. else {
  111128. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111129. }
  111130. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111131. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111132. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  111133. }
  111134. else {
  111135. this._emissiveTextureAndColor.texture = null;
  111136. }
  111137. };
  111138. /**
  111139. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  111140. * @param mesh The mesh to exclude from the highlight layer
  111141. */
  111142. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  111143. if (!this._excludedMeshes) {
  111144. return;
  111145. }
  111146. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111147. if (!meshExcluded) {
  111148. this._excludedMeshes[mesh.uniqueId] = {
  111149. mesh: mesh,
  111150. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  111151. mesh.getEngine().setStencilBuffer(false);
  111152. }),
  111153. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  111154. mesh.getEngine().setStencilBuffer(true);
  111155. }),
  111156. };
  111157. }
  111158. };
  111159. /**
  111160. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  111161. * @param mesh The mesh to highlight
  111162. */
  111163. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  111164. if (!this._excludedMeshes) {
  111165. return;
  111166. }
  111167. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111168. if (meshExcluded) {
  111169. if (meshExcluded.beforeRender) {
  111170. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  111171. }
  111172. if (meshExcluded.afterRender) {
  111173. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  111174. }
  111175. }
  111176. this._excludedMeshes[mesh.uniqueId] = null;
  111177. };
  111178. /**
  111179. * Determine if a given mesh will be highlighted by the current HighlightLayer
  111180. * @param mesh mesh to test
  111181. * @returns true if the mesh will be highlighted by the current HighlightLayer
  111182. */
  111183. HighlightLayer.prototype.hasMesh = function (mesh) {
  111184. if (!this._meshes) {
  111185. return false;
  111186. }
  111187. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111188. return false;
  111189. }
  111190. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  111191. };
  111192. /**
  111193. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  111194. * @param mesh The mesh to highlight
  111195. * @param color The color of the highlight
  111196. * @param glowEmissiveOnly Extract the glow from the emissive texture
  111197. */
  111198. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  111199. var _this = this;
  111200. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  111201. if (!this._meshes) {
  111202. return;
  111203. }
  111204. var meshHighlight = this._meshes[mesh.uniqueId];
  111205. if (meshHighlight) {
  111206. meshHighlight.color = color;
  111207. }
  111208. else {
  111209. this._meshes[mesh.uniqueId] = {
  111210. mesh: mesh,
  111211. color: color,
  111212. // Lambda required for capture due to Observable this context
  111213. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  111214. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  111215. _this._defaultStencilReference(mesh);
  111216. }
  111217. else {
  111218. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  111219. }
  111220. }),
  111221. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  111222. glowEmissiveOnly: glowEmissiveOnly
  111223. };
  111224. mesh.onDisposeObservable.add(function () {
  111225. _this._disposeMesh(mesh);
  111226. });
  111227. }
  111228. this._shouldRender = true;
  111229. };
  111230. /**
  111231. * Remove a mesh from the highlight layer in order to make it stop glowing.
  111232. * @param mesh The mesh to highlight
  111233. */
  111234. HighlightLayer.prototype.removeMesh = function (mesh) {
  111235. if (!this._meshes) {
  111236. return;
  111237. }
  111238. var meshHighlight = this._meshes[mesh.uniqueId];
  111239. if (meshHighlight) {
  111240. if (meshHighlight.observerHighlight) {
  111241. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111242. }
  111243. if (meshHighlight.observerDefault) {
  111244. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111245. }
  111246. delete this._meshes[mesh.uniqueId];
  111247. }
  111248. this._shouldRender = false;
  111249. for (var meshHighlightToCheck in this._meshes) {
  111250. if (this._meshes[meshHighlightToCheck]) {
  111251. this._shouldRender = true;
  111252. break;
  111253. }
  111254. }
  111255. };
  111256. /**
  111257. * Force the stencil to the normal expected value for none glowing parts
  111258. */
  111259. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  111260. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  111261. };
  111262. /**
  111263. * Free any resources and references associated to a mesh.
  111264. * Internal use
  111265. * @param mesh The mesh to free.
  111266. * @hidden
  111267. */
  111268. HighlightLayer.prototype._disposeMesh = function (mesh) {
  111269. this.removeMesh(mesh);
  111270. this.removeExcludedMesh(mesh);
  111271. };
  111272. /**
  111273. * Dispose the highlight layer and free resources.
  111274. */
  111275. HighlightLayer.prototype.dispose = function () {
  111276. if (this._meshes) {
  111277. // Clean mesh references
  111278. for (var id in this._meshes) {
  111279. var meshHighlight = this._meshes[id];
  111280. if (meshHighlight && meshHighlight.mesh) {
  111281. if (meshHighlight.observerHighlight) {
  111282. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111283. }
  111284. if (meshHighlight.observerDefault) {
  111285. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111286. }
  111287. }
  111288. }
  111289. this._meshes = null;
  111290. }
  111291. if (this._excludedMeshes) {
  111292. for (var id in this._excludedMeshes) {
  111293. var meshHighlight = this._excludedMeshes[id];
  111294. if (meshHighlight) {
  111295. if (meshHighlight.beforeRender) {
  111296. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  111297. }
  111298. if (meshHighlight.afterRender) {
  111299. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  111300. }
  111301. }
  111302. }
  111303. this._excludedMeshes = null;
  111304. }
  111305. _super.prototype.dispose.call(this);
  111306. };
  111307. /**
  111308. * Gets the class name of the effect layer
  111309. * @returns the string with the class name of the effect layer
  111310. */
  111311. HighlightLayer.prototype.getClassName = function () {
  111312. return "HighlightLayer";
  111313. };
  111314. /**
  111315. * Serializes this Highlight layer
  111316. * @returns a serialized Highlight layer object
  111317. */
  111318. HighlightLayer.prototype.serialize = function () {
  111319. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111320. serializationObject.customType = "BABYLON.HighlightLayer";
  111321. // Highlighted meshes
  111322. serializationObject.meshes = [];
  111323. if (this._meshes) {
  111324. for (var m in this._meshes) {
  111325. var mesh = this._meshes[m];
  111326. if (mesh) {
  111327. serializationObject.meshes.push({
  111328. glowEmissiveOnly: mesh.glowEmissiveOnly,
  111329. color: mesh.color.asArray(),
  111330. meshId: mesh.mesh.id
  111331. });
  111332. }
  111333. }
  111334. }
  111335. // Excluded meshes
  111336. serializationObject.excludedMeshes = [];
  111337. if (this._excludedMeshes) {
  111338. for (var e in this._excludedMeshes) {
  111339. var excludedMesh = this._excludedMeshes[e];
  111340. if (excludedMesh) {
  111341. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  111342. }
  111343. }
  111344. }
  111345. return serializationObject;
  111346. };
  111347. /**
  111348. * Creates a Highlight layer from parsed Highlight layer data
  111349. * @param parsedHightlightLayer defines the Highlight layer data
  111350. * @param scene defines the current scene
  111351. * @param rootUrl defines the root URL containing the Highlight layer information
  111352. * @returns a parsed Highlight layer
  111353. */
  111354. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  111355. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  111356. var index;
  111357. // Excluded meshes
  111358. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  111359. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  111360. if (mesh) {
  111361. hl.addExcludedMesh(mesh);
  111362. }
  111363. }
  111364. // Included meshes
  111365. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  111366. var highlightedMesh = parsedHightlightLayer.meshes[index];
  111367. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  111368. if (mesh) {
  111369. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  111370. }
  111371. }
  111372. return hl;
  111373. };
  111374. /**
  111375. * Effect Name of the highlight layer.
  111376. */
  111377. HighlightLayer.EffectName = "HighlightLayer";
  111378. /**
  111379. * The neutral color used during the preparation of the glow effect.
  111380. * This is black by default as the blend operation is a blend operation.
  111381. */
  111382. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  111383. /**
  111384. * Stencil value used for glowing meshes.
  111385. */
  111386. HighlightLayer.GlowingMeshStencilReference = 0x02;
  111387. /**
  111388. * Stencil value used for the other meshes in the scene.
  111389. */
  111390. HighlightLayer.NormalMeshStencilReference = 0x01;
  111391. __decorate([
  111392. BABYLON.serialize()
  111393. ], HighlightLayer.prototype, "innerGlow", void 0);
  111394. __decorate([
  111395. BABYLON.serialize()
  111396. ], HighlightLayer.prototype, "outerGlow", void 0);
  111397. __decorate([
  111398. BABYLON.serialize()
  111399. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  111400. __decorate([
  111401. BABYLON.serialize()
  111402. ], HighlightLayer.prototype, "blurVerticalSize", null);
  111403. __decorate([
  111404. BABYLON.serialize("options")
  111405. ], HighlightLayer.prototype, "_options", void 0);
  111406. return HighlightLayer;
  111407. }(BABYLON.EffectLayer));
  111408. BABYLON.HighlightLayer = HighlightLayer;
  111409. })(BABYLON || (BABYLON = {}));
  111410. //# sourceMappingURL=babylon.highlightLayer.js.map
  111411. var BABYLON;
  111412. (function (BABYLON) {
  111413. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  111414. for (var index = 0; index < this.effectLayers.length; index++) {
  111415. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  111416. return this.effectLayers[index];
  111417. }
  111418. }
  111419. return null;
  111420. };
  111421. /**
  111422. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111423. *
  111424. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111425. * glowy meshes to your scene.
  111426. *
  111427. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111428. */
  111429. var GlowLayer = /** @class */ (function (_super) {
  111430. __extends(GlowLayer, _super);
  111431. /**
  111432. * Instantiates a new glow Layer and references it to the scene.
  111433. * @param name The name of the layer
  111434. * @param scene The scene to use the layer in
  111435. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111436. */
  111437. function GlowLayer(name, scene, options) {
  111438. var _this = _super.call(this, name, scene) || this;
  111439. _this._intensity = 1.0;
  111440. _this._includedOnlyMeshes = [];
  111441. _this._excludedMeshes = [];
  111442. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  111443. // Adapt options
  111444. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  111445. // Initialize the layer
  111446. _this._init({
  111447. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  111448. camera: _this._options.camera,
  111449. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111450. mainTextureRatio: _this._options.mainTextureRatio,
  111451. renderingGroupId: _this._options.renderingGroupId
  111452. });
  111453. return _this;
  111454. }
  111455. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  111456. /**
  111457. * Gets the kernel size of the blur.
  111458. */
  111459. get: function () {
  111460. return this._horizontalBlurPostprocess1.kernel;
  111461. },
  111462. /**
  111463. * Sets the kernel size of the blur.
  111464. */
  111465. set: function (value) {
  111466. this._horizontalBlurPostprocess1.kernel = value;
  111467. this._verticalBlurPostprocess1.kernel = value;
  111468. this._horizontalBlurPostprocess2.kernel = value;
  111469. this._verticalBlurPostprocess2.kernel = value;
  111470. },
  111471. enumerable: true,
  111472. configurable: true
  111473. });
  111474. Object.defineProperty(GlowLayer.prototype, "intensity", {
  111475. /**
  111476. * Gets the glow intensity.
  111477. */
  111478. get: function () {
  111479. return this._intensity;
  111480. },
  111481. /**
  111482. * Sets the glow intensity.
  111483. */
  111484. set: function (value) {
  111485. this._intensity = value;
  111486. },
  111487. enumerable: true,
  111488. configurable: true
  111489. });
  111490. /**
  111491. * Get the effect name of the layer.
  111492. * @return The effect name
  111493. */
  111494. GlowLayer.prototype.getEffectName = function () {
  111495. return GlowLayer.EffectName;
  111496. };
  111497. /**
  111498. * Create the merge effect. This is the shader use to blit the information back
  111499. * to the main canvas at the end of the scene rendering.
  111500. */
  111501. GlowLayer.prototype._createMergeEffect = function () {
  111502. // Effect
  111503. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  111504. };
  111505. /**
  111506. * Creates the render target textures and post processes used in the glow layer.
  111507. */
  111508. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  111509. var _this = this;
  111510. var blurTextureWidth = this._mainTextureDesiredSize.width;
  111511. var blurTextureHeight = this._mainTextureDesiredSize.height;
  111512. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111513. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111514. var textureType = 0;
  111515. if (this._engine.getCaps().textureHalfFloatRender) {
  111516. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111517. }
  111518. else {
  111519. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111520. }
  111521. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  111522. width: blurTextureWidth,
  111523. height: blurTextureHeight
  111524. }, this._scene, false, true, textureType);
  111525. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111526. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111527. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111528. this._blurTexture1.renderParticles = false;
  111529. this._blurTexture1.ignoreCameraViewport = true;
  111530. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  111531. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  111532. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  111533. width: blurTextureWidth2,
  111534. height: blurTextureHeight2
  111535. }, this._scene, false, true, textureType);
  111536. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111537. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111538. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111539. this._blurTexture2.renderParticles = false;
  111540. this._blurTexture2.ignoreCameraViewport = true;
  111541. this._textures = [this._blurTexture1, this._blurTexture2];
  111542. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111543. width: blurTextureWidth,
  111544. height: blurTextureHeight
  111545. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111546. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  111547. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  111548. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  111549. effect.setTexture("textureSampler", _this._mainTexture);
  111550. });
  111551. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111552. width: blurTextureWidth,
  111553. height: blurTextureHeight
  111554. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111555. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111556. width: blurTextureWidth2,
  111557. height: blurTextureHeight2
  111558. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111559. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  111560. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  111561. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  111562. effect.setTexture("textureSampler", _this._blurTexture1);
  111563. });
  111564. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111565. width: blurTextureWidth2,
  111566. height: blurTextureHeight2
  111567. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111568. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111569. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  111570. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111571. this._mainTexture.samples = this._options.mainTextureSamples;
  111572. this._mainTexture.onAfterUnbindObservable.add(function () {
  111573. var internalTexture = _this._blurTexture1.getInternalTexture();
  111574. if (internalTexture) {
  111575. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  111576. internalTexture = _this._blurTexture2.getInternalTexture();
  111577. if (internalTexture) {
  111578. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  111579. }
  111580. }
  111581. });
  111582. // Prevent autoClear.
  111583. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111584. };
  111585. /**
  111586. * Checks for the readiness of the element composing the layer.
  111587. * @param subMesh the mesh to check for
  111588. * @param useInstances specify wether or not to use instances to render the mesh
  111589. * @param emissiveTexture the associated emissive texture used to generate the glow
  111590. * @return true if ready otherwise, false
  111591. */
  111592. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  111593. var material = subMesh.getMaterial();
  111594. var mesh = subMesh.getRenderingMesh();
  111595. if (!material || !mesh) {
  111596. return false;
  111597. }
  111598. var emissiveTexture = material.emissiveTexture;
  111599. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111600. };
  111601. /**
  111602. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111603. */
  111604. GlowLayer.prototype.needStencil = function () {
  111605. return false;
  111606. };
  111607. /**
  111608. * Implementation specific of rendering the generating effect on the main canvas.
  111609. * @param effect The effect used to render through
  111610. */
  111611. GlowLayer.prototype._internalRender = function (effect) {
  111612. // Texture
  111613. effect.setTexture("textureSampler", this._blurTexture1);
  111614. effect.setTexture("textureSampler2", this._blurTexture2);
  111615. effect.setFloat("offset", this._intensity);
  111616. // Cache
  111617. var engine = this._engine;
  111618. var previousStencilBuffer = engine.getStencilBuffer();
  111619. // Draw order
  111620. engine.setStencilBuffer(false);
  111621. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111622. // Draw order
  111623. engine.setStencilBuffer(previousStencilBuffer);
  111624. };
  111625. /**
  111626. * Sets the required values for both the emissive texture and and the main color.
  111627. */
  111628. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111629. var textureLevel = 1.0;
  111630. if (this.customEmissiveTextureSelector) {
  111631. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  111632. }
  111633. else {
  111634. if (material) {
  111635. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111636. if (this._emissiveTextureAndColor.texture) {
  111637. textureLevel = this._emissiveTextureAndColor.texture.level;
  111638. }
  111639. }
  111640. else {
  111641. this._emissiveTextureAndColor.texture = null;
  111642. }
  111643. }
  111644. if (this.customEmissiveColorSelector) {
  111645. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  111646. }
  111647. else {
  111648. if (material.emissiveColor) {
  111649. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  111650. }
  111651. else {
  111652. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111653. }
  111654. }
  111655. };
  111656. /**
  111657. * Returns true if the mesh should render, otherwise false.
  111658. * @param mesh The mesh to render
  111659. * @returns true if it should render otherwise false
  111660. */
  111661. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  111662. return this.hasMesh(mesh);
  111663. };
  111664. /**
  111665. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  111666. * @param mesh The mesh to exclude from the glow layer
  111667. */
  111668. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  111669. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  111670. this._excludedMeshes.push(mesh.uniqueId);
  111671. }
  111672. };
  111673. /**
  111674. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  111675. * @param mesh The mesh to remove
  111676. */
  111677. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  111678. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  111679. if (index !== -1) {
  111680. this._excludedMeshes.splice(index, 1);
  111681. }
  111682. };
  111683. /**
  111684. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  111685. * @param mesh The mesh to include in the glow layer
  111686. */
  111687. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  111688. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  111689. this._includedOnlyMeshes.push(mesh.uniqueId);
  111690. }
  111691. };
  111692. /**
  111693. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  111694. * @param mesh The mesh to remove
  111695. */
  111696. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  111697. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  111698. if (index !== -1) {
  111699. this._includedOnlyMeshes.splice(index, 1);
  111700. }
  111701. };
  111702. /**
  111703. * Determine if a given mesh will be used in the glow layer
  111704. * @param mesh The mesh to test
  111705. * @returns true if the mesh will be highlighted by the current glow layer
  111706. */
  111707. GlowLayer.prototype.hasMesh = function (mesh) {
  111708. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111709. return false;
  111710. }
  111711. // Included Mesh
  111712. if (this._includedOnlyMeshes.length) {
  111713. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  111714. }
  111715. // Excluded Mesh
  111716. if (this._excludedMeshes.length) {
  111717. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  111718. }
  111719. return true;
  111720. };
  111721. /**
  111722. * Free any resources and references associated to a mesh.
  111723. * Internal use
  111724. * @param mesh The mesh to free.
  111725. * @hidden
  111726. */
  111727. GlowLayer.prototype._disposeMesh = function (mesh) {
  111728. this.removeIncludedOnlyMesh(mesh);
  111729. this.removeExcludedMesh(mesh);
  111730. };
  111731. /**
  111732. * Gets the class name of the effect layer
  111733. * @returns the string with the class name of the effect layer
  111734. */
  111735. GlowLayer.prototype.getClassName = function () {
  111736. return "GlowLayer";
  111737. };
  111738. /**
  111739. * Serializes this glow layer
  111740. * @returns a serialized glow layer object
  111741. */
  111742. GlowLayer.prototype.serialize = function () {
  111743. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111744. serializationObject.customType = "BABYLON.GlowLayer";
  111745. var index;
  111746. // Included meshes
  111747. serializationObject.includedMeshes = [];
  111748. if (this._includedOnlyMeshes.length) {
  111749. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  111750. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  111751. if (mesh) {
  111752. serializationObject.includedMeshes.push(mesh.id);
  111753. }
  111754. }
  111755. }
  111756. // Excluded meshes
  111757. serializationObject.excludedMeshes = [];
  111758. if (this._excludedMeshes.length) {
  111759. for (index = 0; index < this._excludedMeshes.length; index++) {
  111760. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  111761. if (mesh) {
  111762. serializationObject.excludedMeshes.push(mesh.id);
  111763. }
  111764. }
  111765. }
  111766. return serializationObject;
  111767. };
  111768. /**
  111769. * Creates a Glow Layer from parsed glow layer data
  111770. * @param parsedGlowLayer defines glow layer data
  111771. * @param scene defines the current scene
  111772. * @param rootUrl defines the root URL containing the glow layer information
  111773. * @returns a parsed Glow Layer
  111774. */
  111775. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  111776. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  111777. var index;
  111778. // Excluded meshes
  111779. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  111780. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  111781. if (mesh) {
  111782. gl.addExcludedMesh(mesh);
  111783. }
  111784. }
  111785. // Included meshes
  111786. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  111787. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  111788. if (mesh) {
  111789. gl.addIncludedOnlyMesh(mesh);
  111790. }
  111791. }
  111792. return gl;
  111793. };
  111794. /**
  111795. * Effect Name of the layer.
  111796. */
  111797. GlowLayer.EffectName = "GlowLayer";
  111798. /**
  111799. * The default blur kernel size used for the glow.
  111800. */
  111801. GlowLayer.DefaultBlurKernelSize = 32;
  111802. /**
  111803. * The default texture size ratio used for the glow.
  111804. */
  111805. GlowLayer.DefaultTextureRatio = 0.5;
  111806. __decorate([
  111807. BABYLON.serialize()
  111808. ], GlowLayer.prototype, "blurKernelSize", null);
  111809. __decorate([
  111810. BABYLON.serialize()
  111811. ], GlowLayer.prototype, "intensity", null);
  111812. __decorate([
  111813. BABYLON.serialize("options")
  111814. ], GlowLayer.prototype, "_options", void 0);
  111815. return GlowLayer;
  111816. }(BABYLON.EffectLayer));
  111817. BABYLON.GlowLayer = GlowLayer;
  111818. })(BABYLON || (BABYLON = {}));
  111819. //# sourceMappingURL=babylon.glowLayer.js.map
  111820. var BABYLON;
  111821. (function (BABYLON) {
  111822. /**
  111823. * Defines the list of states available for a task inside a AssetsManager
  111824. */
  111825. var AssetTaskState;
  111826. (function (AssetTaskState) {
  111827. /**
  111828. * Initialization
  111829. */
  111830. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  111831. /**
  111832. * Running
  111833. */
  111834. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  111835. /**
  111836. * Done
  111837. */
  111838. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  111839. /**
  111840. * Error
  111841. */
  111842. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  111843. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  111844. /**
  111845. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  111846. */
  111847. var AbstractAssetTask = /** @class */ (function () {
  111848. /**
  111849. * Creates a new AssetsManager
  111850. * @param name defines the name of the task
  111851. */
  111852. function AbstractAssetTask(
  111853. /**
  111854. * Task name
  111855. */ name) {
  111856. this.name = name;
  111857. this._isCompleted = false;
  111858. this._taskState = AssetTaskState.INIT;
  111859. }
  111860. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  111861. /**
  111862. * Get if the task is completed
  111863. */
  111864. get: function () {
  111865. return this._isCompleted;
  111866. },
  111867. enumerable: true,
  111868. configurable: true
  111869. });
  111870. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  111871. /**
  111872. * Gets the current state of the task
  111873. */
  111874. get: function () {
  111875. return this._taskState;
  111876. },
  111877. enumerable: true,
  111878. configurable: true
  111879. });
  111880. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  111881. /**
  111882. * Gets the current error object (if task is in error)
  111883. */
  111884. get: function () {
  111885. return this._errorObject;
  111886. },
  111887. enumerable: true,
  111888. configurable: true
  111889. });
  111890. /**
  111891. * Internal only
  111892. * @hidden
  111893. */
  111894. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  111895. if (this._errorObject) {
  111896. return;
  111897. }
  111898. this._errorObject = {
  111899. message: message,
  111900. exception: exception
  111901. };
  111902. };
  111903. /**
  111904. * Execute the current task
  111905. * @param scene defines the scene where you want your assets to be loaded
  111906. * @param onSuccess is a callback called when the task is successfully executed
  111907. * @param onError is a callback called if an error occurs
  111908. */
  111909. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  111910. var _this = this;
  111911. this._taskState = AssetTaskState.RUNNING;
  111912. this.runTask(scene, function () {
  111913. _this.onDoneCallback(onSuccess, onError);
  111914. }, function (msg, exception) {
  111915. _this.onErrorCallback(onError, msg, exception);
  111916. });
  111917. };
  111918. /**
  111919. * Execute the current task
  111920. * @param scene defines the scene where you want your assets to be loaded
  111921. * @param onSuccess is a callback called when the task is successfully executed
  111922. * @param onError is a callback called if an error occurs
  111923. */
  111924. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111925. throw new Error("runTask is not implemented");
  111926. };
  111927. /**
  111928. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  111929. * This can be used with failed tasks that have the reason for failure fixed.
  111930. */
  111931. AbstractAssetTask.prototype.reset = function () {
  111932. this._taskState = AssetTaskState.INIT;
  111933. };
  111934. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  111935. this._taskState = AssetTaskState.ERROR;
  111936. this._errorObject = {
  111937. message: message,
  111938. exception: exception
  111939. };
  111940. if (this.onError) {
  111941. this.onError(this, message, exception);
  111942. }
  111943. onError();
  111944. };
  111945. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  111946. try {
  111947. this._taskState = AssetTaskState.DONE;
  111948. this._isCompleted = true;
  111949. if (this.onSuccess) {
  111950. this.onSuccess(this);
  111951. }
  111952. onSuccess();
  111953. }
  111954. catch (e) {
  111955. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  111956. }
  111957. };
  111958. return AbstractAssetTask;
  111959. }());
  111960. BABYLON.AbstractAssetTask = AbstractAssetTask;
  111961. /**
  111962. * Class used to share progress information about assets loading
  111963. */
  111964. var AssetsProgressEvent = /** @class */ (function () {
  111965. /**
  111966. * Creates a AssetsProgressEvent
  111967. * @param remainingCount defines the number of remaining tasks to process
  111968. * @param totalCount defines the total number of tasks
  111969. * @param task defines the task that was just processed
  111970. */
  111971. function AssetsProgressEvent(remainingCount, totalCount, task) {
  111972. this.remainingCount = remainingCount;
  111973. this.totalCount = totalCount;
  111974. this.task = task;
  111975. }
  111976. return AssetsProgressEvent;
  111977. }());
  111978. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  111979. /**
  111980. * Define a task used by AssetsManager to load meshes
  111981. */
  111982. var MeshAssetTask = /** @class */ (function (_super) {
  111983. __extends(MeshAssetTask, _super);
  111984. /**
  111985. * Creates a new MeshAssetTask
  111986. * @param name defines the name of the task
  111987. * @param meshesNames defines the list of mesh's names you want to load
  111988. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  111989. * @param sceneFilename defines the filename of the scene to load from
  111990. */
  111991. function MeshAssetTask(
  111992. /**
  111993. * Defines the name of the task
  111994. */
  111995. name,
  111996. /**
  111997. * Defines the list of mesh's names you want to load
  111998. */
  111999. meshesNames,
  112000. /**
  112001. * Defines the root url to use as a base to load your meshes and associated resources
  112002. */
  112003. rootUrl,
  112004. /**
  112005. * Defines the filename of the scene to load from
  112006. */
  112007. sceneFilename) {
  112008. var _this = _super.call(this, name) || this;
  112009. _this.name = name;
  112010. _this.meshesNames = meshesNames;
  112011. _this.rootUrl = rootUrl;
  112012. _this.sceneFilename = sceneFilename;
  112013. return _this;
  112014. }
  112015. /**
  112016. * Execute the current task
  112017. * @param scene defines the scene where you want your assets to be loaded
  112018. * @param onSuccess is a callback called when the task is successfully executed
  112019. * @param onError is a callback called if an error occurs
  112020. */
  112021. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112022. var _this = this;
  112023. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  112024. _this.loadedMeshes = meshes;
  112025. _this.loadedParticleSystems = particleSystems;
  112026. _this.loadedSkeletons = skeletons;
  112027. onSuccess();
  112028. }, null, function (scene, message, exception) {
  112029. onError(message, exception);
  112030. });
  112031. };
  112032. return MeshAssetTask;
  112033. }(AbstractAssetTask));
  112034. BABYLON.MeshAssetTask = MeshAssetTask;
  112035. /**
  112036. * Define a task used by AssetsManager to load text content
  112037. */
  112038. var TextFileAssetTask = /** @class */ (function (_super) {
  112039. __extends(TextFileAssetTask, _super);
  112040. /**
  112041. * Creates a new TextFileAssetTask object
  112042. * @param name defines the name of the task
  112043. * @param url defines the location of the file to load
  112044. */
  112045. function TextFileAssetTask(
  112046. /**
  112047. * Defines the name of the task
  112048. */
  112049. name,
  112050. /**
  112051. * Defines the location of the file to load
  112052. */
  112053. url) {
  112054. var _this = _super.call(this, name) || this;
  112055. _this.name = name;
  112056. _this.url = url;
  112057. return _this;
  112058. }
  112059. /**
  112060. * Execute the current task
  112061. * @param scene defines the scene where you want your assets to be loaded
  112062. * @param onSuccess is a callback called when the task is successfully executed
  112063. * @param onError is a callback called if an error occurs
  112064. */
  112065. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112066. var _this = this;
  112067. scene._loadFile(this.url, function (data) {
  112068. _this.text = data;
  112069. onSuccess();
  112070. }, undefined, false, false, function (request, exception) {
  112071. if (request) {
  112072. onError(request.status + " " + request.statusText, exception);
  112073. }
  112074. });
  112075. };
  112076. return TextFileAssetTask;
  112077. }(AbstractAssetTask));
  112078. BABYLON.TextFileAssetTask = TextFileAssetTask;
  112079. /**
  112080. * Define a task used by AssetsManager to load binary data
  112081. */
  112082. var BinaryFileAssetTask = /** @class */ (function (_super) {
  112083. __extends(BinaryFileAssetTask, _super);
  112084. /**
  112085. * Creates a new BinaryFileAssetTask object
  112086. * @param name defines the name of the new task
  112087. * @param url defines the location of the file to load
  112088. */
  112089. function BinaryFileAssetTask(
  112090. /**
  112091. * Defines the name of the task
  112092. */
  112093. name,
  112094. /**
  112095. * Defines the location of the file to load
  112096. */
  112097. url) {
  112098. var _this = _super.call(this, name) || this;
  112099. _this.name = name;
  112100. _this.url = url;
  112101. return _this;
  112102. }
  112103. /**
  112104. * Execute the current task
  112105. * @param scene defines the scene where you want your assets to be loaded
  112106. * @param onSuccess is a callback called when the task is successfully executed
  112107. * @param onError is a callback called if an error occurs
  112108. */
  112109. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112110. var _this = this;
  112111. scene._loadFile(this.url, function (data) {
  112112. _this.data = data;
  112113. onSuccess();
  112114. }, undefined, true, true, function (request, exception) {
  112115. if (request) {
  112116. onError(request.status + " " + request.statusText, exception);
  112117. }
  112118. });
  112119. };
  112120. return BinaryFileAssetTask;
  112121. }(AbstractAssetTask));
  112122. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  112123. /**
  112124. * Define a task used by AssetsManager to load images
  112125. */
  112126. var ImageAssetTask = /** @class */ (function (_super) {
  112127. __extends(ImageAssetTask, _super);
  112128. /**
  112129. * Creates a new ImageAssetTask
  112130. * @param name defines the name of the task
  112131. * @param url defines the location of the image to load
  112132. */
  112133. function ImageAssetTask(
  112134. /**
  112135. * Defines the name of the task
  112136. */
  112137. name,
  112138. /**
  112139. * Defines the location of the image to load
  112140. */
  112141. url) {
  112142. var _this = _super.call(this, name) || this;
  112143. _this.name = name;
  112144. _this.url = url;
  112145. return _this;
  112146. }
  112147. /**
  112148. * Execute the current task
  112149. * @param scene defines the scene where you want your assets to be loaded
  112150. * @param onSuccess is a callback called when the task is successfully executed
  112151. * @param onError is a callback called if an error occurs
  112152. */
  112153. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112154. var _this = this;
  112155. var img = new Image();
  112156. BABYLON.Tools.SetCorsBehavior(this.url, img);
  112157. img.onload = function () {
  112158. _this.image = img;
  112159. onSuccess();
  112160. };
  112161. img.onerror = function (err) {
  112162. onError("Error loading image", err);
  112163. };
  112164. img.src = this.url;
  112165. };
  112166. return ImageAssetTask;
  112167. }(AbstractAssetTask));
  112168. BABYLON.ImageAssetTask = ImageAssetTask;
  112169. /**
  112170. * Define a task used by AssetsManager to load 2D textures
  112171. */
  112172. var TextureAssetTask = /** @class */ (function (_super) {
  112173. __extends(TextureAssetTask, _super);
  112174. /**
  112175. * Creates a new TextureAssetTask object
  112176. * @param name defines the name of the task
  112177. * @param url defines the location of the file to load
  112178. * @param noMipmap defines if mipmap should not be generated (default is false)
  112179. * @param invertY defines if texture must be inverted on Y axis (default is false)
  112180. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112181. */
  112182. function TextureAssetTask(
  112183. /**
  112184. * Defines the name of the task
  112185. */
  112186. name,
  112187. /**
  112188. * Defines the location of the file to load
  112189. */
  112190. url,
  112191. /**
  112192. * Defines if mipmap should not be generated (default is false)
  112193. */
  112194. noMipmap,
  112195. /**
  112196. * Defines if texture must be inverted on Y axis (default is false)
  112197. */
  112198. invertY,
  112199. /**
  112200. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112201. */
  112202. samplingMode) {
  112203. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112204. var _this = _super.call(this, name) || this;
  112205. _this.name = name;
  112206. _this.url = url;
  112207. _this.noMipmap = noMipmap;
  112208. _this.invertY = invertY;
  112209. _this.samplingMode = samplingMode;
  112210. return _this;
  112211. }
  112212. /**
  112213. * Execute the current task
  112214. * @param scene defines the scene where you want your assets to be loaded
  112215. * @param onSuccess is a callback called when the task is successfully executed
  112216. * @param onError is a callback called if an error occurs
  112217. */
  112218. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112219. var onload = function () {
  112220. onSuccess();
  112221. };
  112222. var onerror = function (message, exception) {
  112223. onError(message, exception);
  112224. };
  112225. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  112226. };
  112227. return TextureAssetTask;
  112228. }(AbstractAssetTask));
  112229. BABYLON.TextureAssetTask = TextureAssetTask;
  112230. /**
  112231. * Define a task used by AssetsManager to load cube textures
  112232. */
  112233. var CubeTextureAssetTask = /** @class */ (function (_super) {
  112234. __extends(CubeTextureAssetTask, _super);
  112235. /**
  112236. * Creates a new CubeTextureAssetTask
  112237. * @param name defines the name of the task
  112238. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112239. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112240. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112241. * @param files defines the explicit list of files (undefined by default)
  112242. */
  112243. function CubeTextureAssetTask(
  112244. /**
  112245. * Defines the name of the task
  112246. */
  112247. name,
  112248. /**
  112249. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112250. */
  112251. url,
  112252. /**
  112253. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112254. */
  112255. extensions,
  112256. /**
  112257. * Defines if mipmaps should not be generated (default is false)
  112258. */
  112259. noMipmap,
  112260. /**
  112261. * Defines the explicit list of files (undefined by default)
  112262. */
  112263. files) {
  112264. var _this = _super.call(this, name) || this;
  112265. _this.name = name;
  112266. _this.url = url;
  112267. _this.extensions = extensions;
  112268. _this.noMipmap = noMipmap;
  112269. _this.files = files;
  112270. return _this;
  112271. }
  112272. /**
  112273. * Execute the current task
  112274. * @param scene defines the scene where you want your assets to be loaded
  112275. * @param onSuccess is a callback called when the task is successfully executed
  112276. * @param onError is a callback called if an error occurs
  112277. */
  112278. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112279. var onload = function () {
  112280. onSuccess();
  112281. };
  112282. var onerror = function (message, exception) {
  112283. onError(message, exception);
  112284. };
  112285. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  112286. };
  112287. return CubeTextureAssetTask;
  112288. }(AbstractAssetTask));
  112289. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  112290. /**
  112291. * Define a task used by AssetsManager to load HDR cube textures
  112292. */
  112293. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  112294. __extends(HDRCubeTextureAssetTask, _super);
  112295. /**
  112296. * Creates a new HDRCubeTextureAssetTask object
  112297. * @param name defines the name of the task
  112298. * @param url defines the location of the file to load
  112299. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  112300. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112301. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112302. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  112303. * @param reserved Internal use only
  112304. */
  112305. function HDRCubeTextureAssetTask(
  112306. /**
  112307. * Defines the name of the task
  112308. */
  112309. name,
  112310. /**
  112311. * Defines the location of the file to load
  112312. */
  112313. url,
  112314. /**
  112315. * Defines the desired size (the more it increases the longer the generation will be)
  112316. */
  112317. size,
  112318. /**
  112319. * Defines if mipmaps should not be generated (default is false)
  112320. */
  112321. noMipmap,
  112322. /**
  112323. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112324. */
  112325. generateHarmonics,
  112326. /**
  112327. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  112328. */
  112329. gammaSpace,
  112330. /**
  112331. * Internal Use Only
  112332. */
  112333. reserved) {
  112334. if (noMipmap === void 0) { noMipmap = false; }
  112335. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112336. if (gammaSpace === void 0) { gammaSpace = false; }
  112337. if (reserved === void 0) { reserved = false; }
  112338. var _this = _super.call(this, name) || this;
  112339. _this.name = name;
  112340. _this.url = url;
  112341. _this.size = size;
  112342. _this.noMipmap = noMipmap;
  112343. _this.generateHarmonics = generateHarmonics;
  112344. _this.gammaSpace = gammaSpace;
  112345. _this.reserved = reserved;
  112346. return _this;
  112347. }
  112348. /**
  112349. * Execute the current task
  112350. * @param scene defines the scene where you want your assets to be loaded
  112351. * @param onSuccess is a callback called when the task is successfully executed
  112352. * @param onError is a callback called if an error occurs
  112353. */
  112354. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112355. var onload = function () {
  112356. onSuccess();
  112357. };
  112358. var onerror = function (message, exception) {
  112359. onError(message, exception);
  112360. };
  112361. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  112362. };
  112363. return HDRCubeTextureAssetTask;
  112364. }(AbstractAssetTask));
  112365. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  112366. /**
  112367. * This class can be used to easily import assets into a scene
  112368. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  112369. */
  112370. var AssetsManager = /** @class */ (function () {
  112371. /**
  112372. * Creates a new AssetsManager
  112373. * @param scene defines the scene to work on
  112374. */
  112375. function AssetsManager(scene) {
  112376. this._isLoading = false;
  112377. this._tasks = new Array();
  112378. this._waitingTasksCount = 0;
  112379. this._totalTasksCount = 0;
  112380. /**
  112381. * Observable called when all tasks are processed
  112382. */
  112383. this.onTaskSuccessObservable = new BABYLON.Observable();
  112384. /**
  112385. * Observable called when a task had an error
  112386. */
  112387. this.onTaskErrorObservable = new BABYLON.Observable();
  112388. /**
  112389. * Observable called when a task is successful
  112390. */
  112391. this.onTasksDoneObservable = new BABYLON.Observable();
  112392. /**
  112393. * Observable called when a task is done (whatever the result is)
  112394. */
  112395. this.onProgressObservable = new BABYLON.Observable();
  112396. /**
  112397. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  112398. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  112399. */
  112400. this.useDefaultLoadingScreen = true;
  112401. this._scene = scene;
  112402. }
  112403. /**
  112404. * Add a MeshAssetTask to the list of active tasks
  112405. * @param taskName defines the name of the new task
  112406. * @param meshesNames defines the name of meshes to load
  112407. * @param rootUrl defines the root url to use to locate files
  112408. * @param sceneFilename defines the filename of the scene file
  112409. * @returns a new MeshAssetTask object
  112410. */
  112411. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  112412. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  112413. this._tasks.push(task);
  112414. return task;
  112415. };
  112416. /**
  112417. * Add a TextFileAssetTask to the list of active tasks
  112418. * @param taskName defines the name of the new task
  112419. * @param url defines the url of the file to load
  112420. * @returns a new TextFileAssetTask object
  112421. */
  112422. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  112423. var task = new TextFileAssetTask(taskName, url);
  112424. this._tasks.push(task);
  112425. return task;
  112426. };
  112427. /**
  112428. * Add a BinaryFileAssetTask to the list of active tasks
  112429. * @param taskName defines the name of the new task
  112430. * @param url defines the url of the file to load
  112431. * @returns a new BinaryFileAssetTask object
  112432. */
  112433. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  112434. var task = new BinaryFileAssetTask(taskName, url);
  112435. this._tasks.push(task);
  112436. return task;
  112437. };
  112438. /**
  112439. * Add a ImageAssetTask to the list of active tasks
  112440. * @param taskName defines the name of the new task
  112441. * @param url defines the url of the file to load
  112442. * @returns a new ImageAssetTask object
  112443. */
  112444. AssetsManager.prototype.addImageTask = function (taskName, url) {
  112445. var task = new ImageAssetTask(taskName, url);
  112446. this._tasks.push(task);
  112447. return task;
  112448. };
  112449. /**
  112450. * Add a TextureAssetTask to the list of active tasks
  112451. * @param taskName defines the name of the new task
  112452. * @param url defines the url of the file to load
  112453. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112454. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  112455. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  112456. * @returns a new TextureAssetTask object
  112457. */
  112458. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  112459. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112460. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  112461. this._tasks.push(task);
  112462. return task;
  112463. };
  112464. /**
  112465. * Add a CubeTextureAssetTask to the list of active tasks
  112466. * @param taskName defines the name of the new task
  112467. * @param url defines the url of the file to load
  112468. * @param extensions defines the extension to use to load the cube map (can be null)
  112469. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112470. * @param files defines the list of files to load (can be null)
  112471. * @returns a new CubeTextureAssetTask object
  112472. */
  112473. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  112474. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  112475. this._tasks.push(task);
  112476. return task;
  112477. };
  112478. /**
  112479. *
  112480. * Add a HDRCubeTextureAssetTask to the list of active tasks
  112481. * @param taskName defines the name of the new task
  112482. * @param url defines the url of the file to load
  112483. * @param size defines the size you want for the cubemap (can be null)
  112484. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112485. * @param generateHarmonics defines if you want to automatically generate (true by default)
  112486. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  112487. * @param reserved Internal use only
  112488. * @returns a new HDRCubeTextureAssetTask object
  112489. */
  112490. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  112491. if (noMipmap === void 0) { noMipmap = false; }
  112492. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112493. if (gammaSpace === void 0) { gammaSpace = false; }
  112494. if (reserved === void 0) { reserved = false; }
  112495. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  112496. this._tasks.push(task);
  112497. return task;
  112498. };
  112499. /**
  112500. * Remove a task from the assets manager.
  112501. * @param task the task to remove
  112502. */
  112503. AssetsManager.prototype.removeTask = function (task) {
  112504. var index = this._tasks.indexOf(task);
  112505. if (index > -1) {
  112506. this._tasks.splice(index, 1);
  112507. }
  112508. };
  112509. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  112510. this._waitingTasksCount--;
  112511. try {
  112512. if (this.onProgress) {
  112513. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  112514. }
  112515. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  112516. }
  112517. catch (e) {
  112518. BABYLON.Tools.Error("Error running progress callbacks.");
  112519. console.log(e);
  112520. }
  112521. if (this._waitingTasksCount === 0) {
  112522. try {
  112523. if (this.onFinish) {
  112524. this.onFinish(this._tasks);
  112525. }
  112526. // Let's remove successfull tasks
  112527. var currentTasks = this._tasks.slice();
  112528. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  112529. var task = currentTasks_1[_i];
  112530. if (task.taskState === AssetTaskState.DONE) {
  112531. var index = this._tasks.indexOf(task);
  112532. if (index > -1) {
  112533. this._tasks.splice(index, 1);
  112534. }
  112535. }
  112536. }
  112537. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112538. }
  112539. catch (e) {
  112540. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  112541. console.log(e);
  112542. }
  112543. this._isLoading = false;
  112544. this._scene.getEngine().hideLoadingUI();
  112545. }
  112546. };
  112547. AssetsManager.prototype._runTask = function (task) {
  112548. var _this = this;
  112549. var done = function () {
  112550. try {
  112551. if (_this.onTaskSuccess) {
  112552. _this.onTaskSuccess(task);
  112553. }
  112554. _this.onTaskSuccessObservable.notifyObservers(task);
  112555. _this._decreaseWaitingTasksCount(task);
  112556. }
  112557. catch (e) {
  112558. error("Error executing task success callbacks", e);
  112559. }
  112560. };
  112561. var error = function (message, exception) {
  112562. task._setErrorObject(message, exception);
  112563. if (_this.onTaskError) {
  112564. _this.onTaskError(task);
  112565. }
  112566. _this.onTaskErrorObservable.notifyObservers(task);
  112567. _this._decreaseWaitingTasksCount(task);
  112568. };
  112569. task.run(this._scene, done, error);
  112570. };
  112571. /**
  112572. * Reset the AssetsManager and remove all tasks
  112573. * @return the current instance of the AssetsManager
  112574. */
  112575. AssetsManager.prototype.reset = function () {
  112576. this._isLoading = false;
  112577. this._tasks = new Array();
  112578. return this;
  112579. };
  112580. /**
  112581. * Start the loading process
  112582. * @return the current instance of the AssetsManager
  112583. */
  112584. AssetsManager.prototype.load = function () {
  112585. if (this._isLoading) {
  112586. return this;
  112587. }
  112588. this._isLoading = true;
  112589. this._waitingTasksCount = this._tasks.length;
  112590. this._totalTasksCount = this._tasks.length;
  112591. if (this._waitingTasksCount === 0) {
  112592. this._isLoading = false;
  112593. if (this.onFinish) {
  112594. this.onFinish(this._tasks);
  112595. }
  112596. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112597. return this;
  112598. }
  112599. if (this.useDefaultLoadingScreen) {
  112600. this._scene.getEngine().displayLoadingUI();
  112601. }
  112602. for (var index = 0; index < this._tasks.length; index++) {
  112603. var task = this._tasks[index];
  112604. if (task.taskState === AssetTaskState.INIT) {
  112605. this._runTask(task);
  112606. }
  112607. }
  112608. return this;
  112609. };
  112610. return AssetsManager;
  112611. }());
  112612. BABYLON.AssetsManager = AssetsManager;
  112613. })(BABYLON || (BABYLON = {}));
  112614. //# sourceMappingURL=babylon.assetsManager.js.map
  112615. var BABYLON;
  112616. (function (BABYLON) {
  112617. var serializedGeometries = [];
  112618. var serializeGeometry = function (geometry, serializationGeometries) {
  112619. if (serializedGeometries[geometry.id]) {
  112620. return;
  112621. }
  112622. if (geometry.doNotSerialize) {
  112623. return;
  112624. }
  112625. if (geometry instanceof BABYLON.BoxGeometry) {
  112626. serializationGeometries.boxes.push(geometry.serialize());
  112627. }
  112628. else if (geometry instanceof BABYLON.SphereGeometry) {
  112629. serializationGeometries.spheres.push(geometry.serialize());
  112630. }
  112631. else if (geometry instanceof BABYLON.CylinderGeometry) {
  112632. serializationGeometries.cylinders.push(geometry.serialize());
  112633. }
  112634. else if (geometry instanceof BABYLON.TorusGeometry) {
  112635. serializationGeometries.toruses.push(geometry.serialize());
  112636. }
  112637. else if (geometry instanceof BABYLON.GroundGeometry) {
  112638. serializationGeometries.grounds.push(geometry.serialize());
  112639. }
  112640. else if (geometry instanceof BABYLON.Plane) {
  112641. serializationGeometries.planes.push(geometry.serialize());
  112642. }
  112643. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  112644. serializationGeometries.torusKnots.push(geometry.serialize());
  112645. }
  112646. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  112647. throw new Error("Unknown primitive type");
  112648. }
  112649. else {
  112650. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  112651. }
  112652. serializedGeometries[geometry.id] = true;
  112653. };
  112654. var serializeMesh = function (mesh, serializationScene) {
  112655. var serializationObject = {};
  112656. // Geometry
  112657. var geometry = mesh._geometry;
  112658. if (geometry) {
  112659. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  112660. // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
  112661. serializeGeometry(geometry, serializationScene.geometries);
  112662. }
  112663. }
  112664. // Custom
  112665. if (mesh.serialize) {
  112666. mesh.serialize(serializationObject);
  112667. }
  112668. return serializationObject;
  112669. };
  112670. var finalizeSingleMesh = function (mesh, serializationObject) {
  112671. //only works if the mesh is already loaded
  112672. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112673. //serialize material
  112674. if (mesh.material) {
  112675. if (mesh.material instanceof BABYLON.MultiMaterial) {
  112676. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  112677. serializationObject.materials = serializationObject.materials || [];
  112678. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112679. serializationObject.multiMaterials.push(mesh.material.serialize());
  112680. var _loop_1 = function (submaterial) {
  112681. if (submaterial) {
  112682. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  112683. serializationObject.materials.push(submaterial.serialize());
  112684. }
  112685. }
  112686. };
  112687. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  112688. var submaterial = _a[_i];
  112689. _loop_1(submaterial);
  112690. }
  112691. }
  112692. }
  112693. else {
  112694. serializationObject.materials = serializationObject.materials || [];
  112695. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112696. serializationObject.materials.push(mesh.material.serialize());
  112697. }
  112698. }
  112699. }
  112700. //serialize geometry
  112701. var geometry = mesh._geometry;
  112702. if (geometry) {
  112703. if (!serializationObject.geometries) {
  112704. serializationObject.geometries = {};
  112705. serializationObject.geometries.boxes = [];
  112706. serializationObject.geometries.spheres = [];
  112707. serializationObject.geometries.cylinders = [];
  112708. serializationObject.geometries.toruses = [];
  112709. serializationObject.geometries.grounds = [];
  112710. serializationObject.geometries.planes = [];
  112711. serializationObject.geometries.torusKnots = [];
  112712. serializationObject.geometries.vertexData = [];
  112713. }
  112714. serializeGeometry(geometry, serializationObject.geometries);
  112715. }
  112716. // Skeletons
  112717. if (mesh.skeleton) {
  112718. serializationObject.skeletons = serializationObject.skeletons || [];
  112719. serializationObject.skeletons.push(mesh.skeleton.serialize());
  112720. }
  112721. //serialize the actual mesh
  112722. serializationObject.meshes = serializationObject.meshes || [];
  112723. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112724. }
  112725. };
  112726. /**
  112727. * Class used to serialize a scene into a string
  112728. */
  112729. var SceneSerializer = /** @class */ (function () {
  112730. function SceneSerializer() {
  112731. }
  112732. /**
  112733. * Clear cache used by a previous serialization
  112734. */
  112735. SceneSerializer.ClearCache = function () {
  112736. serializedGeometries = [];
  112737. };
  112738. /**
  112739. * Serialize a scene into a JSON compatible object
  112740. * @param scene defines the scene to serialize
  112741. * @returns a JSON compatible object
  112742. */
  112743. SceneSerializer.Serialize = function (scene) {
  112744. var serializationObject = {};
  112745. SceneSerializer.ClearCache();
  112746. // Scene
  112747. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  112748. serializationObject.autoClear = scene.autoClear;
  112749. serializationObject.clearColor = scene.clearColor.asArray();
  112750. serializationObject.ambientColor = scene.ambientColor.asArray();
  112751. serializationObject.gravity = scene.gravity.asArray();
  112752. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  112753. serializationObject.workerCollisions = scene.workerCollisions;
  112754. // Fog
  112755. if (scene.fogMode && scene.fogMode !== 0) {
  112756. serializationObject.fogMode = scene.fogMode;
  112757. serializationObject.fogColor = scene.fogColor.asArray();
  112758. serializationObject.fogStart = scene.fogStart;
  112759. serializationObject.fogEnd = scene.fogEnd;
  112760. serializationObject.fogDensity = scene.fogDensity;
  112761. }
  112762. //Physics
  112763. if (scene.isPhysicsEnabled()) {
  112764. var physicEngine = scene.getPhysicsEngine();
  112765. if (physicEngine) {
  112766. serializationObject.physicsEnabled = true;
  112767. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  112768. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  112769. }
  112770. }
  112771. // Metadata
  112772. if (scene.metadata) {
  112773. serializationObject.metadata = scene.metadata;
  112774. }
  112775. // Morph targets
  112776. serializationObject.morphTargetManagers = [];
  112777. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  112778. var abstractMesh = _a[_i];
  112779. var manager = abstractMesh.morphTargetManager;
  112780. if (manager) {
  112781. serializationObject.morphTargetManagers.push(manager.serialize());
  112782. }
  112783. }
  112784. // Lights
  112785. serializationObject.lights = [];
  112786. var index;
  112787. var light;
  112788. for (index = 0; index < scene.lights.length; index++) {
  112789. light = scene.lights[index];
  112790. if (!light.doNotSerialize) {
  112791. serializationObject.lights.push(light.serialize());
  112792. }
  112793. }
  112794. // Cameras
  112795. serializationObject.cameras = [];
  112796. for (index = 0; index < scene.cameras.length; index++) {
  112797. var camera = scene.cameras[index];
  112798. if (!camera.doNotSerialize) {
  112799. serializationObject.cameras.push(camera.serialize());
  112800. }
  112801. }
  112802. if (scene.activeCamera) {
  112803. serializationObject.activeCameraID = scene.activeCamera.id;
  112804. }
  112805. // Animations
  112806. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  112807. // Materials
  112808. serializationObject.materials = [];
  112809. serializationObject.multiMaterials = [];
  112810. var material;
  112811. for (index = 0; index < scene.materials.length; index++) {
  112812. material = scene.materials[index];
  112813. if (!material.doNotSerialize) {
  112814. serializationObject.materials.push(material.serialize());
  112815. }
  112816. }
  112817. // MultiMaterials
  112818. serializationObject.multiMaterials = [];
  112819. for (index = 0; index < scene.multiMaterials.length; index++) {
  112820. var multiMaterial = scene.multiMaterials[index];
  112821. serializationObject.multiMaterials.push(multiMaterial.serialize());
  112822. }
  112823. // Environment texture
  112824. if (scene.environmentTexture) {
  112825. serializationObject.environmentTexture = scene.environmentTexture.name;
  112826. }
  112827. // Skeletons
  112828. serializationObject.skeletons = [];
  112829. for (index = 0; index < scene.skeletons.length; index++) {
  112830. var skeleton = scene.skeletons[index];
  112831. if (!skeleton.doNotSerialize) {
  112832. serializationObject.skeletons.push(skeleton.serialize());
  112833. }
  112834. }
  112835. // Transform nodes
  112836. serializationObject.transformNodes = [];
  112837. for (index = 0; index < scene.transformNodes.length; index++) {
  112838. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  112839. }
  112840. // Geometries
  112841. serializationObject.geometries = {};
  112842. serializationObject.geometries.boxes = [];
  112843. serializationObject.geometries.spheres = [];
  112844. serializationObject.geometries.cylinders = [];
  112845. serializationObject.geometries.toruses = [];
  112846. serializationObject.geometries.grounds = [];
  112847. serializationObject.geometries.planes = [];
  112848. serializationObject.geometries.torusKnots = [];
  112849. serializationObject.geometries.vertexData = [];
  112850. serializedGeometries = [];
  112851. var geometries = scene.getGeometries();
  112852. for (index = 0; index < geometries.length; index++) {
  112853. var geometry = geometries[index];
  112854. if (geometry.isReady()) {
  112855. serializeGeometry(geometry, serializationObject.geometries);
  112856. }
  112857. }
  112858. // Meshes
  112859. serializationObject.meshes = [];
  112860. for (index = 0; index < scene.meshes.length; index++) {
  112861. var abstractMesh = scene.meshes[index];
  112862. if (abstractMesh instanceof BABYLON.Mesh) {
  112863. var mesh = abstractMesh;
  112864. if (!mesh.doNotSerialize) {
  112865. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112866. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112867. }
  112868. }
  112869. }
  112870. }
  112871. // Particles Systems
  112872. serializationObject.particleSystems = [];
  112873. for (index = 0; index < scene.particleSystems.length; index++) {
  112874. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  112875. }
  112876. // Action Manager
  112877. if (scene.actionManager) {
  112878. serializationObject.actions = scene.actionManager.serialize("scene");
  112879. }
  112880. // Components
  112881. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  112882. var component = _c[_b];
  112883. component.serialize(serializationObject);
  112884. }
  112885. return serializationObject;
  112886. };
  112887. /**
  112888. * Serialize a mesh into a JSON compatible object
  112889. * @param toSerialize defines the mesh to serialize
  112890. * @param withParents defines if parents must be serialized as well
  112891. * @param withChildren defines if children must be serialized as well
  112892. * @returns a JSON compatible object
  112893. */
  112894. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  112895. if (withParents === void 0) { withParents = false; }
  112896. if (withChildren === void 0) { withChildren = false; }
  112897. var serializationObject = {};
  112898. SceneSerializer.ClearCache();
  112899. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  112900. if (withParents || withChildren) {
  112901. //deliberate for loop! not for each, appended should be processed as well.
  112902. for (var i = 0; i < toSerialize.length; ++i) {
  112903. if (withChildren) {
  112904. toSerialize[i].getDescendants().forEach(function (node) {
  112905. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  112906. toSerialize.push(node);
  112907. }
  112908. });
  112909. }
  112910. //make sure the array doesn't contain the object already
  112911. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  112912. toSerialize.push(toSerialize[i].parent);
  112913. }
  112914. }
  112915. }
  112916. toSerialize.forEach(function (mesh) {
  112917. finalizeSingleMesh(mesh, serializationObject);
  112918. });
  112919. return serializationObject;
  112920. };
  112921. return SceneSerializer;
  112922. }());
  112923. BABYLON.SceneSerializer = SceneSerializer;
  112924. })(BABYLON || (BABYLON = {}));
  112925. //# sourceMappingURL=babylon.sceneSerializer.js.map
  112926. var BABYLON;
  112927. (function (BABYLON) {
  112928. /**
  112929. * Class used to generate realtime reflection / refraction cube textures
  112930. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  112931. */
  112932. var ReflectionProbe = /** @class */ (function () {
  112933. /**
  112934. * Creates a new reflection probe
  112935. * @param name defines the name of the probe
  112936. * @param size defines the texture resolution (for each face)
  112937. * @param scene defines the hosting scene
  112938. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  112939. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  112940. */
  112941. function ReflectionProbe(
  112942. /** defines the name of the probe */
  112943. name, size, scene, generateMipMaps, useFloat) {
  112944. if (generateMipMaps === void 0) { generateMipMaps = true; }
  112945. if (useFloat === void 0) { useFloat = false; }
  112946. var _this = this;
  112947. this.name = name;
  112948. this._viewMatrix = BABYLON.Matrix.Identity();
  112949. this._target = BABYLON.Vector3.Zero();
  112950. this._add = BABYLON.Vector3.Zero();
  112951. this._invertYAxis = false;
  112952. /** Gets or sets probe position (center of the cube map) */
  112953. this.position = BABYLON.Vector3.Zero();
  112954. this._scene = scene;
  112955. // Create the scene field if not exist.
  112956. if (!this._scene.reflectionProbes) {
  112957. this._scene.reflectionProbes = new Array();
  112958. }
  112959. this._scene.reflectionProbes.push(this);
  112960. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  112961. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  112962. switch (faceIndex) {
  112963. case 0:
  112964. _this._add.copyFromFloats(1, 0, 0);
  112965. break;
  112966. case 1:
  112967. _this._add.copyFromFloats(-1, 0, 0);
  112968. break;
  112969. case 2:
  112970. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  112971. break;
  112972. case 3:
  112973. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  112974. break;
  112975. case 4:
  112976. _this._add.copyFromFloats(0, 0, 1);
  112977. break;
  112978. case 5:
  112979. _this._add.copyFromFloats(0, 0, -1);
  112980. break;
  112981. }
  112982. if (_this._attachedMesh) {
  112983. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  112984. }
  112985. _this.position.addToRef(_this._add, _this._target);
  112986. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  112987. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  112988. scene._forcedViewPosition = _this.position;
  112989. });
  112990. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  112991. scene._forcedViewPosition = null;
  112992. scene.updateTransformMatrix(true);
  112993. });
  112994. if (scene.activeCamera) {
  112995. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  112996. }
  112997. }
  112998. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  112999. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113000. get: function () {
  113001. return this._renderTargetTexture.samples;
  113002. },
  113003. set: function (value) {
  113004. this._renderTargetTexture.samples = value;
  113005. },
  113006. enumerable: true,
  113007. configurable: true
  113008. });
  113009. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  113010. /** Gets or sets the refresh rate to use (on every frame by default) */
  113011. get: function () {
  113012. return this._renderTargetTexture.refreshRate;
  113013. },
  113014. set: function (value) {
  113015. this._renderTargetTexture.refreshRate = value;
  113016. },
  113017. enumerable: true,
  113018. configurable: true
  113019. });
  113020. /**
  113021. * Gets the hosting scene
  113022. * @returns a Scene
  113023. */
  113024. ReflectionProbe.prototype.getScene = function () {
  113025. return this._scene;
  113026. };
  113027. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  113028. /** Gets the internal CubeTexture used to render to */
  113029. get: function () {
  113030. return this._renderTargetTexture;
  113031. },
  113032. enumerable: true,
  113033. configurable: true
  113034. });
  113035. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  113036. /** Gets the list of meshes to render */
  113037. get: function () {
  113038. return this._renderTargetTexture.renderList;
  113039. },
  113040. enumerable: true,
  113041. configurable: true
  113042. });
  113043. /**
  113044. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113045. * @param mesh defines the mesh to attach to
  113046. */
  113047. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  113048. this._attachedMesh = mesh;
  113049. };
  113050. /**
  113051. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113052. * @param renderingGroupId The rendering group id corresponding to its index
  113053. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113054. */
  113055. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  113056. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  113057. };
  113058. /**
  113059. * Clean all associated resources
  113060. */
  113061. ReflectionProbe.prototype.dispose = function () {
  113062. var index = this._scene.reflectionProbes.indexOf(this);
  113063. if (index !== -1) {
  113064. // Remove from the scene if found
  113065. this._scene.reflectionProbes.splice(index, 1);
  113066. }
  113067. if (this._renderTargetTexture) {
  113068. this._renderTargetTexture.dispose();
  113069. this._renderTargetTexture = null;
  113070. }
  113071. };
  113072. return ReflectionProbe;
  113073. }());
  113074. BABYLON.ReflectionProbe = ReflectionProbe;
  113075. })(BABYLON || (BABYLON = {}));
  113076. //# sourceMappingURL=babylon.reflectionProbe.js.map
  113077. var BABYLON;
  113078. (function (BABYLON) {
  113079. /**
  113080. * Defines the layer scene component responsible to manage any layers
  113081. * in a given scene.
  113082. */
  113083. var LayerSceneComponent = /** @class */ (function () {
  113084. /**
  113085. * Creates a new instance of the component for the given scene
  113086. * @param scene Defines the scene to register the component in
  113087. */
  113088. function LayerSceneComponent(scene) {
  113089. /**
  113090. * The component name helpfull to identify the component in the list of scene components.
  113091. */
  113092. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  113093. this.scene = scene;
  113094. this._engine = scene.getEngine();
  113095. scene.layers = new Array();
  113096. }
  113097. /**
  113098. * Registers the component in a given scene
  113099. */
  113100. LayerSceneComponent.prototype.register = function () {
  113101. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  113102. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  113103. };
  113104. /**
  113105. * Rebuilds the elements related to this component in case of
  113106. * context lost for instance.
  113107. */
  113108. LayerSceneComponent.prototype.rebuild = function () {
  113109. var layers = this.scene.layers;
  113110. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  113111. var layer = layers_1[_i];
  113112. layer._rebuild();
  113113. }
  113114. };
  113115. /**
  113116. * Disposes the component and the associated ressources.
  113117. */
  113118. LayerSceneComponent.prototype.dispose = function () {
  113119. var layers = this.scene.layers;
  113120. while (layers.length) {
  113121. layers[0].dispose();
  113122. }
  113123. };
  113124. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  113125. var layers = this.scene.layers;
  113126. if (layers.length) {
  113127. this._engine.setDepthBuffer(false);
  113128. var cameraLayerMask = camera.layerMask;
  113129. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  113130. var layer = layers_2[_i];
  113131. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  113132. layer.render();
  113133. }
  113134. }
  113135. this._engine.setDepthBuffer(true);
  113136. }
  113137. };
  113138. LayerSceneComponent.prototype._drawBackground = function (camera) {
  113139. this._draw(camera, true);
  113140. };
  113141. LayerSceneComponent.prototype._drawForeground = function (camera) {
  113142. this._draw(camera, false);
  113143. };
  113144. return LayerSceneComponent;
  113145. }());
  113146. BABYLON.LayerSceneComponent = LayerSceneComponent;
  113147. })(BABYLON || (BABYLON = {}));
  113148. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  113149. var BABYLON;
  113150. (function (BABYLON) {
  113151. /**
  113152. * This represents a full screen 2d layer.
  113153. * This can be usefull to display a picture in the background of your scene for instance.
  113154. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113155. */
  113156. var Layer = /** @class */ (function () {
  113157. /**
  113158. * Instantiates a new layer.
  113159. * This represents a full screen 2d layer.
  113160. * This can be usefull to display a picture in the background of your scene for instance.
  113161. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113162. * @param name Define the name of the layer in the scene
  113163. * @param imgUrl Define the url of the texture to display in the layer
  113164. * @param scene Define the scene the layer belongs to
  113165. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113166. * @param color Defines a color for the layer
  113167. */
  113168. function Layer(
  113169. /**
  113170. * Define the name of the layer.
  113171. */
  113172. name, imgUrl, scene, isBackground, color) {
  113173. this.name = name;
  113174. /**
  113175. * Define the scale of the layer in order to zoom in out of the texture.
  113176. */
  113177. this.scale = new BABYLON.Vector2(1, 1);
  113178. /**
  113179. * Define an offset for the layer in order to shift the texture.
  113180. */
  113181. this.offset = new BABYLON.Vector2(0, 0);
  113182. /**
  113183. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113184. */
  113185. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  113186. /**
  113187. * Define a mask to restrict the layer to only some of the scene cameras.
  113188. */
  113189. this.layerMask = 0x0FFFFFFF;
  113190. this._vertexBuffers = {};
  113191. /**
  113192. * An event triggered when the layer is disposed.
  113193. */
  113194. this.onDisposeObservable = new BABYLON.Observable();
  113195. /**
  113196. * An event triggered before rendering the scene
  113197. */
  113198. this.onBeforeRenderObservable = new BABYLON.Observable();
  113199. /**
  113200. * An event triggered after rendering the scene
  113201. */
  113202. this.onAfterRenderObservable = new BABYLON.Observable();
  113203. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  113204. this.isBackground = isBackground === undefined ? true : isBackground;
  113205. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  113206. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  113207. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  113208. if (!layerComponent) {
  113209. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  113210. this._scene._addComponent(layerComponent);
  113211. }
  113212. this._scene.layers.push(this);
  113213. var engine = this._scene.getEngine();
  113214. // VBO
  113215. var vertices = [];
  113216. vertices.push(1, 1);
  113217. vertices.push(-1, 1);
  113218. vertices.push(-1, -1);
  113219. vertices.push(1, -1);
  113220. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113221. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113222. this._createIndexBuffer();
  113223. // Effects
  113224. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  113225. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  113226. }
  113227. Object.defineProperty(Layer.prototype, "onDispose", {
  113228. /**
  113229. * Back compatibility with callback before the onDisposeObservable existed.
  113230. * The set callback will be triggered when the layer has been disposed.
  113231. */
  113232. set: function (callback) {
  113233. if (this._onDisposeObserver) {
  113234. this.onDisposeObservable.remove(this._onDisposeObserver);
  113235. }
  113236. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  113237. },
  113238. enumerable: true,
  113239. configurable: true
  113240. });
  113241. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  113242. /**
  113243. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113244. * The set callback will be triggered just before rendering the layer.
  113245. */
  113246. set: function (callback) {
  113247. if (this._onBeforeRenderObserver) {
  113248. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  113249. }
  113250. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  113251. },
  113252. enumerable: true,
  113253. configurable: true
  113254. });
  113255. Object.defineProperty(Layer.prototype, "onAfterRender", {
  113256. /**
  113257. * Back compatibility with callback before the onAfterRenderObservable existed.
  113258. * The set callback will be triggered just after rendering the layer.
  113259. */
  113260. set: function (callback) {
  113261. if (this._onAfterRenderObserver) {
  113262. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  113263. }
  113264. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  113265. },
  113266. enumerable: true,
  113267. configurable: true
  113268. });
  113269. Layer.prototype._createIndexBuffer = function () {
  113270. var engine = this._scene.getEngine();
  113271. // Indices
  113272. var indices = [];
  113273. indices.push(0);
  113274. indices.push(1);
  113275. indices.push(2);
  113276. indices.push(0);
  113277. indices.push(2);
  113278. indices.push(3);
  113279. this._indexBuffer = engine.createIndexBuffer(indices);
  113280. };
  113281. /** @hidden */
  113282. Layer.prototype._rebuild = function () {
  113283. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113284. if (vb) {
  113285. vb._rebuild();
  113286. }
  113287. this._createIndexBuffer();
  113288. };
  113289. /**
  113290. * Renders the layer in the scene.
  113291. */
  113292. Layer.prototype.render = function () {
  113293. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  113294. // Check
  113295. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  113296. return;
  113297. }
  113298. var engine = this._scene.getEngine();
  113299. this.onBeforeRenderObservable.notifyObservers(this);
  113300. // Render
  113301. engine.enableEffect(currentEffect);
  113302. engine.setState(false);
  113303. // Texture
  113304. currentEffect.setTexture("textureSampler", this.texture);
  113305. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  113306. // Color
  113307. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  113308. // Scale / offset
  113309. currentEffect.setVector2("offset", this.offset);
  113310. currentEffect.setVector2("scale", this.scale);
  113311. // VBOs
  113312. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113313. // Draw order
  113314. if (!this.alphaTest) {
  113315. engine.setAlphaMode(this.alphaBlendingMode);
  113316. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113317. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  113318. }
  113319. else {
  113320. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113321. }
  113322. this.onAfterRenderObservable.notifyObservers(this);
  113323. };
  113324. /**
  113325. * Disposes and releases the associated ressources.
  113326. */
  113327. Layer.prototype.dispose = function () {
  113328. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113329. if (vertexBuffer) {
  113330. vertexBuffer.dispose();
  113331. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113332. }
  113333. if (this._indexBuffer) {
  113334. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113335. this._indexBuffer = null;
  113336. }
  113337. if (this.texture) {
  113338. this.texture.dispose();
  113339. this.texture = null;
  113340. }
  113341. // Remove from scene
  113342. var index = this._scene.layers.indexOf(this);
  113343. this._scene.layers.splice(index, 1);
  113344. // Callback
  113345. this.onDisposeObservable.notifyObservers(this);
  113346. this.onDisposeObservable.clear();
  113347. this.onAfterRenderObservable.clear();
  113348. this.onBeforeRenderObservable.clear();
  113349. };
  113350. return Layer;
  113351. }());
  113352. BABYLON.Layer = Layer;
  113353. })(BABYLON || (BABYLON = {}));
  113354. //# sourceMappingURL=babylon.layer.js.map
  113355. var BABYLON;
  113356. (function (BABYLON) {
  113357. /**
  113358. * Class used to host texture specific utilities
  113359. */
  113360. var TextureTools = /** @class */ (function () {
  113361. function TextureTools() {
  113362. }
  113363. /**
  113364. * Uses the GPU to create a copy texture rescaled at a given size
  113365. * @param texture Texture to copy from
  113366. * @param width defines the desired width
  113367. * @param height defines the desired height
  113368. * @param useBilinearMode defines if bilinear mode has to be used
  113369. * @return the generated texture
  113370. */
  113371. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  113372. if (useBilinearMode === void 0) { useBilinearMode = true; }
  113373. var scene = texture.getScene();
  113374. var engine = scene.getEngine();
  113375. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  113376. rtt.wrapU = texture.wrapU;
  113377. rtt.wrapV = texture.wrapV;
  113378. rtt.uOffset = texture.uOffset;
  113379. rtt.vOffset = texture.vOffset;
  113380. rtt.uScale = texture.uScale;
  113381. rtt.vScale = texture.vScale;
  113382. rtt.uAng = texture.uAng;
  113383. rtt.vAng = texture.vAng;
  113384. rtt.wAng = texture.wAng;
  113385. rtt.coordinatesIndex = texture.coordinatesIndex;
  113386. rtt.level = texture.level;
  113387. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  113388. rtt._texture.isReady = false;
  113389. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113390. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113391. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113392. passPostProcess.getEffect().executeWhenCompiled(function () {
  113393. passPostProcess.onApply = function (effect) {
  113394. effect.setTexture("textureSampler", texture);
  113395. };
  113396. var internalTexture = rtt.getInternalTexture();
  113397. if (internalTexture) {
  113398. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  113399. engine.unBindFramebuffer(internalTexture);
  113400. rtt.disposeFramebufferObjects();
  113401. passPostProcess.dispose();
  113402. internalTexture.isReady = true;
  113403. }
  113404. });
  113405. return rtt;
  113406. };
  113407. /**
  113408. * Gets an environment BRDF texture for a given scene
  113409. * @param scene defines the hosting scene
  113410. * @returns the environment BRDF texture
  113411. */
  113412. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  113413. if (!scene._environmentBRDFTexture) {
  113414. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113415. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113416. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113417. scene._environmentBRDFTexture = texture;
  113418. }
  113419. return scene._environmentBRDFTexture;
  113420. };
  113421. TextureTools._environmentBRDFBase64Texture = 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8qaCBseMyx4vxPB8iP+RU8A24Kg9R8Qgaj/av8lDBgcwApQ+QdVgW0bKr3+jsk//AztzBKgtv4K+Kj08rl7JFgt9BnCAIsQcD2AsQAolQj0CAGAqhOFCK5u3cA+84dyIJLCPm6buAgoBa5qDoDF6wzUkZ13iSDKKwTamSKZSf29cuzJUwq7LV/wz18RwH2Nl9dKABLArv6bC5B/+9OBGxmsIIR1AQ3w2gk4RECTfwBulgC0rP96/FYJUOv9SzkAB/xuKTBY/qsTgZ0LILF/s/RW9v81ywEwhbeAwUIH6hRwGp+wEOhqoF49fojqQoPlR/+z+/3t77jd3n3rdru999CzEYAQAYJfXACEAqL8W5lQgA5uoJUK9zxBB3ii9ALiYT2AjvuN72wFILP+XdlP8gLKFeg6f5QM3AC+VlMMZ9ABGuN+VePHWL6tHVD23or3tQPo2iWfBRgShDp0ELcBjmIAbwTWqEzIJvLM6kEDEFcD9erxCzg3my4/9p/e7299x+323lu32+oAtjwAhgE7Cazqv7mAvRLQcgG7A9B5AAwHus87CWBYsIKFfe+eCSBgt2J+7QBQ+VsogOU/9fIPBvLhASEF8AHwlhPQ2wVYFhmo/Wby74QyYLcmQAEbbbue2FcnAb28QTmHQKBwNVCvHv8IESw//h/f7299pyIA7QIE/LsTeIbqL59hPUADvHIBG8jBIWgn0L4rsKMj2Noomz8QgZELsCoAAnh0Caj8lup7ib9tX+ZBoKgUmFkWTGJ8S/UHZa/kAHT+QGaeoeQmMUC/CoAzVYAjYDvSNwPCq8fPnINus/zEfwQE8O7tdt8dwGZjIQQQ9Y9cwAB+RQIC4I4MdvvdLL+O//E7LgLykn6q3Efjf6X8bOUfkoNYcQZ8z/KzBUBYCqT/YQgjBuOBHxPs7JHh7JoAy/IzWz+xEtBKBEYg8fIGw+SeQQQ+CzHZP+oWXWPU/8z9y0/+h/f729/5kAN4791X/6/cpl4SCsDfLRQwHEBLCmJFYH92vssNgBPo7D8qv4CekIHpAjKgx1iffGbKb5UAQwdguIAtz2KsEWj7vIQggNON91lYoIFN2mznYKj9UBmwQgXLLcDstRTdBchEFWAWcLP9MgC9cuzM8aXN8lP//v3+9v/uCUDyAM0FIBFADqAjAsgFiAvYwK3/MfAL8InSd/Yfy37Qpyv3OSTgxf8C5vZXPfF3aB2AA3hJGg5LghMOgCUBo8SgEAyC3Irvh5xAwhW0cT1iQBKYWds/QQLdeVUQcrEjeGoiWH7633sggHfWJOAaAkglYL/wLQyQf3tYsCp9CwmgFIgOgIJ/JwMdBuB3cQTDX4z9wR2whN+WE9idh67761p/F/8bpb8O/OotQCsJDhZfji0qT9p0LsCI83X9H8E9KH8iCSiTrQO29bwAAbvlCipPAw4T/oRKQAVElbaMJ472t7jnqnEjrlt+1t+539/6P4oAxLquawIkF7Bb/40M9hAAHcD2GVzABmBYKSgxfyMGAbROCipl1w6gs/8ZF0Cy/UIOOr7vHAIu9iHP/2v77yX9ROUt29+AHVUCnDJgtvSn8wXsnQGzIUAW3F27qFS4z2CrD07wCogqbR8LtGecUwR4vX/5OX/7FQFsOYC9FCiToBGAEAH83ZwA5AM06BspiPKrNQIt/kcg69iffBegNqVXb/wdQgIMC0DltUuQ+L+Bmz0OrNTdK/91+4JVf15SEPMCYRkwEfc3stBxurMS0AoTMKRocaV8cKw6jpcFsdUn2/8qRT8buGeP55HC8vP+5v3+1v99cADvvfNQBZB4dO24Kv5GAntSUOz/+n1wAis4wAnoMAC/N9svSUKsBABgmwPAbQTwWzsW/2vAI6j14h+1CEjnBYZFQWSxj+sEVFyPjgBBrhf+aOtPY39vRaBVJlQ2vyOGIATQsb6etBguDMSQyAF4IMhUAmZANNNnUNSqBDvtzzif6HSWL/wbuwN4eycA4gDEBQgRYPzfSGC3/BYBdOCHxKBHBAJoAbdWfIz1I9XXsf5g9y0yAJB7iUDPCaC6e2EA2ngMGyIHwAgBldncf4ID0EDXVp1NYmbnrclOtyfDhiPOoCO4CEXB/rOBfOZ4yy/8a7sDAALY1gKAfWMEgOovoNdk0IArKr+7gwH02gWQ2L4t/sEEoLL2IQnoFX96HYC4CIz/jcSgAJSVAtu2RPZ/SPRBHkC7AkYEqceC2fqBfdKaCcHAAeAkpKVBCANcElBVgBQRTC4HngHOTJ+rQo2jhEbP6xf/VU4AmBza7L+EAZgLgGSgxP8dGQDwmQOQbS2xp6oEWAnQn1seIEMCJO4fsv8Q2w/JQU0IJMvPiCCT/NPuQP/noJ0rAFBa23VSr1N/vQhIgxzzB9odMMIAkGvFZPF6JkyIlJeFFl6IcRYYX0ciOOOcll/6l+/3t/7fngPYy4BSCmyT0SGAlgvY4/+BAET10fZjUhAWCg2AV8nBEPQ6D6DJgSUAoQ/G+Dr+T9l/pfg0HxAs/e3WBUhbsihIgHKkHGiGCQHYO/UHomDgdd0BcRkZlYtyAFlgZNtlzqkSJcwc1xr/6FjLL/tLPQG8t+YA3tuXBKPiqISgAB//bjZdkoNE/Rs5EAIYXIAKCwYHYJADlvhalp8RgS4PogNwFN8jgo1A2LoALxRw1gA09TbCAjckQHBZlQEFwEoS0Iv1S3mAYFGPlwOIJn+0v+ocPohEsHzRX9gJYM0BvPvwTyoB2gGsP6iEAowANsBJWAAVgRYeAPCb/WdkAKEAttNJwRbzM+UPQI8K36k9Kf3RagBTe2vhj3o8uAFXLxUGxTdXBrK1AIltTZ2JzUe7Lp/Ralvxvrb5kcWP9nv2fwBzIRF4FRFkx/XcwRljHCGm5Vf++fv9re+63d4xCABVRhOAJoOtRCguQKoCmghwv7L/mBPQwB/KfMQhCEF0ym8RAUkIToUAxrP/gxOwSoDGmn9WCjTzASw3kHQA5poA7Q4g3n+MEMAChiadiopXwHZV26usvB43e/7Lr/pznADakmBdDcB8AFj+5ggcF4AhgAlwwyUM6m+pPgF8U3BS6jOdAAkJ3HUAO5C7ZKBT99/IVDsGhwyY3e8qNfhCERXDa5BrlW/ftaoqe265Ar0U+PIQQCUzqwqYBYfnSK4AcuW8sjmHaMzl1/zZnQDeud3eXRcCrfH/ngNYbyxzAKL8nQNAMiC5gI0gBNz42XIBAnAkBACwqDyWByPlp2BPWP7WD0Crs/5ewq+1JaBnWX8rEajbDiVAlbNpwHRyAJ4D6EqECQcQWfxo/0wI4E3wcPJnUbSLXqH5A26qHaD9kb7ssKaj+nV/ZiSALRG4rwhsJLBfUKt/k3yAJMGwEtCFBGD/PTIY4n6d8ANyaEk/Q/nPUv8h+WeRgXYCVgIwSwbK3osKi4PonEGUC2C2Pngc2LL73Xanlj9bBTg7BIgAFe2vuoxZS14B7wy/DCT8xX/qfn/rrYccwLtrElA7AJkgkrDSJUHJfO/Z/wZ4Kx8g4IXyYKfm0i9QfkoSJK5HghALr51Ce2Jwv0ad9BvAj1WCidKfZf1x3UDnvPQ90HYf7o1WfSQMGbOpU1D3H6oCynpjPE7VfSccpoalMEHNdAxFKkDLgDzTRo5ZaXukz1E34f1Gy2/8kzEB6MUlsjCoCwWMEAAdgOcGTECrnECn+JYTgPyABn0U82vwt7hfJft0rK9DAlHooTSolH94GxBUAnTSL/reAbz6UBADt344SDkIJBIT5E62HgnEAwgFmjq3ChFkAJUFd7Zd9fwsdZ89nnX85Tf/8Z0A1hwAOgDJAxBbuU1usboYCoiCKvWX+L/lAUDlNUG0bD8Bt7dviP9Vf0v9LbV3XQCz/3qbZf2d0h8D+JAPYDb/RAfArL1l92W7Z/OjEICpOZvkw7bES0EisET7M0RxRNkzx78qJGj37rf+MUUA+zoAnQjs1gTAhJNyFy4X7kBtkYHKB0ifDMgrLiADfJMESGa/Cwe0/a+CHsmA5QQ8N6ByAzJZh1IhEobOAegsvwaVDhEKDkCre0cielYbau4SQfIZggyIM0DMtMkc6ywnMHMsduzlt/+R+/2tt2+3d8QBiAtQSUBaEVDxPyYB22cEuiYDQgJtLUFk7539ke1vgAeAR05gC3ekbAclwuaEjEVA3XoAAnLpT6sBCuStrUrIpqsBHhkwcBOVTecFJAteCAFSyk/GzapwBOJofwV0mbEQkNX2p/X9HX9IEcB7eyLw3q8IlPgSbV/LBThEIMreQJkhAeYOIsDrsELV8VmIgHX9ITGo1L+BnxGB5wQY6IvKLzZZCKD7nsj8m+sADjoAVHk9ga19tF1CzSk5GO8T9MCUAdpZbSqEUW17lpNYfucfvN/fBgfwLlQBcEnwdkA9cdGiCjCgGrCpZhACDMSA6wL28dewgKl6GzuI963EXwtf1Nr/wQ0YMb+bCJwAPgKc5gPIPeiImeUC4B5J2zbZnGXBQjI4Mdk2HFNPYqv9MNlJCJByAzPPEezIiUAe7a8ANjPWGYpePc52Db/799/vb7/zKgQQAnhvDwH0cwFWLqBluwkRYJ7AqgoMTiHjApTqR9ZfbLxbCbCUX1wOKQGiO8ASn7XdKgMimL2SoG4nkxGVnqk+OoeBDHR4AN87EmCWnlULBGiBuiNJMFC5RJB8HsACRgYwZ7WpEEY2pNEuYOoYv/f37Q7g3dvtnT3+39YC6BBAv3IK1wVA9p8SAYC5gRDBqz53QDasvag/dQboGMCy0zBA7e/CgoTyszX/VeA35QeH1YGc2Hwr2YchGn5mJNGVd8FdoEOIHEBo9VkeQc3cqFJgEkPhxSBHwoIMCVTAlx1vlggq4y+/7/fe72+tDuDdV2XARgD7isDtd95BpZWjKRUov4Acwa6BT5OEsEjICg1aBUAl8DpwA2kgQeCYbHsjL0zygfKbll9XC5xk3zYGgM1yA0IKERGgI2PJQJ20M13CAQfgWv1kEjBj+Yc2zlqAGdWPgBPtrwI2O16FXMrn8Ad+z04AaxVgTwDiasAtBNgnrK4E6HBgSApichCBBHkBCnQNbmb1iTPoSEXlDXCfTv6x0EAA2OUDtCPA70bMT6sAXjVAlf4sIhieC8BYXy0CYk5gIPKCA8CJGzoAI5QYJqoRzx8NAZ6KCLLgzra7igSWP/i79hzA6gCAAMQFrBMNSUCrFypUm+x78k/cQRffY45AqatOGDJy0CDHkh5dDERielFhWvrTIYHO+icy/jK+qe6sCkCAH70erLsXylXMWv5GFowQrLyACISU6HZ0W+RALX0Qz2ug4NgYUWScRNQ+q6IZ8GbaVMCdHS99jX/4dwIBCAmsoNd5AHAB1sRDArByAV1YgLkBnfRDF6AtPbP4LNY32lkOgMX/tPynSKFzC466Y2JP+mT+mk8BOiVAVP2MA9COgH4nQGcgHxyCAe5uMicqARTcJ+QBIlB5+6O+V4E7c9wMCSx/9HfkCEDyAMPDJiQZ2AABqtZUVwG7s+ZWMlCDO/F9iPFZso9l/IkDaMRgxPqe4g8JQa30yg14pdaM7TddgWHxXcUPVgLqvnqyWw6AqrlT0jPV33AekYJb4IlAdfX+6LwR0BVi8Yhg+WO//X5/e68AyLMAawlwCAEwF2BkpTfgqwlu5QU6G45KrdYNsNi9qwAQMgjBnyEDI77XYGcxfjXut1wAhlfSptsGoNHJPab6XkLwTAeAk1MIidp+mJlRJYCqPxCABwizr0aUDl3I/ogEMsDMjJEZp0oYjECWP/HbSA4ACEDWAbA8gJ6MjADWbYP6i5LqvyRROBBABHgjXEAV14k963s7d0koOkm/s+J+FiaERADqbjkAHKNNrsRCoE7lmYsQ0HjlPm+dgMzKRLmQkkgyBJhR/SPWPwPyTJuriWD5U78FHMB7eyJQ5QDaYiBhXL0mgGWumRNQAO/KbieTASMOL8bvVgUSq2/lAvAaOvDiwiEjs6/BThdZ6bUBJNvfuQN0Z+pzVzI09nXqrT3UMRMAACAASURBVJcKg+J6xKAnLao7Tvruc6ZcyBS6EDpUXUIEvgyAz2oTnQuqe+aYzT386d98v69rALZ1AEIAazVgz/4zBzC8aorlAdS2rkIgC4e8v2TxkOsGMLeA45I6vgZ7ygFg4g8JQhOdl+FPZv+ZnRey0CQhE4PtH1TfCBmkXQd+S+1ZXkCTiQZq0gG4sb6qMHSAKFYQHpsIMoDMtKla/syYy5/9Tb0DWGP/7R8QgOUA2NtnzEw3LhRS6hjlA9CK6/gfS4XU5rOk427p9bg02cfATtS9CwGcSsB6/taTf9Zvx0ItvQ2JgH7WgEYyMMA+5AwmHMBMDsAjAhrPTz5M9H4mggy4M65g+XO/YSeAXf1lLYAsBca/24D7MwKdakBIYOUBxKYyJ0BDAeIOTOW2QI75AgVkXNVH7b+VBFTgDisAQda/gd5LrCrlZpa/WXJrEVBk+cGxNWAkqwDMQWiFNq2/zNKgDOi6A2NFICULRAV8rrSN7HgEzmh/NH4G2MZlDi8qXf78Fz8QgNj/thjIcADtvw9HNcgQwGxIwPIGLHTQVj8BfszWmzkAlZsQwFrlPbcCYOUCjBwKKwl6pUBRWyFhukxY7LmO7414X8f61BVY4YLY9iDBhy6BTX6LPJCoPHtcAXelbQRUD+gZEojGZyCvjrv8hV/fOwArBGBLgnFpcGdJYUJ0gNknxLDNCwm8xKEV6xtqPwt4DWpm92kIQICN7bSNF2Xv/pLfUgNd5wxoCEAA34GbqL0VAmhSuMIBuIqv8wGJRUQWmCzAfNIQwV/8tff7O+9BEhBKgEMiUIUAXjLQinMbAAAcCIruFWMVgBPFX28iLhW2Yvzu+JCo06A21wAQm69XRVJwk+RpaiEQCxeQKEDlaWhgtEWQWEqvt7vhwoQDKAFfjR+5hytdgjf20X1HLH/kIpa//GtUCLATgE4CogOQz628IwzslKx0gosuG1bWnuUGotJhyzUYYUIjBSsnoJKVXZnPCAeYo3EBH1UDDIA38CniiBR/CA1I1r5VEQBUg/1XVt8jjG7iWZUD5WEz5UIK8sRagIhYquQQgfqI/a/aeBYKZMOD5a/86r0MCGsApAqQcQDbgTQBMNuqJ70GE/nuOgMSGjDFj7ZZhNABnxBTIxon459Vfa9yYpUEEfRU5RXounEUkJEgGJlEYNb9O2IQ16hsO07y9nk2ETjzJKG4JIKUSlgQKqyDzgzQM22ic/AcxPLXflXSAew30no8eDsJvBGWyhmJsKojQOAOi3R0yRFtPcvuqxo/tf7qeryYv2T/mZqT0IARgfzmG9Eg6erP8Jvr+4Tk4Sk6IwnWfgA/IxsCPhmfKWuk3ugcqENIgLwC+hl1j4Ac7c+CPDNOd4/++q/ccwCRA1iFHkqAtBrA3ICh/J46Yp7AjM+DHIK27t1aA0YIbKGPIisrw59NAOqSH/0NEKyMCBS4qwnAtNpnk4JGnN8pfKYKoIgiA2R2DEYglW1XE8FZQI6AHu1vv8nf+BUPBNDKgFYOgDkAsHdmQhAnkhP74kNDg72OwgMP0CRuN90GW+CTdCwWoVluQKv3EAYQ1cZjuOpv9JXJNyT49KIgliMwlByVu7kJUFwvPBjcQuaxYSuUOBAGZMjGIxEP1BEQn3z/3/oi4gA0CQD4uxAACMBLCKLNjFSPJd3Q7rtJOWu1oZNcHMgmE+8H5T3P3Xj7OlCzCgEeN+sEVDs8Rpu4Ol9ggd1ScuYWkAQIsDv1lrYqB+BZ/2FfsBqQAe3sbZG6Xwn2aGzr3Ja//cuJA8CnAXfr314SajgBkwBwAs6EAwmwWWFChThY0s8iI297B3DDPYRtCLi3Psb2AdRAHrKvqb9BCEyNtaKXS4OkoqAnomXjKUEo9e/GSjqAs0HvAS8C5WzfaNwKES1/95cZDmAlAbIacPudIRcgi4H0oqBuUirgU6WDSVtJsHnJw8gtZNyGWeJLEJNn61vZzYjzo/3dQ0Ea1DgmUXMWAqTAbil9UOaLynttQj+iAzibCCLQRfstUM+ShJiqqP/y937p7gDuex5gBz5bByD23woDMA9ACeCAG8jkCLTis+8ZUhjCAisZOKvwySw/OoWONFWMrmv4ZsWAqX+wrXMGbLkwnMvgIowEIWuHTsV1CTKz978WeViA88IKDzRnA/Ts8TyCcUng7/+SngC2twFZJLBPljIB4IQ1wgA9waPM+rCfJApN9Tae1beOGZ1LO06CEKj7UbF9A7CVB7AShIa9R3Uf1gOwhF9V6S1iEEQFDqFN3my14IJEYNYRTANNERd+PZMMIsXXp7H8g198v68VgHf2uP9dBX5xAtvbgaUUqEqCg/1HKweAlx9vsLeGIlqxchWojCyqY1RCgXK5jxGHofIsD9B+V92nSAgIxCEkgLEGBU8mAaO4PgoVmEJbOQQG1CzIs+08Msg6kAwRzJBOlgiWf/SLRgewksCq8l0YAKBveQAgBGb/t4vDhJQmAwf4a9dQeZPWnJbiHMfgOYeNlAKlx3BFOxs3L6B+LySS8EUg6rzwuEgQ3luBGugDqx/lCzyCGPbtCBBi05M9Io2OFB4hEXgmGLMgzZDEjIvYruUf/0I7BGgkAJWAbY46SUArGThMyAIZVADH2ppEkiCBir2n5xmpu5ME1I5pUH+LYEnFICKEDpiFEADPSSu0JhQX/MphTBFBIYnI3MRjgLviLs48H9OR/JNf4IcAK9bxPwoV9TerAXgj4T0BOJk9MhAQDZOfACUCNgIy0zbTJpPZpyGAQwTiKug7AYkr0L+N991Vf00gpGyHINbK3yZVMQQwVT2xEMh1BEZ/Nvk1EKsKmgXyGeOeTQQdEf/TL3wggNX2b/H//jqwLRGo1gC0HMCeD9AlQPw+WDqZJEZIoCdaNY6OgOmFAVq5u7ae3Y9AHam7sd8kApUsZHaekclAvrv86eoBcwkZkFvrA1hf1wU4Cu4Btu1T/c8G/hWgrxDEmSFDc0D//OdDCEAqADoPIMnA7a8wrv6LpSEFfJlkoQtAdfKShEmAWlUDN7xgOYYE6DPuBY+Lv0W0HRXdK/cN2X6l0jqcsICubbx2AVeFAK7Sy+zV1YDiasAjgH6MvqZth+vXH6sksfyLn/eKAFaw6yoA5gEE9FYScDsZZfsR8CwhSJNb2Tq5UVLsQO0lE5Pk4bqRiBDU/oEcHFVn9X1T4dFZ6TKhYfWZcltqbm6HsZm6D07QKuGRcqQGgEUKSF5N2QySYPutbZkw4SmJwCIIJIXIYSz/8uf2BEDXAWAosN/w7gUhAHwhge7GY2wGBKFtf5oMGKgcl1Cx/wKwKKQY2hWB3oHbqver7ab6J8t/2L9VbaR6sM8auk4gArlRNbBchQnSaBw5RyV7lRCAgSYCerS/otRZwqiMmSECc7x/9XNUDkCvAyB5AAwDtrlBQgG8KegCOsvolQgrgPKcQKTQSReBhOCquBP3a8LTToXF/vpY8ls2J6AdBFH/rNJfov4YDoL6UzVP5gDc8MBJBFbBnwHrWW08EEcqrvhw+5oNBZZ//bMLBCDqb7kAcAJtUQeyOuQDcGIPnzFeJQClSbJqngBULW3xIzKpkBYe3wGxkISn/u5zASwccLbh5NHhht43ELsFcGeFXwfmA1UAdBsZ9YxU/ej+zDkwJ+RtO5Mkmhh9yc+637cKwJ79lxyAlP/kKcC1IqBzAJgL0K4AQwC0m7hgyAsBrAVEaL0HJU6SQKeiyT6dWictOwsTsqW+9ttosAax/pA3AKJBEqEhQLX+T+J2PG9GEIxEPPC6ag/SNzhOtm/fZo3JABYpfLT/KBFU+leUvxHNR37mSAAC/lYBUDkA76EgIYWOAHASKnXHm4/hwaB8pIxIV8oFFpxlziNws/0diSgF91bwuQQmE7QQ+2fUvwO+pf7KkXRA9db6W6QB1+KCHu1qMgTQE70DoTOG24/Y5qMuIEMOFYBXQ4FM++WjP2MnAFUClGTg5gCEAMhy4M4F7JNou/eZ0qBWELD7qO6D0uNkZXmEwKqb4HXI4wzAa8ejLTYSjb5mfXz8jgCvlP86YrhC/ZH4lfpSFU4SgAfMo88TZFxAlRgyY1aI4Iy2zQF87KfbBLCVAAP199YCaBJAV9AlnAxX0NqwnIBSrHSSziAPa/VeJt/ACMp0AY6l1+CNvofqb6h6NikoJMMUHN2apayZNt3YxRwAPa6Tb2iTXj4cVP2MwkdkUQFz5njsGt1tX/rTHghArwHY7P++DBhdwDanYCWgzgPIfh2TtfUB+6QcJhcBedfGUXoGwAaOyXhdKy4rC1rxPAtlymqfjP0x5h6ArVSdARJdiQa6BWC8t3h8RhQ616AnY+cEigRQdREWUZ1NDBnFz4I5Y+OroMf2y5f9VE4ACH50AS4B7OD28gDtxyEVgW6yOIQwWGlg/Uz8bQLXcBoa/AM56Dq8FcMbCTyx/o3ISF3fsvaMWPRv7JLEPht08nC4TyTDb5UNI1VnwO3coaHQFPBKxa0QwAO/G1LAucwA+2oHkDkny2Vs27/8pygCANUXF9D+h2CdC1CA334rcQf7Z7yxsp8qiFpBOKhPQAiW6jIlN9UdzllAKQBjdtxT9eF8HJLQ5xNae6Lska1nSu+pfyMjb3GOlxwEYrHANwA6sO/abdBxyRiPAf4ZoGf6WOA9y0Es/+YnAwHs4JfsP4v/JSEoTgD/is1veYFZEsB+xAp7gDEX0yRU2asQaHX2wD8QjEEsCDKt0pZqM2LpSqaiiNpteCW7mQSgukc4UTWxsH0Z8EaKT/erRGIW/E/pAo6AOdt35+Pxvwf/t0gA8BKQFfzZMiDmAYakoJ4oUB2gE4UtHDLiYQSa9bnsDEhJj4HfdBYHF/V4Vn8gvh3sh9Rfk60ot7c9Uf+Xc80AkDnCNGng+RrnzCa/RS6Z8zXBJDv0ORnf9bHY96Pbov7LV/ykMQfQrQMgVQABvP67//60BKgXA7UTU9Z/mDgk+TeAndjrBtpCBcEF9Wz23on7j1p9TW74mzaH4jgC/Vtri20uDdakzvIDbTL0y1I9Gx+V8CJHgNeTBfIMEXhjz5LDU5HB8pU/ccwByBOAXQ6AxP9sQVBL5EJGF8uByPYDCehJE1UGAuB7JKD3MadA22iFx9DCiPPpeZAFOZWyH46Jk2cDPiZFRX1IvI7XrMdg2fsOvCRsYGMM25QadgC8KAeQIg5BblAajOL26v5Z4DPrb6m95wKWf/cTxhwAPgJskQAu/aUhAIB5+22J9aelQa0uOuFFQoRBCY2Soc4PNBDBMQVAGJ50amqVI8kYOH4F3FTZsyU9EvuLMs4q/NBP3SNT1Y2FPQyQcs0RYYT7JxYTZQgiAmoE/Ki/8E80DgO+RQYe8Nvx/v2P3wng9updALgAyEoEYrY/ejS4katyBegG2OfOEqpSX7s4K0QohgVUpSft+5VgR7BFsb/nEkxScByD/s31pB2IIOMSIETRE9YLF0wiOGMtwcUu4EoyyIAe79uyEsDwIhAsBSrrT6sAuyJ0i4KU6p9CAkpl9boBNuHT7iCw9vThJBJfe8erKrt2IZZjoWSIcTkLCTwVt6oC6nojwLKYvuoWIsUf1DsZRljn7m3PAPcMBY/GqIK8YU/IHTYs/+HHKQLYAd+tBCQkMIQA7L0AQAxo8bbjI1MXPiOIqMJNOgIEly4HmvsUIaUA7oQ0tD/LuBsAzTqC7XosUnAy/MwBZADtKTl1fjhB2aT19j9RCHAGOWTGyII/Gyos//HHAgEo5c8kAbv4X6m+lRDEmy73EtViSEA5pcFOIVTSMHIEAgTLVuvVceXVeFWwO3F+ByIW5zuxv1ZRRqL6d2TK64E1Y/9dIiDWfVB3veqPEcEThAARcDNgPKtNdC6Dw/lPP+Z+fxcWAOHbgM2FQKDsQ/wP+7TSo+qzsiAqk1apLmGoVUor4kTpcCCDALzZen1EQpbNp+QEjgNdiZWxN8t4pCKQUXeLOChZOFacEoFxTmzsYRIjEZwQAnjjRwCL7Hu0PxofLnVc1IM7gzxGE96vWgkAHwUWF8AWAuGDQOyhIAQ/KwPu+9t5KmVvJwXtMHSgE9BQfU0g7oMy2g4byb9ZMFtkwUCMhNDtJ2VDDVoNLBoSEBLpQBYB18kPpElkv9HM1XRzwFB85gzw2BaArX4uoRRAFYG7up+RQYYgKm5i+aof/RACiPK39wAAEbB3ArSq3v4Bl//qpcAa8Nt3QhAM7N0FE7DTSWc4goEUAAwm8Ky1CNYCG69syWr/BJBWLkArvWflL1H/iDwE2I6dH0hKJkeyYtCRFYCThSdZYLuEwo6hCGwGlE9FBsNx//OP2gkAwwBJBBoVgK4SsE8KyQWwuJ8RAoIdCQJvpMXqVnlQA3z4TpRdjsHA1IEo6hss7JFzQQDQYwaE0AHAUmMrSWgAmJKomuRH7D8DmOVWGMAjgHb7T8oBeORR2XcFOcyMyfps2776C/ocwPr7df8rkEMC23xS/0uQLgVm3IBOAHYni1ldneHVcSMJKdbJEYYOQU7BDR+M8VMZeQZUY1tHVNYxlQJnQgJNKNbk9tzGAFovx0CWDXurDkPF1+MVcgBZhzDbbgaoVWdQsftNaIHcNwLQIYCQgCh9SwaC2jfgQ/lPg92qAnQnokIB6gCUcrlVAqNsZqqco+xMtTM2/FTwVxyBofAsvGGgNe25UxqskgxV+ETIkCaCAgFEzkLmqdXuqZ1ARBam6gMAl6/5kSoEUPYfwa/fBNSeBQBi2MZW7wRox8skBgnYTUfgKLeA11O4KDk3gJ0pWzI00BOYxuhOeU9fhwXWqdg/Io7MfuJKKNhBfRrAJisAFJgH1wF4oPYAF4HxyP6oLwN6xhls/f7Lj7jf5dHf9hdeBNoRgJH5L4UB+2TSpBDmBADsCG5U9izYq+Sg25uKqqsJhnJ64JdrcC13Mfan14tAdDL76MhM0qmOFdh2fRxGJBZQoycKI7BkQZ5tFx0v2h+BPw30BrhXH7bweCOA/eWf+kUgFvjxKcChGqAAbuYADCLQ4N5O14j9I/DjftcGe1UDpn7Ogh2LhCrHfyzw098Hwews/aVkkMzkD8qd7JciggNJQItUjoC0CuAjxMLOMzz3r/3h4ADgLcDM+ktOwKwC4HJg9ZmV/RoXWaGBUv1TiYABO8ofWLHwRDLPBd8JCn8quLMWPeMkiPozK5/dNpBCkAPIgnwWiLP9QqAqBc8of6rN1/3wh4VA8gRg9AxARwI7iFgJUCcAKwlBFg50lQIdDoCbMC1rpYKQrBygW+kUMcjkR+CsxvHus/sReCPQRvsR0A74rPCBnXtK6ZVTsdzgYwK+ovaVthE5zCi/8MnydZ+vQgC1AIiFARveINHnJQMbNlHlAbDbiTj7NBmUiYCoNqsiDBNUT+YjoHaSh3Lz3BDBcivedkaSjvqa8X2ypBe+QEQBVl9vBHrmCCi4H7EKcJban00GFcJYvv6H9UlA+i4AXAuAZT/1WWf/LdXv8G6VAQkxlMHPMsJFJ3CJylugstTaU2FPdT3wZpQ9UZ4LiYvU/TswJ1xDRsWZ88v0a0oIFjtDNt7YEQCPEEc0dnX/AwGQ2P9oDkDCAvld9XdP9dEV4I3tbpaenMZ3V2lIn0yCSlv0wyTh1Nkz9p6ppxVGoFU2VV/UOqn+6NKiMbtzdQgmcgRv1P/hJlXdw/C7/dcfajsAifeFDESU27MB+wa5jzoUaOB3LD4SA4v9NVF4LgAnd3ehgeozAHugHianEx6wCR+FG2YeA294whVQYtjvWQRUMw9BlDIkG7b6j4VmVrusOp9s/y0ncJX6R+POAD4kiI0A4L8BQ+Uf3gfg2H/2MBBTfdP+C7vAzdaPAFfIwLSERHVoIoqUBjNKm3EDGVIwx8kAOFLuaL86hkkkxcU/jDgrSh8CUhG9B6iMzc+0iUB7xO6H4EWszLqBb/ghJARgTwKytwI7OYAhBHBcQDYckOtlTmFYABIA3XILbCEJ3QaE1ampsRItHTbsF+mqqpUryCzZzYA/QzJJN+ICPLFqLwPCI/F/aXy5N4YjiRT6akB7BGmd2/INP/ghBGjJPwL+1QnIfGf2X8CuQ4GGEZXoO9UFEOdwhAxYDiCtXE79ngKh2t7LFWTAHwAbSTEKEby2kaqznEHUJ6XmCUJJjaPUdFbFK4CvtI2IprJ/+caVAHQSkD0ObL0MxCgJbnNNqb7+XlX+KATYLlwdky4NZVaRxY/ZcMGLZwNHkCaXCPwZ1bbOBZXNyS0wkJruSKmll1w9CsrHdACzZOBdYwWwYj7CcAhcijf+8o0/KHYAkgzs/u4Trqm+/g7gKYUDRNG7F4jKhTlAbz+SbgNjdz+g0S5yA0wFO5AQAnHVzwOoZ/vPAn8yMeclKSMlPwOspm1nhO2oeRZEM+0qgH8q9d/O8ZtWAig4AMGQuRDIWQ48JAUBkO3eRcDWuQSi+pETQOBSdpxQ/kjJI7IYljkrVXaBlajpZxbqeGrOQEDzGqA8OoywfvdqHP5+IICznEKFSDJOYhjvm35g0QEkFwIh2Bm4w3AgcAJ6MrV5R+y9BpcmCFQl+oOz8MByE0qNu/EK4UDkJBihWHF7Bvz4m5jAJct+I8Wn+6+I1a8YE0k4+OwBtaLwlbYZwIfjrQQwrP4jK/82+6+2y8q/IQmolR2SiNvvqFUc3x/A9jOwESfAgB6BnxGJFR6E9tWbhJ499ey9FUbIhDT6ejadAjwKMbSVtkgxY7kvAOuZjwFn1fvq0CACeAhucGPycejzzT9gdABYERheCLqDUQhh+0qeC2iYNcBvWf4wMWgQhE7+CdHoC04TAlFy0zkY6+41udAJkyANar8JKVIHEBFEspYfOZLIxofkmSEOr82B+H9WvWcIoALaStuILNj+bdtKAF4JUKu+uQpQx/5AFKj6NBwQeiLOYCCxKEegCELb++GHcCoCA2taYHXU0IrtXTJhjsd5kKcDpziDBEEgQZkkg+MBWVigiYjA/T3gZofjGI4kC+azwTszXgTaqwlgHX/5ls97tRRYVL2tADRCgUH1yYKgDofE4nc4VqDG/EGbE0ZiziMIF/yGYlCHYJEKKzviJLaOEWTbQ5CQpN9AAhcoP5JWGaBA8lmyKYHZI+FgldwMeLNhgncNlX0RWczufyAAWQqcjP2tCgACV+Z+t0RYAUmIpAOxEdtHTmDbTybBsHaAnIMmiuHmatcBk9m8iexcEgrqVgP2c6cxvFL+LMii2HkYJ5Er8H6TaeL4ANj/CKSPofiIowcH8P23COBGnwHQhOBVALxHg1l4kCED0mbIEVjqTIhk+4GT26dJIXAF0yGBQR4U6MR5ZNsNTkIRS0mVsa8ir+o4LnF4ZKvPYXKV3xWK/1o4gG/9/ioJKC8E9dyAAXaM75sDANDp+N8LA7p3CyjF1Y5B3xxKEsZ6AVo5SIDYZHMvGRUlqqLseLCSbzunpBVGMsy6hTA0icAWXf9sIjC45irZyPzKuJUjIH4KxR8cwLd+v50A1PMAmOzTnwXTYvkld7Bth5uM+9uBo3yAodKR8uP4HUEQ5dFtGYEM25QCDwQQqVAEzAgcQdx/JvipC4jICX50Cpxk/wzoorCkAsrM8WbHM0WCEGXU9qr9y0oAWwiglH8LCYz1/w3wqvznqr5BDhqsUwuEqg5BkUwHdgOI2yGsx02tHIHcaGd/pMQIbArMRF7hCGAwFMqAxWwTEdys+sO9zJzfjBuoKPVVba8lgGISsFsApElivyE45wdXADdNhwUdlkm8nnYCCeWXY+l439tecgvG5OxuZqSMjnPoJnwWYJETYUoenWOkaBP9M2C2yDML8my72fg/Am2FLKKxZvZvfb7t+77KAWxOwEj8NXUHp7DNb3QBCvwSAnSCq0MAQhiitugOcCzcbsX71qrAri9OXEY21nMGHUu9GnG4oQVncMg2Z8FPSDEFNMcVHemf6ssIidw3a6wsyM9oVwXhUQLwznkQMVIKbQRAV/45RKDJoAHcIQMhiwjUQwjQscer3hYh0BWBxhhCNCzej/ZZx9FuIsolHLbMFUWfAXIUviAY2ecKOUVjMTIoXH8EmAwhRSA/Cuoj/c255pHot33uQw6A5QFku5cLQGAjMSDmLCcw4BImixUaCDCZkntuwGtPCcABCx6nHBJkVDg7qSuvwEoAcQDIBPi9MTIAKyt59rcKyGWWHCr9IvJ4kv2NAII8gIC1Wwqs1wUAoi0yEABrx82UP+sGziCFDsgkHLDyBN1N80gjqCLg+CkQJOPqdn4BUOhEniENVJtE/2x8TduRa/IAmT1WBMSzxomO8yj7P/65r1YCotIPn0m8j28BFpVvwGdkoCRf2/gOd1k3MNgImIEEyBZZYEKJugVrHYEoi3EsTSzu5HEIZCCFyuQPnMIl4If7kgVMtt0hUkOCMj5XgVex7VM2XU3IlEAQxyPDdP0//n3GlYAh+FWs370OXBbbqWSfblNxAlbbsuUPyMLLBeA9YLafTZruB8+AO2vps+32650Flqem4b4T1d881oyreWICqJLL1e2XjQDkjUDkmX+d5WffEVeWE0CBNJU/qfq6f0eQBdVv/Qw1tdyCBWzGsDJGqBIZgiCAzjqK0kQ6A1hnjOGBNUEwIUmd5AAqxyndB0PFw7nkOAY9R5ePf+9XSUBGBAJudAVt234Ttn37xi4ESGyTE0rnAIBtBqwfAD/+Zl68r8nGdA3RykEsy2TtfJYkKsfWk+wM4GavJwnA2fj/CDCPgqzSPwoLov1HSOUVAeBKwGgtgJH80+AfbL8OC9A66Od0gFy0UiuCa+Sjt0cKboYQRGmHsR0w4vmGE0GRltk+AapuIlTbG9dcDh8mxpkCauL6wt/eUcojfY8AUiv0Wd+tc3ogAA/8xsKfDuykTVP2/YO1GlCLNnUCiii0Cpu7LUfgjUf2WTG/JgXLORwFtbkE2VLQRNKPTgiHjNKASBw7PZZ2J0Vnc+Q4ugsk6gAAG0BJREFUVVKKQH/muZxKCp/4Xv3DQGLn0fI3sEerAPVTghAaaFyllgcDi1Asq43t6yzwI2IIKgHiOFKWjZyjZ3XZBMuAOJqYbTJVwwuDfIb/l8FR2cy5VX6Ts0HmZdunz90i7eClJZnjZdoMv1EjAMcFbLiYAT+x8TpX0DCeAHPXxAA5XTug7YiW7on9NPYPwgLtEEKiSNjcTg2y4YSehCeBv+xUZid98ne5khCmwHaQDGeOGfVZVgKwqgAiiBH4U2XAfTCco1qxNcAZxiOAm+J/kSvwEoYU4Anl325ath0hr5BYNPDYq9Sr4LzY+reJfBZZVa/vhPYRGGf2Z/p4bZZPfM++CmCFAF4YIETR/upnApw3AqUJAQ4ShQPD/ovA3wjdANDwwxvKZbVjN45uSwI427eqnIywpsbIKOT7iAAy4Ix+p5kxMn2kzSsCCKoA+AiwJoOOAJTtF8vPSAK3NSFLhAJdPwLuTKiwHc8jhsx+1YaGBSRxJdeadQgWETBVTJNG0mVEE3TbXww9yg6lmPzL/gapawNSitpXgIdcF40783tlzmUd94EAEiVAuc8m+HWOoCH61fxAy19R/mplAElHicqrryeD3wM1fVkpm1gBkOgxHEV0gZA4VnpiFlQ5MzHNNoXjpM+9APBozKuI59BvpgAwJgE/B0KA6CWgrP7vZP4bWcBJZJYEI1FYQuzlAtw8gTFg2jXs12I+diz7gQA9tu/2GaRkOQvrfYapiZgNR6znyMn1zQCkpG7GOZfG0PenQAAZIM6cS2bcq9osnxAC0C6AgH14+Ie9EIQQwoY5FRo0HAbbKY5In3Yf2QtHEGVWiGEAVhHow1cHPHgeJnAZqAIll3GrSUdKBkdyBmQF41WTsxv3LMK6mAAe5bdwSKt6/AcCMEIAmevrbz88A7Dv1CofVQQ66w9ftAJrMdSuAHD46ucIiEGDeRDcKCwgB43KgZYa47l4biIav0QyybjfOufhWGcRiQHK7nivKQFUATcQ+Ylgnhl7+cT3sEOARgDO038dATjZ/w74AKTM9q05AScjBY8YEHRVy4/Kr4mEKZXbRnaSa/IAvR3HISk3CZkkr3AMOPeM3c2SiTtWAfyzgDyz3+xYZ/6e6XPoCMBZ9tuAboB8cALKIbT5x54H2CeVBrkGOHUFHjFQNlBJ6wnVZ+AWgogA3Fg6cVymuJ1zME/kYQdT0CwgXTUpEFdmUodtCgQQjrVf2NXtMuNn2lTu18x4rxyACgO8sp+n+ts+A+Rs+a+0Z1jFfXS/ASLLGQxjJEAYlgpn1FwdN0UazloDD6wR4aQVH4GTPP+ZCUkn/MmhxtWgsu7H7O9x5fkun/hsFQKw5B+AGsGfjfc9UrDIYjukmmjatlv4taoAFduvyccFWYJIvOSdFvIo7s8Avps0ScBaE606VoVUdFvL9byO4Inc2PvhnEcC2CfL+mf7p+P//ar1dgTsEA7AmJ1gFrZ36k36tXEjV8CshFwT3tEsqBPt2rDQNqX68GNl2kfEUQGmpcQR+VSOkQJIQf2vUMorxkxdd1R+hbl6aLzmAMhCnuEZAKPmrxW+EYAFcGtpsLM9dATgUrSiMvLQbSruYArQCaKIAJxyCjgxnGN6hGLuyy55npicFuEcJZSjAD7aPwvOK46TGfPBAej4nz3959T8B8VXYMR5aK4HIACOLD8DLZvzlp2nZiAB1G1+J9pVbD8jrdR6Awts5PymQL+Pf6j6EBCCNVHN/7iV/lgq6XkWCcn1k2NmwX2UxLLHyQBeLkPGXD7x3cccQGbdP1P9UPmt5CAAqiMLOVvD8re2XkjggHXASALUWfAzl4BzKLT0wblk+kdt0vuNc6lMbBPkhtU9tMpRgfUogGaApfmi8lsdPd9S/44ASLyPQEelZwlATQqIPU/56ctB1MtEGI61slP1NybvU4LfELBXmxMZfzZGxnGkQY8HgB9rxkVM9XkK0imqfYUYqgRYAnHBEelxXzkAJwcg4EOFz9p+5hSasBPlZuGCMgIPIkwmiN50RjWg+22zDsFxHRnwR21cEKtzjADvTUx0OzMgjsY2VbEI/iq4ps+L3JiKslfPszJ2pS2exwMBZHMA+8Re709HAGxxELTtnACgWZNIa5ew/APY9c0xngno+qlBXHxfDP7tBlaOwSZjsn+GFLZJciAMOUQYRQI4dKxHBvWVJDAz9vKJz4rXAYjidiHA/sPRtQDWE4LGOwIt1e+2KxvgEsD7DPyotNPqXwQNO84ApIkxI3IJwXryMcPjnUAAVeCd1f6MaxsJgNX9WXjgKbzlCIwyX7vn3jJhpZCUAGBjRBCKTzjukoraOlfbp04iooTk04mFic4I6QiwvQkvp+XlL44cewYkZwF0uDZ1D2Ztu76VR8ZZPv5ZDxpOwwDr+X9P4ZV9b66B2HodRmgXnHEGrc8Tgz98B4GF4wJp0Bud7B+BqDu9fcxMn6hNaT+5llL/IsnNkMNMn9eZUDYC0M/5I2jXzxqowzaw9l1bZzsCl1p9I1zQJCHkhffeVH+HJBgA9HwysZYE4TA/Z/sZziECi+clPAXOKg62y5xLFHJMjZFU2ciVnA30GRJ4jD7Lxz/zVQ5AwFVa/rt3osAv5gIQ3A+25OFuenbefV6AlBLZeBb4U/hMNSLQC8gonPyzx7Xq7gapyObwfKJx4SfIOJmzjveYQM78VlW7PktU2eseCSCI9wegW5Y/SQwakDpksPYLM1juofVTQHFxE71NKGkJQmyGDTyt9qsFGeCYo8N5ZcfJtnMnsvo9smNm2mWBUHU50bFnjvvYY67H6wiAvvLLyQPgk3xWqKCFRZSdAbdti5KBilws8YrcAd70cgxfJYtAYQPI97uPEog62DbxCmNGE7UKJjx2duwz2kVjXLl/hiAihzEz5isCCFYByhzRCj0A37H92xjE1neuwtmP/V1nQBYKWfMbQ40MCKvtD5EMO6ErgBqMGQGBnWa6z37sdPujoUYUipy4f9a+R0A/c9zl277bXgXYRQABjsDUIK0Anym7DiW0m2CCaS0ZHsggafuzYO6GSwCQNkn0CwnojDESYUwFjDjcTL9osVHZTTwigCMgvu77txCAEkCy7s9IAcHI3IIGNoJwIAV0ppmwYD+4xgn9HoCpAuIQl0aDsF9nH0J6KDWo2v5DKk86zxy/QjCZtq9Tm+hcrtq/EUCn9M4LQIYwYL+x5mpABUgK8H0jgmH47IC/U38Sl1fBnwV+GryzuYILwd+GTl5ENPmyzNONkzx2xg7PklP2ujLtHqtNdJxov3YljQBEibW1t7Y34CVW/Wngt3vv9MXxB4sPd5w5CBY+6PESTvihCUzU7JzF68uCwzrnSnKudCx1MZmJUxo/itWTP+bMeWX7PEW7s46ZGSdq00IA+uYfou4DkEG9vX2W7Weqz8gBccjcAQNPRfnNuUjcCQPB6a7BZIMqBI32SfBVjhZNtm6sxPFL48HglX5XtM2OeWa7zFhWm+VbP6NPAgrYXOX3VH8fwFT9qEqg+rvq76izRxQZfEVlQXcOJ4nDBdgZY6TZKoZ6ZpLFo4iq8JZHj1Htf1X7K8bNjDnTZiCAyPLPxvs4LnUEiaW/HaifCPyReEXEkSGfM22/nO82OaKTTyP4QMOLQo/M5NdnfXWf6viZ9pk263Vm2m0hwOoAUK3NxUCBsrvEkFH9YI1AN3+zFYHki0M6UBog8bCDYcth0SUHOgW3pwxyAPiJ9wvMjp6Z7Gzsx+pXPU62/RntGgFYyt/IQVnS9au3DwHL6vc6RIjWASDIBntvOMvsSkAPwBZuuu0HQBuNUwUFPd+LwZ+diFc4kPSxyQ/52H2rx6u0z7bV7ZZvkRyAEddr694BP3IFmXyAE/NHlt8iAv2fjXju1wJ/Cvhq4AzOzDZO58y4mXxClUxObX/4IvqzyU547xqOjnGkf7VvpX2p7bd8eCIJKIpLXAFTfq322jl0feCOee00qC2HYIHfUt408GFgb26n5v0JawVmiOVUgHuDpX6E+GwqEzseLRcnXz3OzDVV+3jtl5UAEKAIOhO40WO+mZifOA5KBEG7DuCJhUADIcDkZPPUJIQDil21/dP4KXYsNs9g46HNgYGrkz1/UucRwHrMo+c527/abwwBdgLoSIAou1bjSNU98jD/81Ct/t7/IyAuRPocAH9F9be2pEM0x+l+tTEag03u11H55Zy2yTZzURUUH2xbBVDmcEfGfOy+yzfrEMBaCrzfTAbsiBwyYcGg/oSEAOu9sKi2oe2fUP3WJQnacN4XbH84lp6VB9xJZoKn25RPPD3yaQ2PAC5zEkfHP9I/03cjAAbgAegHFv9YBMEsPyqsPgcNbNaWgb+bh4QsNLHgjWV9Q4IxZoZFIubxghmWcRWZSVrgj/xwb8Df/VYZMEY/7hVjPBAAgIIqvKHGkfJ3Y0UEsl99+L4AaQcoxLmm593Z4Gfz2pvrw76kg5giBXIiV+EwHDdsEE336/efAaiZszzzuEfHWr7508k7ARXIEMjMGZhKnnkpKGnDxhu2ESWfAX8K0Jn/ZwBmgjn3E7Y/i5uIWDITM3uszFgdYV01cPVEgvZHwXP0dK46fmXc5Zs+nZcBN8BFqn10v7H8V5NMZ7kTVYHBoicBTMkgqaqhC3AaRHiJ9m8TccJZeBM4dUw2wIHrjABVmdjkJ2nDV8eJzuus/VeelzX2RgCDwnuLghxV74CbedQ3Uy5MvBQkUn53P7odreIJUFnzvdueGKdq+b3xLwF2NqE/zRxnweiDNc6VpLD+Uo0AGnjBWg92f6dVur2yNFhA59h4nEfb5+T6fw2MCPxU9ZV8mG3UXKNzn1yjnqIRZtz9RXIpinaIplkiCgd+08D9Bc4ihuUbMQRQkzXrDBAv4UNBcllR+IDK/Ejgb5MZZnVEIJ7V9J4M9EAdEUI7ZqZhVrkzZJawFslTegPvR/gFMiSxEYBW2PX7oPIROWTe+JsIHzoygS/6fDTwjiq/Bv8s8BmJAOfR2x6BxnMW1dDBIyxrTkbnt/VzGqX6PwIgjhxCX0MGXEeO9xh912t4IIAo5nfAj2o0kAaqeDLb341hHNcDf/QEoAvsI8lCA4nW5D/iAE5558ABxR/O/SDCD3a/DCuZ83q/E8HyDZ/mVAF2pCEoKcizdj5DJEIaVfAnlgJXwT/lApxS3wzoM2DLTNSK8mfHE+UvtS/A9apxM6fwlMeW81vJ5WrnsREAA/W2LQHsVMyfGKez/gr8Q1ignEXm8V8PzFXXYIHJUmY2mWbIwPq/EvWEzkzeTJuQNMgg2XEzIJwJb6rjHgp7zjrYI43D3MryX8EBWHZ+VvUtEmGAbseAGUSPWwT/2apvglntOAv0bRwDWRnAXdYmM/BkEvKpgZm8tEeC7nWH6QhgRvVdkColt9rKcT1ioC4gsP0V8LttjUnMwFkBvjXJhu2EFGcBEk3saL8cN5uHmD3PaMpnzzMax9v/GMc4cn5n9N0IANXXBWnmPQCi0Enwb8AO2mbAXwFw1fJXiKQBxLg7FYJAR8aGiyboZfvVwNFxMhN1ZoyZPplzie5hZYzXve3y9RICEBAOZJAEdQnQxpiuG3DWBWA//RnJhu5TdyskFTIDKwBPtU2qfwQGb3/Ut/utEo0TTUxczPSd6ZMF5pVjZ88hanfkHDcCiAC7HSAqFQJthi4icAlU8YMyImPtAcAOmLBtCHzCHikwR6GEvtMnVxQY6ZFD2vMt8TDTjFN5yj5Xgisa29t/BNSV4y5f/6nj04ADABNZfI8kqJor5XcVPwF+D7RybimSgF/PHDNQ5YhAPCC2vkl3EYF6VvlpP7VxZpJW+lTasntbAYLVduYcKse9evzoXJav+9RX6wBkMnUKfgH4U+VFDcTkcmANCAR/SBIF8M+CPOUUCDnijZwB9UyfDlSJmZpo0s3HTPtMm7McRMkNRcgK9s9e18HDDt03AugArx7qMfftQ0XKP+MmvD4U4HguhDi8PpV9mfUGTJFToJdrMGaGNWHO2u46iYCQjgAwC4RsuyxRZoA0c8xo3CvGjI7p3dvla4kD2Dqom06JIOsOEs8A4A9jOZCzwV9yBKpxBtSZNt01JY5h3cwzicA7p84VZGZech1AFhjZdjPneYTIop+iet7ReGed60YAFuBc9T8R/IPiF2N+Rh6RWtM+xEmIw/EmlEckacA6KnsGuL0JaO5LJv2ykztqF+2fBXV23LNApcc5cnyPCM4Yd/kv6ACyoM62q7wSTD+BaDiQlAuYLBNSIBeAGRGBSQbkTlZAf0bb4dySbqQ62TOTNtPGDVkIarJjnkkCR45Z/V1nHMPa5xUBwEQ/TfnhF3DHJC8TYa7gKPhLqg8Hi4Bd3W9ZbDZhzgB3ZYx2bs7szUzsqM3R/Y/pBqJzPZM0HgP4eD0bAaTi/WxeoBDvD6SQIAzG/K1bslJgEUF3o48+XUhi32EiFev8WYKYAjzOPBCDSFkicHj7o75Zlc+MQy4vurS2vzp+9ryvtveZ81i+5lPGMiBT3zRJ7J3Tig9UHvVxHYC6SxmQm22csVwC2q8lcgTbGGRWHQF4tq83KbYxjNkegWAW6NG4mUk84wYyx50Zt3K+FgFUzu2o+9gIIALeVeBHuxmdQxb8VeAP48IAEZCn9zvHsCZQFuDZdvQ4CeWPJudTE0F0fjNOoDLmEQKoHmfmWjRhLF8dOQA1KVygFpKDrwP4B7IwgDkNdOYIDJBlgXt2O7wPenJEE3IG7DN9qhM9Ou8rx5slgMo5zzoT5hY2AjBBfTL48cfZhs6+OhzOvANtArBpR5AA5mEiIHc5GjPrCLLEcIXyW5O3uj07sTNgybTJgjU7Vna8KtEebe/1X/6z5QAmwT+AnL1g9CD4hTzcsMAiDba9mPCLQEv3G2RlTfoMoDNtvEnZ+quBZlR6Buwzx7lCvTMAz7SZIYDsuFlyZCrvnddGAIMDCMDfgbxCFIkKgUcg2q6m1X3/VWj7yTUD7Ec1iSHhLrJEcAT0dLIVKxHRRKwSQQSAq/dH15PdX2030z76LRj4oz7LV2kHQJRqIAgB1GOD31DRChF0bR3lM8GcKO91fYvuwmJr73y8yeQSRlL5zwL1rOJHk/jo/oxyR8e4GtDZ41fPoyeAQhKvVBk4Q/kD8FdIYLvhCTLxQozIAWzDBwCLQB3tj87BnQwTyl8hgkrbzKSNAHD1/gxJZNtkrhfVPLo2rfyV9hsBlMH8RMpfBjn8MpbyZ8asEEEbT/1GFZWOgB/tD13EBcpfBfwVbiCa+FfvrwA7OpfKWLNksZ7D8p8+lFwI9AS2H1U0A1Rp47YlwLTaTwF/7xSB9Oj+I+pfeX15SCYGyWYm5etGAhlQPmabqxwFjrsRgAaO+f0k5ccTcI+dBGuaHJLjReByCSNQ16PAj/qHgIUBKqrN2h7tH6ncFQQRgSoCeLQ/Gj+65gxxasufPSZrt/zHrAN4jcCfBjyG4RPPCZQdgAOuCLgeqUSEFIIeZt0VQD46pjeBryCBCMRX788CNjqPCplYx9wIIHQAB8GfVvwT3gNAgTQBflflme0l7qJCIDMgzwCvtQmcSZpECi82rTiECBTVsWbHi/pl9kdtzgT20bGW/xA5gNcc/K4bOAh8D8DdD3/kPygplhVLoL9Q+TPnESlUFdTV9rPOIgLw0f1HQRv9rjpE8I63EYDpAF5D8LuAP2j5o7GpSkMn/UNXvlfaZtxCa3Oh8lcAWWk7C9yzjpEFmAes2X3ZY2dIKNNm+feWA3hC8FeASNuS9QxZNbeOTfur38i6edkxI2BnVFc7kyPWPnO8yvhntI0m9WOSwBGQRy7g6P4skWwEMDiASfDjzTFdxX5m3f4CYCNyyCzwicZIkQUBv6fiFYWvtDVB9cjKnyWLqrqfBehZsM4CcbZfFrjR+BFRynGWf6cdwCT4GahSJBCAPwJrtx++6GOnQK3icVO5T3p+oAL0qG13fYScvImVAW/p+CoIzYxfPb8qkUSAuIIgZseMzjWzP9NmPb+NABpYXgPwlwAPE02vZjwT8BHJsMn7ZG6AzLoMAM9qU7H5Z6j7GWNkVLd6nCwAFVe2r5HCn7V/+crVAVSeAUALbyjhrPJ7LsIC9NaHKN4lDsBQVtMpOI7CIyg2ebxjzKr/DOgzfSok8NhtI2CeCfQjID3SN7pG3L985cvEOgAE/ZFXfSceCio7AMO1uIShriflFhySqQL2DMKgx0yofwbAnnupALYCpsx5PUaY8H4ILSoAjxzG8hUvi88C7Ee3VB5PjrZJuA02BgVp4EBSwM7E/cn1BBVV90A2tQ86RQCOCCuz/ygRZAF/lETOBLSnypXz9Igssy8igIp7WP7tTgAhcCfVuyOBE8DfLq4A/shVuERhAGsKpBeFBNH/gmRNqogoov2PRQJHj/MYJDBDDkeAPHs8fcxGAJaiVwHMwLZtS4Df7Kst+8HKgQX44fj7hizYz24XKbH8rmjzItAe3R+dU9WmZ53AB5UEZoE8228ggH+TdQAFADMgpQhGAZ0SAlHkSOGj/VZ4MRNCZPvMtuv6JQgqA9gqKWTBmAV3tl32uGcpvgWy6vZZpT8L5CgQlAA85a2qtwZ6RflDB5AEfwT4aL+21Fb7LIhn+kfAzfzHIhVgR22j8zmq/BVQZc61SgKV41fH9n6bWXI4q9/y5SoJiAMfBb9Xm7ccwXB8cQVE7QayIW8groI0s5KwOmYEHm9Cm/suUP+MEp/V5oiaV8B6VdsZEphR9Jk+FXLYCMAE0oTtb2OpCZoBq+kAjLFMsgDP4x33TOsfugohMnJuEUEM56lmRaSIV+/PnP8RwGfHrxzjyrZnksPlBPBlRhlwxrpnwW8CnWXJC0RymBCS5b4zwV5Wf+hwBNhH+lqW9rHdwVF1P9r/dQZ6ljiWlQC0SjIbPLRRilYFv0cC7Yc9WOrLAFWf94y9n+ljnZurdie8YnzquMS9PAUJHAVshqCs63oMsFeuzzvPaB8eZ/lS7QCU4jJVNckgUGurH1XuiVJfilSYFTdUtUIgR0nA67/tU7OjouBll2GEKVnQZ4EWXUPFps8es3KM15EEskoPt3T7KP02AojUO0UCk+CnoCWAzII7Au2w3yG8o6COzoUBioKCnKPrFBjJqRlQcQLVY2WJIjNuBaCvIwlUVX0G0NVjdATwMXEAAYBdEnhC8Ecgc/efGPNH5xFNdhOQRdt/ptpHCh3tj675CFE8JTFUjv2UriFz7GUlgOp/DNKRwUHwdxPfUeMjDoCCq5BfOOoEZvpr2x+BLavolXEyAM6obnTMzHEqoMuc09HxKv2rbTPAVYZO/ydUbXfkKP4/BnecprBuissAAAAASUVORK5CYII=";
  113422. return TextureTools;
  113423. }());
  113424. BABYLON.TextureTools = TextureTools;
  113425. })(BABYLON || (BABYLON = {}));
  113426. //# sourceMappingURL=babylon.textureTools.js.map
  113427. var BABYLON;
  113428. (function (BABYLON) {
  113429. /**
  113430. * The framing behavior (BABYLON.FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  113431. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  113432. */
  113433. var FramingBehavior = /** @class */ (function () {
  113434. function FramingBehavior() {
  113435. this._mode = FramingBehavior.FitFrustumSidesMode;
  113436. this._radiusScale = 1.0;
  113437. this._positionScale = 0.5;
  113438. this._defaultElevation = 0.3;
  113439. this._elevationReturnTime = 1500;
  113440. this._elevationReturnWaitTime = 1000;
  113441. this._zoomStopsAnimation = false;
  113442. this._framingTime = 1500;
  113443. /**
  113444. * Define if the behavior should automatically change the configured
  113445. * camera limits and sensibilities.
  113446. */
  113447. this.autoCorrectCameraLimitsAndSensibility = true;
  113448. this._isPointerDown = false;
  113449. this._lastInteractionTime = -Infinity;
  113450. // Framing control
  113451. this._animatables = new Array();
  113452. this._betaIsAnimating = false;
  113453. }
  113454. Object.defineProperty(FramingBehavior.prototype, "name", {
  113455. /**
  113456. * Gets the name of the behavior.
  113457. */
  113458. get: function () {
  113459. return "Framing";
  113460. },
  113461. enumerable: true,
  113462. configurable: true
  113463. });
  113464. Object.defineProperty(FramingBehavior.prototype, "mode", {
  113465. /**
  113466. * Gets current mode used by the behavior.
  113467. */
  113468. get: function () {
  113469. return this._mode;
  113470. },
  113471. /**
  113472. * Sets the current mode used by the behavior
  113473. */
  113474. set: function (mode) {
  113475. this._mode = mode;
  113476. },
  113477. enumerable: true,
  113478. configurable: true
  113479. });
  113480. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  113481. /**
  113482. * Gets the scale applied to the radius
  113483. */
  113484. get: function () {
  113485. return this._radiusScale;
  113486. },
  113487. /**
  113488. * Sets the scale applied to the radius (1 by default)
  113489. */
  113490. set: function (radius) {
  113491. this._radiusScale = radius;
  113492. },
  113493. enumerable: true,
  113494. configurable: true
  113495. });
  113496. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  113497. /**
  113498. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113499. */
  113500. get: function () {
  113501. return this._positionScale;
  113502. },
  113503. /**
  113504. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113505. */
  113506. set: function (scale) {
  113507. this._positionScale = scale;
  113508. },
  113509. enumerable: true,
  113510. configurable: true
  113511. });
  113512. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  113513. /**
  113514. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113515. * behaviour is triggered, in radians.
  113516. */
  113517. get: function () {
  113518. return this._defaultElevation;
  113519. },
  113520. /**
  113521. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113522. * behaviour is triggered, in radians.
  113523. */
  113524. set: function (elevation) {
  113525. this._defaultElevation = elevation;
  113526. },
  113527. enumerable: true,
  113528. configurable: true
  113529. });
  113530. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  113531. /**
  113532. * Gets the time (in milliseconds) taken to return to the default beta position.
  113533. * Negative value indicates camera should not return to default.
  113534. */
  113535. get: function () {
  113536. return this._elevationReturnTime;
  113537. },
  113538. /**
  113539. * Sets the time (in milliseconds) taken to return to the default beta position.
  113540. * Negative value indicates camera should not return to default.
  113541. */
  113542. set: function (speed) {
  113543. this._elevationReturnTime = speed;
  113544. },
  113545. enumerable: true,
  113546. configurable: true
  113547. });
  113548. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  113549. /**
  113550. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113551. */
  113552. get: function () {
  113553. return this._elevationReturnWaitTime;
  113554. },
  113555. /**
  113556. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113557. */
  113558. set: function (time) {
  113559. this._elevationReturnWaitTime = time;
  113560. },
  113561. enumerable: true,
  113562. configurable: true
  113563. });
  113564. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  113565. /**
  113566. * Gets the flag that indicates if user zooming should stop animation.
  113567. */
  113568. get: function () {
  113569. return this._zoomStopsAnimation;
  113570. },
  113571. /**
  113572. * Sets the flag that indicates if user zooming should stop animation.
  113573. */
  113574. set: function (flag) {
  113575. this._zoomStopsAnimation = flag;
  113576. },
  113577. enumerable: true,
  113578. configurable: true
  113579. });
  113580. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  113581. /**
  113582. * Gets the transition time when framing the mesh, in milliseconds
  113583. */
  113584. get: function () {
  113585. return this._framingTime;
  113586. },
  113587. /**
  113588. * Sets the transition time when framing the mesh, in milliseconds
  113589. */
  113590. set: function (time) {
  113591. this._framingTime = time;
  113592. },
  113593. enumerable: true,
  113594. configurable: true
  113595. });
  113596. /**
  113597. * Initializes the behavior.
  113598. */
  113599. FramingBehavior.prototype.init = function () {
  113600. // Do notihng
  113601. };
  113602. /**
  113603. * Attaches the behavior to its arc rotate camera.
  113604. * @param camera Defines the camera to attach the behavior to
  113605. */
  113606. FramingBehavior.prototype.attach = function (camera) {
  113607. var _this = this;
  113608. this._attachedCamera = camera;
  113609. var scene = this._attachedCamera.getScene();
  113610. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  113611. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  113612. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  113613. _this._isPointerDown = true;
  113614. return;
  113615. }
  113616. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  113617. _this._isPointerDown = false;
  113618. }
  113619. });
  113620. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113621. if (mesh) {
  113622. _this.zoomOnMesh(mesh);
  113623. }
  113624. });
  113625. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  113626. // Stop the animation if there is user interaction and the animation should stop for this interaction
  113627. _this._applyUserInteraction();
  113628. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  113629. // back to the default position after a given timeout
  113630. _this._maintainCameraAboveGround();
  113631. });
  113632. };
  113633. /**
  113634. * Detaches the behavior from its current arc rotate camera.
  113635. */
  113636. FramingBehavior.prototype.detach = function () {
  113637. if (!this._attachedCamera) {
  113638. return;
  113639. }
  113640. var scene = this._attachedCamera.getScene();
  113641. if (this._onPrePointerObservableObserver) {
  113642. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  113643. }
  113644. if (this._onAfterCheckInputsObserver) {
  113645. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  113646. }
  113647. if (this._onMeshTargetChangedObserver) {
  113648. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113649. }
  113650. this._attachedCamera = null;
  113651. };
  113652. /**
  113653. * Targets the given mesh and updates zoom level accordingly.
  113654. * @param mesh The mesh to target.
  113655. * @param radius Optional. If a cached radius position already exists, overrides default.
  113656. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113657. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113658. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113659. */
  113660. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113661. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113662. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113663. mesh.computeWorldMatrix(true);
  113664. var boundingBox = mesh.getBoundingInfo().boundingBox;
  113665. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  113666. };
  113667. /**
  113668. * Targets the given mesh with its children and updates zoom level accordingly.
  113669. * @param mesh The mesh to target.
  113670. * @param radius Optional. If a cached radius position already exists, overrides default.
  113671. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113672. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113673. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113674. */
  113675. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113676. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113677. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113678. mesh.computeWorldMatrix(true);
  113679. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  113680. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  113681. };
  113682. /**
  113683. * Targets the given meshes with their children and updates zoom level accordingly.
  113684. * @param meshes The mesh to target.
  113685. * @param radius Optional. If a cached radius position already exists, overrides default.
  113686. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113687. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113688. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113689. */
  113690. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  113691. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113692. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113693. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  113694. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  113695. for (var i = 0; i < meshes.length; i++) {
  113696. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  113697. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  113698. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  113699. }
  113700. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  113701. };
  113702. /**
  113703. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  113704. * @param minimumWorld Determines the smaller position of the bounding box extend
  113705. * @param maximumWorld Determines the bigger position of the bounding box extend
  113706. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113707. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113708. */
  113709. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  113710. var _this = this;
  113711. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113712. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113713. var zoomTarget;
  113714. if (!this._attachedCamera) {
  113715. return;
  113716. }
  113717. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  113718. var bottom = minimumWorld.y;
  113719. var top = maximumWorld.y;
  113720. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  113721. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  113722. if (focusOnOriginXZ) {
  113723. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  113724. }
  113725. else {
  113726. var centerWorld = minimumWorld.add(radiusWorld);
  113727. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  113728. }
  113729. if (!this._vectorTransition) {
  113730. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  113731. }
  113732. this._betaIsAnimating = true;
  113733. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  113734. if (animatable) {
  113735. this._animatables.push(animatable);
  113736. }
  113737. // sets the radius and lower radius bounds
  113738. // Small delta ensures camera is not always at lower zoom limit.
  113739. var radius = 0;
  113740. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  113741. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113742. if (this.autoCorrectCameraLimitsAndSensibility) {
  113743. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  113744. }
  113745. radius = position;
  113746. }
  113747. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113748. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113749. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  113750. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  113751. }
  113752. }
  113753. // Set sensibilities
  113754. if (this.autoCorrectCameraLimitsAndSensibility) {
  113755. var extend = maximumWorld.subtract(minimumWorld).length();
  113756. this._attachedCamera.panningSensibility = 5000 / extend;
  113757. this._attachedCamera.wheelPrecision = 100 / radius;
  113758. }
  113759. // transition to new radius
  113760. if (!this._radiusTransition) {
  113761. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113762. }
  113763. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  113764. _this.stopAllAnimations();
  113765. if (onAnimationEnd) {
  113766. onAnimationEnd();
  113767. }
  113768. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  113769. _this._attachedCamera.storeState();
  113770. }
  113771. });
  113772. if (animatable) {
  113773. this._animatables.push(animatable);
  113774. }
  113775. };
  113776. /**
  113777. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  113778. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  113779. * frustum width.
  113780. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  113781. * to fully enclose the mesh in the viewing frustum.
  113782. */
  113783. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  113784. var size = maximumWorld.subtract(minimumWorld);
  113785. var boxVectorGlobalDiagonal = size.length();
  113786. var frustumSlope = this._getFrustumSlope();
  113787. // Formula for setting distance
  113788. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  113789. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  113790. // Horizon distance
  113791. var radius = radiusWithoutFraming * this._radiusScale;
  113792. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  113793. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  113794. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  113795. var camera = this._attachedCamera;
  113796. if (!camera) {
  113797. return 0;
  113798. }
  113799. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113800. // Don't exceed the requested limit
  113801. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  113802. }
  113803. // Don't exceed the upper radius limit
  113804. if (camera.upperRadiusLimit) {
  113805. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  113806. }
  113807. return distance;
  113808. };
  113809. /**
  113810. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  113811. * is automatically returned to its default position (expected to be above ground plane).
  113812. */
  113813. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  113814. var _this = this;
  113815. if (this._elevationReturnTime < 0) {
  113816. return;
  113817. }
  113818. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  113819. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  113820. var limitBeta = Math.PI * 0.5;
  113821. // Bring the camera back up if below the ground plane
  113822. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  113823. this._betaIsAnimating = true;
  113824. //Transition to new position
  113825. this.stopAllAnimations();
  113826. if (!this._betaTransition) {
  113827. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113828. }
  113829. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  113830. _this._clearAnimationLocks();
  113831. _this.stopAllAnimations();
  113832. });
  113833. if (animatabe) {
  113834. this._animatables.push(animatabe);
  113835. }
  113836. }
  113837. };
  113838. /**
  113839. * Returns the frustum slope based on the canvas ratio and camera FOV
  113840. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  113841. */
  113842. FramingBehavior.prototype._getFrustumSlope = function () {
  113843. // Calculate the viewport ratio
  113844. // Aspect Ratio is Height/Width.
  113845. var camera = this._attachedCamera;
  113846. if (!camera) {
  113847. return BABYLON.Vector2.Zero();
  113848. }
  113849. var engine = camera.getScene().getEngine();
  113850. var aspectRatio = engine.getAspectRatio(camera);
  113851. // Camera FOV is the vertical field of view (top-bottom) in radians.
  113852. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  113853. var frustumSlopeY = Math.tan(camera.fov / 2);
  113854. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  113855. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  113856. // along the forward vector.
  113857. var frustumSlopeX = frustumSlopeY * aspectRatio;
  113858. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  113859. };
  113860. /**
  113861. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  113862. */
  113863. FramingBehavior.prototype._clearAnimationLocks = function () {
  113864. this._betaIsAnimating = false;
  113865. };
  113866. /**
  113867. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  113868. */
  113869. FramingBehavior.prototype._applyUserInteraction = function () {
  113870. if (this.isUserIsMoving) {
  113871. this._lastInteractionTime = BABYLON.Tools.Now;
  113872. this.stopAllAnimations();
  113873. this._clearAnimationLocks();
  113874. }
  113875. };
  113876. /**
  113877. * Stops and removes all animations that have been applied to the camera
  113878. */
  113879. FramingBehavior.prototype.stopAllAnimations = function () {
  113880. if (this._attachedCamera) {
  113881. this._attachedCamera.animations = [];
  113882. }
  113883. while (this._animatables.length) {
  113884. if (this._animatables[0]) {
  113885. this._animatables[0].onAnimationEnd = null;
  113886. this._animatables[0].stop();
  113887. }
  113888. this._animatables.shift();
  113889. }
  113890. };
  113891. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  113892. /**
  113893. * Gets a value indicating if the user is moving the camera
  113894. */
  113895. get: function () {
  113896. if (!this._attachedCamera) {
  113897. return false;
  113898. }
  113899. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  113900. this._attachedCamera.inertialBetaOffset !== 0 ||
  113901. this._attachedCamera.inertialRadiusOffset !== 0 ||
  113902. this._attachedCamera.inertialPanningX !== 0 ||
  113903. this._attachedCamera.inertialPanningY !== 0 ||
  113904. this._isPointerDown;
  113905. },
  113906. enumerable: true,
  113907. configurable: true
  113908. });
  113909. /**
  113910. * The easing function used by animations
  113911. */
  113912. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  113913. /**
  113914. * The easing mode used by animations
  113915. */
  113916. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  113917. // Statics
  113918. /**
  113919. * The camera can move all the way towards the mesh.
  113920. */
  113921. FramingBehavior.IgnoreBoundsSizeMode = 0;
  113922. /**
  113923. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  113924. */
  113925. FramingBehavior.FitFrustumSidesMode = 1;
  113926. return FramingBehavior;
  113927. }());
  113928. BABYLON.FramingBehavior = FramingBehavior;
  113929. })(BABYLON || (BABYLON = {}));
  113930. //# sourceMappingURL=babylon.framingBehavior.js.map
  113931. var BABYLON;
  113932. (function (BABYLON) {
  113933. /**
  113934. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  113935. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  113936. */
  113937. var BouncingBehavior = /** @class */ (function () {
  113938. function BouncingBehavior() {
  113939. /**
  113940. * The duration of the animation, in milliseconds
  113941. */
  113942. this.transitionDuration = 450;
  113943. /**
  113944. * Length of the distance animated by the transition when lower radius is reached
  113945. */
  113946. this.lowerRadiusTransitionRange = 2;
  113947. /**
  113948. * Length of the distance animated by the transition when upper radius is reached
  113949. */
  113950. this.upperRadiusTransitionRange = -2;
  113951. this._autoTransitionRange = false;
  113952. // Animations
  113953. this._radiusIsAnimating = false;
  113954. this._radiusBounceTransition = null;
  113955. this._animatables = new Array();
  113956. }
  113957. Object.defineProperty(BouncingBehavior.prototype, "name", {
  113958. /**
  113959. * Gets the name of the behavior.
  113960. */
  113961. get: function () {
  113962. return "Bouncing";
  113963. },
  113964. enumerable: true,
  113965. configurable: true
  113966. });
  113967. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  113968. /**
  113969. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113970. */
  113971. get: function () {
  113972. return this._autoTransitionRange;
  113973. },
  113974. /**
  113975. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113976. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  113977. */
  113978. set: function (value) {
  113979. var _this = this;
  113980. if (this._autoTransitionRange === value) {
  113981. return;
  113982. }
  113983. this._autoTransitionRange = value;
  113984. var camera = this._attachedCamera;
  113985. if (!camera) {
  113986. return;
  113987. }
  113988. if (value) {
  113989. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113990. if (!mesh) {
  113991. return;
  113992. }
  113993. mesh.computeWorldMatrix(true);
  113994. var diagonal = mesh.getBoundingInfo().diagonalLength;
  113995. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  113996. _this.upperRadiusTransitionRange = diagonal * 0.05;
  113997. });
  113998. }
  113999. else if (this._onMeshTargetChangedObserver) {
  114000. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114001. }
  114002. },
  114003. enumerable: true,
  114004. configurable: true
  114005. });
  114006. /**
  114007. * Initializes the behavior.
  114008. */
  114009. BouncingBehavior.prototype.init = function () {
  114010. // Do notihng
  114011. };
  114012. /**
  114013. * Attaches the behavior to its arc rotate camera.
  114014. * @param camera Defines the camera to attach the behavior to
  114015. */
  114016. BouncingBehavior.prototype.attach = function (camera) {
  114017. var _this = this;
  114018. this._attachedCamera = camera;
  114019. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114020. if (!_this._attachedCamera) {
  114021. return;
  114022. }
  114023. // Add the bounce animation to the lower radius limit
  114024. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  114025. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  114026. }
  114027. // Add the bounce animation to the upper radius limit
  114028. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  114029. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  114030. }
  114031. });
  114032. };
  114033. /**
  114034. * Detaches the behavior from its current arc rotate camera.
  114035. */
  114036. BouncingBehavior.prototype.detach = function () {
  114037. if (!this._attachedCamera) {
  114038. return;
  114039. }
  114040. if (this._onAfterCheckInputsObserver) {
  114041. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114042. }
  114043. if (this._onMeshTargetChangedObserver) {
  114044. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114045. }
  114046. this._attachedCamera = null;
  114047. };
  114048. /**
  114049. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  114050. * @param radiusLimit The limit to check against.
  114051. * @return Bool to indicate if at limit.
  114052. */
  114053. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  114054. if (!this._attachedCamera) {
  114055. return false;
  114056. }
  114057. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  114058. return true;
  114059. }
  114060. return false;
  114061. };
  114062. /**
  114063. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  114064. * @param radiusDelta The delta by which to animate to. Can be negative.
  114065. */
  114066. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  114067. var _this = this;
  114068. if (!this._attachedCamera) {
  114069. return;
  114070. }
  114071. if (!this._radiusBounceTransition) {
  114072. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  114073. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  114074. }
  114075. // Prevent zoom until bounce has completed
  114076. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  114077. this._attachedCamera.wheelPrecision = Infinity;
  114078. this._attachedCamera.inertialRadiusOffset = 0;
  114079. // Animate to the radius limit
  114080. this.stopAllAnimations();
  114081. this._radiusIsAnimating = true;
  114082. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  114083. if (animatable) {
  114084. this._animatables.push(animatable);
  114085. }
  114086. };
  114087. /**
  114088. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  114089. */
  114090. BouncingBehavior.prototype._clearAnimationLocks = function () {
  114091. this._radiusIsAnimating = false;
  114092. if (this._attachedCamera) {
  114093. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  114094. }
  114095. };
  114096. /**
  114097. * Stops and removes all animations that have been applied to the camera
  114098. */
  114099. BouncingBehavior.prototype.stopAllAnimations = function () {
  114100. if (this._attachedCamera) {
  114101. this._attachedCamera.animations = [];
  114102. }
  114103. while (this._animatables.length) {
  114104. this._animatables[0].onAnimationEnd = null;
  114105. this._animatables[0].stop();
  114106. this._animatables.shift();
  114107. }
  114108. };
  114109. /**
  114110. * The easing function used by animations
  114111. */
  114112. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  114113. /**
  114114. * The easing mode used by animations
  114115. */
  114116. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  114117. return BouncingBehavior;
  114118. }());
  114119. BABYLON.BouncingBehavior = BouncingBehavior;
  114120. })(BABYLON || (BABYLON = {}));
  114121. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  114122. var BABYLON;
  114123. (function (BABYLON) {
  114124. /**
  114125. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  114126. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  114127. */
  114128. var AutoRotationBehavior = /** @class */ (function () {
  114129. function AutoRotationBehavior() {
  114130. this._zoomStopsAnimation = false;
  114131. this._idleRotationSpeed = 0.05;
  114132. this._idleRotationWaitTime = 2000;
  114133. this._idleRotationSpinupTime = 2000;
  114134. this._isPointerDown = false;
  114135. this._lastFrameTime = null;
  114136. this._lastInteractionTime = -Infinity;
  114137. this._cameraRotationSpeed = 0;
  114138. this._lastFrameRadius = 0;
  114139. }
  114140. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  114141. /**
  114142. * Gets the name of the behavior.
  114143. */
  114144. get: function () {
  114145. return "AutoRotation";
  114146. },
  114147. enumerable: true,
  114148. configurable: true
  114149. });
  114150. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  114151. /**
  114152. * Gets the flag that indicates if user zooming should stop animation.
  114153. */
  114154. get: function () {
  114155. return this._zoomStopsAnimation;
  114156. },
  114157. /**
  114158. * Sets the flag that indicates if user zooming should stop animation.
  114159. */
  114160. set: function (flag) {
  114161. this._zoomStopsAnimation = flag;
  114162. },
  114163. enumerable: true,
  114164. configurable: true
  114165. });
  114166. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  114167. /**
  114168. * Gets the default speed at which the camera rotates around the model.
  114169. */
  114170. get: function () {
  114171. return this._idleRotationSpeed;
  114172. },
  114173. /**
  114174. * Sets the default speed at which the camera rotates around the model.
  114175. */
  114176. set: function (speed) {
  114177. this._idleRotationSpeed = speed;
  114178. },
  114179. enumerable: true,
  114180. configurable: true
  114181. });
  114182. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  114183. /**
  114184. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  114185. */
  114186. get: function () {
  114187. return this._idleRotationWaitTime;
  114188. },
  114189. /**
  114190. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  114191. */
  114192. set: function (time) {
  114193. this._idleRotationWaitTime = time;
  114194. },
  114195. enumerable: true,
  114196. configurable: true
  114197. });
  114198. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  114199. /**
  114200. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114201. */
  114202. get: function () {
  114203. return this._idleRotationSpinupTime;
  114204. },
  114205. /**
  114206. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114207. */
  114208. set: function (time) {
  114209. this._idleRotationSpinupTime = time;
  114210. },
  114211. enumerable: true,
  114212. configurable: true
  114213. });
  114214. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  114215. /**
  114216. * Gets a value indicating if the camera is currently rotating because of this behavior
  114217. */
  114218. get: function () {
  114219. return Math.abs(this._cameraRotationSpeed) > 0;
  114220. },
  114221. enumerable: true,
  114222. configurable: true
  114223. });
  114224. /**
  114225. * Initializes the behavior.
  114226. */
  114227. AutoRotationBehavior.prototype.init = function () {
  114228. // Do notihng
  114229. };
  114230. /**
  114231. * Attaches the behavior to its arc rotate camera.
  114232. * @param camera Defines the camera to attach the behavior to
  114233. */
  114234. AutoRotationBehavior.prototype.attach = function (camera) {
  114235. var _this = this;
  114236. this._attachedCamera = camera;
  114237. var scene = this._attachedCamera.getScene();
  114238. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114239. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114240. _this._isPointerDown = true;
  114241. return;
  114242. }
  114243. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114244. _this._isPointerDown = false;
  114245. }
  114246. });
  114247. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114248. var now = BABYLON.Tools.Now;
  114249. var dt = 0;
  114250. if (_this._lastFrameTime != null) {
  114251. dt = now - _this._lastFrameTime;
  114252. }
  114253. _this._lastFrameTime = now;
  114254. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114255. _this._applyUserInteraction();
  114256. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  114257. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  114258. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  114259. // Step camera rotation by rotation speed
  114260. if (_this._attachedCamera) {
  114261. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  114262. }
  114263. });
  114264. };
  114265. /**
  114266. * Detaches the behavior from its current arc rotate camera.
  114267. */
  114268. AutoRotationBehavior.prototype.detach = function () {
  114269. if (!this._attachedCamera) {
  114270. return;
  114271. }
  114272. var scene = this._attachedCamera.getScene();
  114273. if (this._onPrePointerObservableObserver) {
  114274. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114275. }
  114276. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114277. this._attachedCamera = null;
  114278. };
  114279. /**
  114280. * Returns true if user is scrolling.
  114281. * @return true if user is scrolling.
  114282. */
  114283. AutoRotationBehavior.prototype._userIsZooming = function () {
  114284. if (!this._attachedCamera) {
  114285. return false;
  114286. }
  114287. return this._attachedCamera.inertialRadiusOffset !== 0;
  114288. };
  114289. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  114290. if (!this._attachedCamera) {
  114291. return false;
  114292. }
  114293. var zoomHasHitLimit = false;
  114294. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  114295. zoomHasHitLimit = true;
  114296. }
  114297. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  114298. this._lastFrameRadius = this._attachedCamera.radius;
  114299. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  114300. };
  114301. /**
  114302. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114303. */
  114304. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  114305. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  114306. this._lastInteractionTime = BABYLON.Tools.Now;
  114307. }
  114308. };
  114309. // Tools
  114310. AutoRotationBehavior.prototype._userIsMoving = function () {
  114311. if (!this._attachedCamera) {
  114312. return false;
  114313. }
  114314. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114315. this._attachedCamera.inertialBetaOffset !== 0 ||
  114316. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114317. this._attachedCamera.inertialPanningX !== 0 ||
  114318. this._attachedCamera.inertialPanningY !== 0 ||
  114319. this._isPointerDown;
  114320. };
  114321. return AutoRotationBehavior;
  114322. }());
  114323. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  114324. })(BABYLON || (BABYLON = {}));
  114325. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  114326. var BABYLON;
  114327. (function (BABYLON) {
  114328. /**
  114329. * Options to create the null engine
  114330. */
  114331. var NullEngineOptions = /** @class */ (function () {
  114332. function NullEngineOptions() {
  114333. /**
  114334. * Render width (Default: 512)
  114335. */
  114336. this.renderWidth = 512;
  114337. /**
  114338. * Render height (Default: 256)
  114339. */
  114340. this.renderHeight = 256;
  114341. /**
  114342. * Texture size (Default: 512)
  114343. */
  114344. this.textureSize = 512;
  114345. /**
  114346. * If delta time between frames should be constant
  114347. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114348. */
  114349. this.deterministicLockstep = false;
  114350. /**
  114351. * Maximum about of steps between frames (Default: 4)
  114352. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114353. */
  114354. this.lockstepMaxSteps = 4;
  114355. }
  114356. return NullEngineOptions;
  114357. }());
  114358. BABYLON.NullEngineOptions = NullEngineOptions;
  114359. /**
  114360. * The null engine class provides support for headless version of babylon.js.
  114361. * This can be used in server side scenario or for testing purposes
  114362. */
  114363. var NullEngine = /** @class */ (function (_super) {
  114364. __extends(NullEngine, _super);
  114365. function NullEngine(options) {
  114366. if (options === void 0) { options = new NullEngineOptions(); }
  114367. var _this = _super.call(this, null) || this;
  114368. if (options.deterministicLockstep === undefined) {
  114369. options.deterministicLockstep = false;
  114370. }
  114371. if (options.lockstepMaxSteps === undefined) {
  114372. options.lockstepMaxSteps = 4;
  114373. }
  114374. _this._options = options;
  114375. // Init caps
  114376. // We consider we are on a webgl1 capable device
  114377. _this._caps = new BABYLON.EngineCapabilities();
  114378. _this._caps.maxTexturesImageUnits = 16;
  114379. _this._caps.maxVertexTextureImageUnits = 16;
  114380. _this._caps.maxTextureSize = 512;
  114381. _this._caps.maxCubemapTextureSize = 512;
  114382. _this._caps.maxRenderTextureSize = 512;
  114383. _this._caps.maxVertexAttribs = 16;
  114384. _this._caps.maxVaryingVectors = 16;
  114385. _this._caps.maxFragmentUniformVectors = 16;
  114386. _this._caps.maxVertexUniformVectors = 16;
  114387. // Extensions
  114388. _this._caps.standardDerivatives = false;
  114389. _this._caps.astc = null;
  114390. _this._caps.s3tc = null;
  114391. _this._caps.pvrtc = null;
  114392. _this._caps.etc1 = null;
  114393. _this._caps.etc2 = null;
  114394. _this._caps.textureAnisotropicFilterExtension = null;
  114395. _this._caps.maxAnisotropy = 0;
  114396. _this._caps.uintIndices = false;
  114397. _this._caps.fragmentDepthSupported = false;
  114398. _this._caps.highPrecisionShaderSupported = true;
  114399. _this._caps.colorBufferFloat = false;
  114400. _this._caps.textureFloat = false;
  114401. _this._caps.textureFloatLinearFiltering = false;
  114402. _this._caps.textureFloatRender = false;
  114403. _this._caps.textureHalfFloat = false;
  114404. _this._caps.textureHalfFloatLinearFiltering = false;
  114405. _this._caps.textureHalfFloatRender = false;
  114406. _this._caps.textureLOD = false;
  114407. _this._caps.drawBuffersExtension = false;
  114408. _this._caps.depthTextureExtension = false;
  114409. _this._caps.vertexArrayObject = false;
  114410. _this._caps.instancedArrays = false;
  114411. BABYLON.Tools.Log("Babylon.js null engine (v" + BABYLON.Engine.Version + ") launched");
  114412. // Wrappers
  114413. if (typeof URL === "undefined") {
  114414. URL = {
  114415. createObjectURL: function () { },
  114416. revokeObjectURL: function () { }
  114417. };
  114418. }
  114419. if (typeof Blob === "undefined") {
  114420. Blob = function () { };
  114421. }
  114422. return _this;
  114423. }
  114424. /**
  114425. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114426. */
  114427. NullEngine.prototype.isDeterministicLockStep = function () {
  114428. return this._options.deterministicLockstep;
  114429. };
  114430. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  114431. NullEngine.prototype.getLockstepMaxSteps = function () {
  114432. return this._options.lockstepMaxSteps;
  114433. };
  114434. /**
  114435. * Sets hardware scaling, used to save performance if needed
  114436. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  114437. */
  114438. NullEngine.prototype.getHardwareScalingLevel = function () {
  114439. return 1.0;
  114440. };
  114441. NullEngine.prototype.createVertexBuffer = function (vertices) {
  114442. return {
  114443. capacity: 0,
  114444. references: 1,
  114445. is32Bits: false
  114446. };
  114447. };
  114448. NullEngine.prototype.createIndexBuffer = function (indices) {
  114449. return {
  114450. capacity: 0,
  114451. references: 1,
  114452. is32Bits: false
  114453. };
  114454. };
  114455. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  114456. if (stencil === void 0) { stencil = false; }
  114457. };
  114458. NullEngine.prototype.getRenderWidth = function (useScreen) {
  114459. if (useScreen === void 0) { useScreen = false; }
  114460. if (!useScreen && this._currentRenderTarget) {
  114461. return this._currentRenderTarget.width;
  114462. }
  114463. return this._options.renderWidth;
  114464. };
  114465. NullEngine.prototype.getRenderHeight = function (useScreen) {
  114466. if (useScreen === void 0) { useScreen = false; }
  114467. if (!useScreen && this._currentRenderTarget) {
  114468. return this._currentRenderTarget.height;
  114469. }
  114470. return this._options.renderHeight;
  114471. };
  114472. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  114473. this._cachedViewport = viewport;
  114474. };
  114475. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  114476. return {
  114477. transformFeedback: null,
  114478. __SPECTOR_rebuildProgram: null,
  114479. isParallelCompiled: false
  114480. };
  114481. };
  114482. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  114483. return [];
  114484. };
  114485. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  114486. return [];
  114487. };
  114488. NullEngine.prototype.bindSamplers = function (effect) {
  114489. this._currentEffect = null;
  114490. };
  114491. NullEngine.prototype.enableEffect = function (effect) {
  114492. this._currentEffect = effect;
  114493. if (effect.onBind) {
  114494. effect.onBind(effect);
  114495. }
  114496. if (effect._onBindObservable) {
  114497. effect._onBindObservable.notifyObservers(effect);
  114498. }
  114499. };
  114500. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  114501. if (zOffset === void 0) { zOffset = 0; }
  114502. if (reverseSide === void 0) { reverseSide = false; }
  114503. };
  114504. NullEngine.prototype.setIntArray = function (uniform, array) {
  114505. };
  114506. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  114507. };
  114508. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  114509. };
  114510. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  114511. };
  114512. NullEngine.prototype.setFloatArray = function (uniform, array) {
  114513. };
  114514. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  114515. };
  114516. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  114517. };
  114518. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  114519. };
  114520. NullEngine.prototype.setArray = function (uniform, array) {
  114521. };
  114522. NullEngine.prototype.setArray2 = function (uniform, array) {
  114523. };
  114524. NullEngine.prototype.setArray3 = function (uniform, array) {
  114525. };
  114526. NullEngine.prototype.setArray4 = function (uniform, array) {
  114527. };
  114528. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  114529. };
  114530. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  114531. };
  114532. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  114533. };
  114534. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  114535. };
  114536. NullEngine.prototype.setFloat = function (uniform, value) {
  114537. };
  114538. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  114539. };
  114540. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  114541. };
  114542. NullEngine.prototype.setBool = function (uniform, bool) {
  114543. };
  114544. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  114545. };
  114546. NullEngine.prototype.setColor3 = function (uniform, color3) {
  114547. };
  114548. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  114549. };
  114550. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  114551. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  114552. if (this._alphaMode === mode) {
  114553. return;
  114554. }
  114555. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  114556. if (!noDepthWriteChange) {
  114557. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  114558. }
  114559. this._alphaMode = mode;
  114560. };
  114561. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  114562. };
  114563. NullEngine.prototype.wipeCaches = function (bruteForce) {
  114564. if (this.preventCacheWipeBetweenFrames) {
  114565. return;
  114566. }
  114567. this.resetTextureCache();
  114568. this._currentEffect = null;
  114569. if (bruteForce) {
  114570. this._currentProgram = null;
  114571. this._stencilState.reset();
  114572. this._depthCullingState.reset();
  114573. this._alphaState.reset();
  114574. }
  114575. this._cachedVertexBuffers = null;
  114576. this._cachedIndexBuffer = null;
  114577. this._cachedEffectForVertexBuffers = null;
  114578. };
  114579. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  114580. };
  114581. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  114582. };
  114583. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  114584. };
  114585. /** @hidden */
  114586. NullEngine.prototype._createTexture = function () {
  114587. return {};
  114588. };
  114589. /** @hidden */
  114590. NullEngine.prototype._releaseTexture = function (texture) {
  114591. };
  114592. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  114593. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114594. if (onLoad === void 0) { onLoad = null; }
  114595. if (onError === void 0) { onError = null; }
  114596. if (buffer === void 0) { buffer = null; }
  114597. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  114598. var url = String(urlArg);
  114599. texture.url = url;
  114600. texture.generateMipMaps = !noMipmap;
  114601. texture.samplingMode = samplingMode;
  114602. texture.invertY = invertY;
  114603. texture.baseWidth = this._options.textureSize;
  114604. texture.baseHeight = this._options.textureSize;
  114605. texture.width = this._options.textureSize;
  114606. texture.height = this._options.textureSize;
  114607. if (format) {
  114608. texture.format = format;
  114609. }
  114610. texture.isReady = true;
  114611. if (onLoad) {
  114612. onLoad();
  114613. }
  114614. this._internalTexturesCache.push(texture);
  114615. return texture;
  114616. };
  114617. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  114618. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  114619. if (options !== undefined && typeof options === "object") {
  114620. fullOptions.generateMipMaps = options.generateMipMaps;
  114621. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  114622. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  114623. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  114624. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  114625. }
  114626. else {
  114627. fullOptions.generateMipMaps = options;
  114628. fullOptions.generateDepthBuffer = true;
  114629. fullOptions.generateStencilBuffer = false;
  114630. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114631. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  114632. }
  114633. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  114634. var width = size.width || size;
  114635. var height = size.height || size;
  114636. texture._depthStencilBuffer = {};
  114637. texture._framebuffer = {};
  114638. texture.baseWidth = width;
  114639. texture.baseHeight = height;
  114640. texture.width = width;
  114641. texture.height = height;
  114642. texture.isReady = true;
  114643. texture.samples = 1;
  114644. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  114645. texture.samplingMode = fullOptions.samplingMode;
  114646. texture.type = fullOptions.type;
  114647. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  114648. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  114649. this._internalTexturesCache.push(texture);
  114650. return texture;
  114651. };
  114652. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  114653. texture.samplingMode = samplingMode;
  114654. };
  114655. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  114656. if (this._currentRenderTarget) {
  114657. this.unBindFramebuffer(this._currentRenderTarget);
  114658. }
  114659. this._currentRenderTarget = texture;
  114660. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  114661. if (this._cachedViewport && !forceFullscreenViewport) {
  114662. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  114663. }
  114664. };
  114665. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  114666. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  114667. this._currentRenderTarget = null;
  114668. if (onBeforeUnbind) {
  114669. if (texture._MSAAFramebuffer) {
  114670. this._currentFramebuffer = texture._framebuffer;
  114671. }
  114672. onBeforeUnbind();
  114673. }
  114674. this._currentFramebuffer = null;
  114675. };
  114676. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  114677. var vbo = {
  114678. capacity: 1,
  114679. references: 1,
  114680. is32Bits: false
  114681. };
  114682. return vbo;
  114683. };
  114684. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  114685. if (premulAlpha === void 0) { premulAlpha = false; }
  114686. };
  114687. NullEngine.prototype.areAllEffectsReady = function () {
  114688. return true;
  114689. };
  114690. /**
  114691. * @hidden
  114692. * Get the current error code of the webGL context
  114693. * @returns the error code
  114694. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  114695. */
  114696. NullEngine.prototype.getError = function () {
  114697. return 0;
  114698. };
  114699. /** @hidden */
  114700. NullEngine.prototype._getUnpackAlignement = function () {
  114701. return 1;
  114702. };
  114703. /** @hidden */
  114704. NullEngine.prototype._unpackFlipY = function (value) {
  114705. };
  114706. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  114707. if (offset === void 0) { offset = 0; }
  114708. };
  114709. /**
  114710. * Updates a dynamic vertex buffer.
  114711. * @param vertexBuffer the vertex buffer to update
  114712. * @param data the data used to update the vertex buffer
  114713. * @param byteOffset the byte offset of the data (optional)
  114714. * @param byteLength the byte length of the data (optional)
  114715. */
  114716. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  114717. };
  114718. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  114719. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  114720. this._boundTexturesCache[this._activeChannel] = texture;
  114721. return true;
  114722. }
  114723. return false;
  114724. };
  114725. /** @hidden */
  114726. NullEngine.prototype._bindTexture = function (channel, texture) {
  114727. if (channel < 0) {
  114728. return;
  114729. }
  114730. this._bindTextureDirectly(0, texture);
  114731. };
  114732. /** @hidden */
  114733. NullEngine.prototype._releaseBuffer = function (buffer) {
  114734. buffer.references--;
  114735. if (buffer.references === 0) {
  114736. return true;
  114737. }
  114738. return false;
  114739. };
  114740. NullEngine.prototype.releaseEffects = function () {
  114741. };
  114742. NullEngine.prototype.displayLoadingUI = function () {
  114743. };
  114744. NullEngine.prototype.hideLoadingUI = function () {
  114745. };
  114746. /** @hidden */
  114747. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  114748. if (faceIndex === void 0) { faceIndex = 0; }
  114749. if (lod === void 0) { lod = 0; }
  114750. };
  114751. /** @hidden */
  114752. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  114753. if (faceIndex === void 0) { faceIndex = 0; }
  114754. if (lod === void 0) { lod = 0; }
  114755. };
  114756. /** @hidden */
  114757. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  114758. if (faceIndex === void 0) { faceIndex = 0; }
  114759. if (lod === void 0) { lod = 0; }
  114760. };
  114761. /** @hidden */
  114762. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  114763. if (faceIndex === void 0) { faceIndex = 0; }
  114764. if (lod === void 0) { lod = 0; }
  114765. };
  114766. return NullEngine;
  114767. }(BABYLON.Engine));
  114768. BABYLON.NullEngine = NullEngine;
  114769. })(BABYLON || (BABYLON = {}));
  114770. //# sourceMappingURL=babylon.nullEngine.js.map
  114771. var BABYLON;
  114772. (function (BABYLON) {
  114773. /**
  114774. * This class can be used to get instrumentation data from a Babylon engine
  114775. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114776. */
  114777. var EngineInstrumentation = /** @class */ (function () {
  114778. /**
  114779. * Instantiates a new engine instrumentation.
  114780. * This class can be used to get instrumentation data from a Babylon engine
  114781. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114782. * @param engine Defines the engine to instrument
  114783. */
  114784. function EngineInstrumentation(
  114785. /**
  114786. * Define the instrumented engine.
  114787. */
  114788. engine) {
  114789. this.engine = engine;
  114790. this._captureGPUFrameTime = false;
  114791. this._gpuFrameTime = new BABYLON.PerfCounter();
  114792. this._captureShaderCompilationTime = false;
  114793. this._shaderCompilationTime = new BABYLON.PerfCounter();
  114794. // Observers
  114795. this._onBeginFrameObserver = null;
  114796. this._onEndFrameObserver = null;
  114797. this._onBeforeShaderCompilationObserver = null;
  114798. this._onAfterShaderCompilationObserver = null;
  114799. }
  114800. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  114801. // Properties
  114802. /**
  114803. * Gets the perf counter used for GPU frame time
  114804. */
  114805. get: function () {
  114806. return this._gpuFrameTime;
  114807. },
  114808. enumerable: true,
  114809. configurable: true
  114810. });
  114811. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  114812. /**
  114813. * Gets the GPU frame time capture status
  114814. */
  114815. get: function () {
  114816. return this._captureGPUFrameTime;
  114817. },
  114818. /**
  114819. * Enable or disable the GPU frame time capture
  114820. */
  114821. set: function (value) {
  114822. var _this = this;
  114823. if (value === this._captureGPUFrameTime) {
  114824. return;
  114825. }
  114826. this._captureGPUFrameTime = value;
  114827. if (value) {
  114828. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  114829. if (!_this._gpuFrameTimeToken) {
  114830. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  114831. }
  114832. });
  114833. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  114834. if (!_this._gpuFrameTimeToken) {
  114835. return;
  114836. }
  114837. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  114838. if (time > -1) {
  114839. _this._gpuFrameTimeToken = null;
  114840. _this._gpuFrameTime.fetchNewFrame();
  114841. _this._gpuFrameTime.addCount(time, true);
  114842. }
  114843. });
  114844. }
  114845. else {
  114846. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114847. this._onBeginFrameObserver = null;
  114848. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114849. this._onEndFrameObserver = null;
  114850. }
  114851. },
  114852. enumerable: true,
  114853. configurable: true
  114854. });
  114855. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  114856. /**
  114857. * Gets the perf counter used for shader compilation time
  114858. */
  114859. get: function () {
  114860. return this._shaderCompilationTime;
  114861. },
  114862. enumerable: true,
  114863. configurable: true
  114864. });
  114865. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  114866. /**
  114867. * Gets the shader compilation time capture status
  114868. */
  114869. get: function () {
  114870. return this._captureShaderCompilationTime;
  114871. },
  114872. /**
  114873. * Enable or disable the shader compilation time capture
  114874. */
  114875. set: function (value) {
  114876. var _this = this;
  114877. if (value === this._captureShaderCompilationTime) {
  114878. return;
  114879. }
  114880. this._captureShaderCompilationTime = value;
  114881. if (value) {
  114882. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  114883. _this._shaderCompilationTime.fetchNewFrame();
  114884. _this._shaderCompilationTime.beginMonitoring();
  114885. });
  114886. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  114887. _this._shaderCompilationTime.endMonitoring();
  114888. });
  114889. }
  114890. else {
  114891. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114892. this._onBeforeShaderCompilationObserver = null;
  114893. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114894. this._onAfterShaderCompilationObserver = null;
  114895. }
  114896. },
  114897. enumerable: true,
  114898. configurable: true
  114899. });
  114900. /**
  114901. * Dispose and release associated resources.
  114902. */
  114903. EngineInstrumentation.prototype.dispose = function () {
  114904. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114905. this._onBeginFrameObserver = null;
  114906. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114907. this._onEndFrameObserver = null;
  114908. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114909. this._onBeforeShaderCompilationObserver = null;
  114910. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114911. this._onAfterShaderCompilationObserver = null;
  114912. this.engine = null;
  114913. };
  114914. return EngineInstrumentation;
  114915. }());
  114916. BABYLON.EngineInstrumentation = EngineInstrumentation;
  114917. })(BABYLON || (BABYLON = {}));
  114918. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  114919. var BABYLON;
  114920. (function (BABYLON) {
  114921. /**
  114922. * This class can be used to get instrumentation data from a Babylon engine
  114923. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114924. */
  114925. var SceneInstrumentation = /** @class */ (function () {
  114926. /**
  114927. * Instantiates a new scene instrumentation.
  114928. * This class can be used to get instrumentation data from a Babylon engine
  114929. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114930. * @param scene Defines the scene to instrument
  114931. */
  114932. function SceneInstrumentation(
  114933. /**
  114934. * Defines the scene to instrument
  114935. */
  114936. scene) {
  114937. var _this = this;
  114938. this.scene = scene;
  114939. this._captureActiveMeshesEvaluationTime = false;
  114940. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  114941. this._captureRenderTargetsRenderTime = false;
  114942. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  114943. this._captureFrameTime = false;
  114944. this._frameTime = new BABYLON.PerfCounter();
  114945. this._captureRenderTime = false;
  114946. this._renderTime = new BABYLON.PerfCounter();
  114947. this._captureInterFrameTime = false;
  114948. this._interFrameTime = new BABYLON.PerfCounter();
  114949. this._captureParticlesRenderTime = false;
  114950. this._particlesRenderTime = new BABYLON.PerfCounter();
  114951. this._captureSpritesRenderTime = false;
  114952. this._spritesRenderTime = new BABYLON.PerfCounter();
  114953. this._capturePhysicsTime = false;
  114954. this._physicsTime = new BABYLON.PerfCounter();
  114955. this._captureAnimationsTime = false;
  114956. this._animationsTime = new BABYLON.PerfCounter();
  114957. this._captureCameraRenderTime = false;
  114958. this._cameraRenderTime = new BABYLON.PerfCounter();
  114959. // Observers
  114960. this._onBeforeActiveMeshesEvaluationObserver = null;
  114961. this._onAfterActiveMeshesEvaluationObserver = null;
  114962. this._onBeforeRenderTargetsRenderObserver = null;
  114963. this._onAfterRenderTargetsRenderObserver = null;
  114964. this._onAfterRenderObserver = null;
  114965. this._onBeforeDrawPhaseObserver = null;
  114966. this._onAfterDrawPhaseObserver = null;
  114967. this._onBeforeAnimationsObserver = null;
  114968. this._onBeforeParticlesRenderingObserver = null;
  114969. this._onAfterParticlesRenderingObserver = null;
  114970. this._onBeforeSpritesRenderingObserver = null;
  114971. this._onAfterSpritesRenderingObserver = null;
  114972. this._onBeforePhysicsObserver = null;
  114973. this._onAfterPhysicsObserver = null;
  114974. this._onAfterAnimationsObserver = null;
  114975. this._onBeforeCameraRenderObserver = null;
  114976. this._onAfterCameraRenderObserver = null;
  114977. // Before render
  114978. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  114979. if (_this._captureActiveMeshesEvaluationTime) {
  114980. _this._activeMeshesEvaluationTime.fetchNewFrame();
  114981. }
  114982. if (_this._captureRenderTargetsRenderTime) {
  114983. _this._renderTargetsRenderTime.fetchNewFrame();
  114984. }
  114985. if (_this._captureFrameTime) {
  114986. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  114987. _this._frameTime.beginMonitoring();
  114988. }
  114989. if (_this._captureInterFrameTime) {
  114990. _this._interFrameTime.endMonitoring();
  114991. }
  114992. if (_this._captureParticlesRenderTime) {
  114993. _this._particlesRenderTime.fetchNewFrame();
  114994. }
  114995. if (_this._captureSpritesRenderTime) {
  114996. _this._spritesRenderTime.fetchNewFrame();
  114997. }
  114998. if (_this._captureAnimationsTime) {
  114999. _this._animationsTime.beginMonitoring();
  115000. }
  115001. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  115002. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  115003. });
  115004. // After render
  115005. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  115006. if (_this._captureFrameTime) {
  115007. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  115008. _this._frameTime.endMonitoring();
  115009. }
  115010. if (_this._captureRenderTime) {
  115011. _this._renderTime.endMonitoring(false);
  115012. }
  115013. if (_this._captureInterFrameTime) {
  115014. _this._interFrameTime.beginMonitoring();
  115015. }
  115016. });
  115017. }
  115018. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  115019. // Properties
  115020. /**
  115021. * Gets the perf counter used for active meshes evaluation time
  115022. */
  115023. get: function () {
  115024. return this._activeMeshesEvaluationTime;
  115025. },
  115026. enumerable: true,
  115027. configurable: true
  115028. });
  115029. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  115030. /**
  115031. * Gets the active meshes evaluation time capture status
  115032. */
  115033. get: function () {
  115034. return this._captureActiveMeshesEvaluationTime;
  115035. },
  115036. /**
  115037. * Enable or disable the active meshes evaluation time capture
  115038. */
  115039. set: function (value) {
  115040. var _this = this;
  115041. if (value === this._captureActiveMeshesEvaluationTime) {
  115042. return;
  115043. }
  115044. this._captureActiveMeshesEvaluationTime = value;
  115045. if (value) {
  115046. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  115047. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  115048. _this._activeMeshesEvaluationTime.beginMonitoring();
  115049. });
  115050. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  115051. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  115052. _this._activeMeshesEvaluationTime.endMonitoring();
  115053. });
  115054. }
  115055. else {
  115056. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115057. this._onBeforeActiveMeshesEvaluationObserver = null;
  115058. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115059. this._onAfterActiveMeshesEvaluationObserver = null;
  115060. }
  115061. },
  115062. enumerable: true,
  115063. configurable: true
  115064. });
  115065. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  115066. /**
  115067. * Gets the perf counter used for render targets render time
  115068. */
  115069. get: function () {
  115070. return this._renderTargetsRenderTime;
  115071. },
  115072. enumerable: true,
  115073. configurable: true
  115074. });
  115075. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  115076. /**
  115077. * Gets the render targets render time capture status
  115078. */
  115079. get: function () {
  115080. return this._captureRenderTargetsRenderTime;
  115081. },
  115082. /**
  115083. * Enable or disable the render targets render time capture
  115084. */
  115085. set: function (value) {
  115086. var _this = this;
  115087. if (value === this._captureRenderTargetsRenderTime) {
  115088. return;
  115089. }
  115090. this._captureRenderTargetsRenderTime = value;
  115091. if (value) {
  115092. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  115093. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  115094. _this._renderTargetsRenderTime.beginMonitoring();
  115095. });
  115096. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  115097. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  115098. _this._renderTargetsRenderTime.endMonitoring(false);
  115099. });
  115100. }
  115101. else {
  115102. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115103. this._onBeforeRenderTargetsRenderObserver = null;
  115104. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115105. this._onAfterRenderTargetsRenderObserver = null;
  115106. }
  115107. },
  115108. enumerable: true,
  115109. configurable: true
  115110. });
  115111. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  115112. /**
  115113. * Gets the perf counter used for particles render time
  115114. */
  115115. get: function () {
  115116. return this._particlesRenderTime;
  115117. },
  115118. enumerable: true,
  115119. configurable: true
  115120. });
  115121. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  115122. /**
  115123. * Gets the particles render time capture status
  115124. */
  115125. get: function () {
  115126. return this._captureParticlesRenderTime;
  115127. },
  115128. /**
  115129. * Enable or disable the particles render time capture
  115130. */
  115131. set: function (value) {
  115132. var _this = this;
  115133. if (value === this._captureParticlesRenderTime) {
  115134. return;
  115135. }
  115136. this._captureParticlesRenderTime = value;
  115137. if (value) {
  115138. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  115139. BABYLON.Tools.StartPerformanceCounter("Particles");
  115140. _this._particlesRenderTime.beginMonitoring();
  115141. });
  115142. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  115143. BABYLON.Tools.EndPerformanceCounter("Particles");
  115144. _this._particlesRenderTime.endMonitoring(false);
  115145. });
  115146. }
  115147. else {
  115148. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115149. this._onBeforeParticlesRenderingObserver = null;
  115150. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115151. this._onAfterParticlesRenderingObserver = null;
  115152. }
  115153. },
  115154. enumerable: true,
  115155. configurable: true
  115156. });
  115157. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  115158. /**
  115159. * Gets the perf counter used for sprites render time
  115160. */
  115161. get: function () {
  115162. return this._spritesRenderTime;
  115163. },
  115164. enumerable: true,
  115165. configurable: true
  115166. });
  115167. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  115168. /**
  115169. * Gets the sprites render time capture status
  115170. */
  115171. get: function () {
  115172. return this._captureSpritesRenderTime;
  115173. },
  115174. /**
  115175. * Enable or disable the sprites render time capture
  115176. */
  115177. set: function (value) {
  115178. var _this = this;
  115179. if (value === this._captureSpritesRenderTime) {
  115180. return;
  115181. }
  115182. this._captureSpritesRenderTime = value;
  115183. if (!this.scene.spriteManagers) {
  115184. return;
  115185. }
  115186. if (value) {
  115187. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  115188. BABYLON.Tools.StartPerformanceCounter("Sprites");
  115189. _this._spritesRenderTime.beginMonitoring();
  115190. });
  115191. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  115192. BABYLON.Tools.EndPerformanceCounter("Sprites");
  115193. _this._spritesRenderTime.endMonitoring(false);
  115194. });
  115195. }
  115196. else {
  115197. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115198. this._onBeforeSpritesRenderingObserver = null;
  115199. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115200. this._onAfterSpritesRenderingObserver = null;
  115201. }
  115202. },
  115203. enumerable: true,
  115204. configurable: true
  115205. });
  115206. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  115207. /**
  115208. * Gets the perf counter used for physics time
  115209. */
  115210. get: function () {
  115211. return this._physicsTime;
  115212. },
  115213. enumerable: true,
  115214. configurable: true
  115215. });
  115216. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  115217. /**
  115218. * Gets the physics time capture status
  115219. */
  115220. get: function () {
  115221. return this._capturePhysicsTime;
  115222. },
  115223. /**
  115224. * Enable or disable the physics time capture
  115225. */
  115226. set: function (value) {
  115227. var _this = this;
  115228. if (value === this._capturePhysicsTime) {
  115229. return;
  115230. }
  115231. if (!this.scene.onBeforePhysicsObservable) {
  115232. return;
  115233. }
  115234. this._capturePhysicsTime = value;
  115235. if (value) {
  115236. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  115237. BABYLON.Tools.StartPerformanceCounter("Physics");
  115238. _this._physicsTime.beginMonitoring();
  115239. });
  115240. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  115241. BABYLON.Tools.EndPerformanceCounter("Physics");
  115242. _this._physicsTime.endMonitoring();
  115243. });
  115244. }
  115245. else {
  115246. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115247. this._onBeforePhysicsObserver = null;
  115248. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115249. this._onAfterPhysicsObserver = null;
  115250. }
  115251. },
  115252. enumerable: true,
  115253. configurable: true
  115254. });
  115255. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  115256. /**
  115257. * Gets the perf counter used for animations time
  115258. */
  115259. get: function () {
  115260. return this._animationsTime;
  115261. },
  115262. enumerable: true,
  115263. configurable: true
  115264. });
  115265. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  115266. /**
  115267. * Gets the animations time capture status
  115268. */
  115269. get: function () {
  115270. return this._captureAnimationsTime;
  115271. },
  115272. /**
  115273. * Enable or disable the animations time capture
  115274. */
  115275. set: function (value) {
  115276. var _this = this;
  115277. if (value === this._captureAnimationsTime) {
  115278. return;
  115279. }
  115280. this._captureAnimationsTime = value;
  115281. if (value) {
  115282. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  115283. _this._animationsTime.endMonitoring();
  115284. });
  115285. }
  115286. else {
  115287. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115288. this._onAfterAnimationsObserver = null;
  115289. }
  115290. },
  115291. enumerable: true,
  115292. configurable: true
  115293. });
  115294. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  115295. /**
  115296. * Gets the perf counter used for frame time capture
  115297. */
  115298. get: function () {
  115299. return this._frameTime;
  115300. },
  115301. enumerable: true,
  115302. configurable: true
  115303. });
  115304. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  115305. /**
  115306. * Gets the frame time capture status
  115307. */
  115308. get: function () {
  115309. return this._captureFrameTime;
  115310. },
  115311. /**
  115312. * Enable or disable the frame time capture
  115313. */
  115314. set: function (value) {
  115315. this._captureFrameTime = value;
  115316. },
  115317. enumerable: true,
  115318. configurable: true
  115319. });
  115320. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  115321. /**
  115322. * Gets the perf counter used for inter-frames time capture
  115323. */
  115324. get: function () {
  115325. return this._interFrameTime;
  115326. },
  115327. enumerable: true,
  115328. configurable: true
  115329. });
  115330. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  115331. /**
  115332. * Gets the inter-frames time capture status
  115333. */
  115334. get: function () {
  115335. return this._captureInterFrameTime;
  115336. },
  115337. /**
  115338. * Enable or disable the inter-frames time capture
  115339. */
  115340. set: function (value) {
  115341. this._captureInterFrameTime = value;
  115342. },
  115343. enumerable: true,
  115344. configurable: true
  115345. });
  115346. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  115347. /**
  115348. * Gets the perf counter used for render time capture
  115349. */
  115350. get: function () {
  115351. return this._renderTime;
  115352. },
  115353. enumerable: true,
  115354. configurable: true
  115355. });
  115356. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  115357. /**
  115358. * Gets the render time capture status
  115359. */
  115360. get: function () {
  115361. return this._captureRenderTime;
  115362. },
  115363. /**
  115364. * Enable or disable the render time capture
  115365. */
  115366. set: function (value) {
  115367. var _this = this;
  115368. if (value === this._captureRenderTime) {
  115369. return;
  115370. }
  115371. this._captureRenderTime = value;
  115372. if (value) {
  115373. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  115374. _this._renderTime.beginMonitoring();
  115375. BABYLON.Tools.StartPerformanceCounter("Main render");
  115376. });
  115377. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  115378. _this._renderTime.endMonitoring(false);
  115379. BABYLON.Tools.EndPerformanceCounter("Main render");
  115380. });
  115381. }
  115382. else {
  115383. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115384. this._onBeforeDrawPhaseObserver = null;
  115385. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115386. this._onAfterDrawPhaseObserver = null;
  115387. }
  115388. },
  115389. enumerable: true,
  115390. configurable: true
  115391. });
  115392. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  115393. /**
  115394. * Gets the perf counter used for camera render time capture
  115395. */
  115396. get: function () {
  115397. return this._cameraRenderTime;
  115398. },
  115399. enumerable: true,
  115400. configurable: true
  115401. });
  115402. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  115403. /**
  115404. * Gets the camera render time capture status
  115405. */
  115406. get: function () {
  115407. return this._captureCameraRenderTime;
  115408. },
  115409. /**
  115410. * Enable or disable the camera render time capture
  115411. */
  115412. set: function (value) {
  115413. var _this = this;
  115414. if (value === this._captureCameraRenderTime) {
  115415. return;
  115416. }
  115417. this._captureCameraRenderTime = value;
  115418. if (value) {
  115419. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  115420. _this._cameraRenderTime.beginMonitoring();
  115421. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  115422. });
  115423. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  115424. _this._cameraRenderTime.endMonitoring(false);
  115425. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  115426. });
  115427. }
  115428. else {
  115429. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115430. this._onBeforeCameraRenderObserver = null;
  115431. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115432. this._onAfterCameraRenderObserver = null;
  115433. }
  115434. },
  115435. enumerable: true,
  115436. configurable: true
  115437. });
  115438. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  115439. /**
  115440. * Gets the perf counter used for draw calls
  115441. */
  115442. get: function () {
  115443. return this.scene.getEngine()._drawCalls;
  115444. },
  115445. enumerable: true,
  115446. configurable: true
  115447. });
  115448. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  115449. /**
  115450. * Gets the perf counter used for texture collisions
  115451. */
  115452. get: function () {
  115453. return this.scene.getEngine()._textureCollisions;
  115454. },
  115455. enumerable: true,
  115456. configurable: true
  115457. });
  115458. /**
  115459. * Dispose and release associated resources.
  115460. */
  115461. SceneInstrumentation.prototype.dispose = function () {
  115462. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115463. this._onAfterRenderObserver = null;
  115464. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115465. this._onBeforeActiveMeshesEvaluationObserver = null;
  115466. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115467. this._onAfterActiveMeshesEvaluationObserver = null;
  115468. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115469. this._onBeforeRenderTargetsRenderObserver = null;
  115470. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115471. this._onAfterRenderTargetsRenderObserver = null;
  115472. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  115473. this._onBeforeAnimationsObserver = null;
  115474. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115475. this._onBeforeParticlesRenderingObserver = null;
  115476. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115477. this._onAfterParticlesRenderingObserver = null;
  115478. if (this._onBeforeSpritesRenderingObserver) {
  115479. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115480. this._onBeforeSpritesRenderingObserver = null;
  115481. }
  115482. if (this._onAfterSpritesRenderingObserver) {
  115483. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115484. this._onAfterSpritesRenderingObserver = null;
  115485. }
  115486. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115487. this._onBeforeDrawPhaseObserver = null;
  115488. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115489. this._onAfterDrawPhaseObserver = null;
  115490. if (this._onBeforePhysicsObserver) {
  115491. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115492. this._onBeforePhysicsObserver = null;
  115493. }
  115494. if (this._onAfterPhysicsObserver) {
  115495. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115496. this._onAfterPhysicsObserver = null;
  115497. }
  115498. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115499. this._onAfterAnimationsObserver = null;
  115500. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115501. this._onBeforeCameraRenderObserver = null;
  115502. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115503. this._onAfterCameraRenderObserver = null;
  115504. this.scene = null;
  115505. };
  115506. return SceneInstrumentation;
  115507. }());
  115508. BABYLON.SceneInstrumentation = SceneInstrumentation;
  115509. })(BABYLON || (BABYLON = {}));
  115510. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  115511. var BABYLON;
  115512. (function (BABYLON) {
  115513. /**
  115514. * @hidden
  115515. **/
  115516. var _TimeToken = /** @class */ (function () {
  115517. function _TimeToken() {
  115518. this._timeElapsedQueryEnded = false;
  115519. }
  115520. return _TimeToken;
  115521. }());
  115522. BABYLON._TimeToken = _TimeToken;
  115523. })(BABYLON || (BABYLON = {}));
  115524. //# sourceMappingURL=babylon.timeToken.js.map
  115525. var BABYLON;
  115526. (function (BABYLON) {
  115527. /**
  115528. * Background material defines definition.
  115529. * @hidden Mainly internal Use
  115530. */
  115531. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  115532. __extends(BackgroundMaterialDefines, _super);
  115533. /**
  115534. * Constructor of the defines.
  115535. */
  115536. function BackgroundMaterialDefines() {
  115537. var _this = _super.call(this) || this;
  115538. /**
  115539. * True if the diffuse texture is in use.
  115540. */
  115541. _this.DIFFUSE = false;
  115542. /**
  115543. * The direct UV channel to use.
  115544. */
  115545. _this.DIFFUSEDIRECTUV = 0;
  115546. /**
  115547. * True if the diffuse texture is in gamma space.
  115548. */
  115549. _this.GAMMADIFFUSE = false;
  115550. /**
  115551. * True if the diffuse texture has opacity in the alpha channel.
  115552. */
  115553. _this.DIFFUSEHASALPHA = false;
  115554. /**
  115555. * True if you want the material to fade to transparent at grazing angle.
  115556. */
  115557. _this.OPACITYFRESNEL = false;
  115558. /**
  115559. * True if an extra blur needs to be added in the reflection.
  115560. */
  115561. _this.REFLECTIONBLUR = false;
  115562. /**
  115563. * True if you want the material to fade to reflection at grazing angle.
  115564. */
  115565. _this.REFLECTIONFRESNEL = false;
  115566. /**
  115567. * True if you want the material to falloff as far as you move away from the scene center.
  115568. */
  115569. _this.REFLECTIONFALLOFF = false;
  115570. /**
  115571. * False if the current Webgl implementation does not support the texture lod extension.
  115572. */
  115573. _this.TEXTURELODSUPPORT = false;
  115574. /**
  115575. * True to ensure the data are premultiplied.
  115576. */
  115577. _this.PREMULTIPLYALPHA = false;
  115578. /**
  115579. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  115580. */
  115581. _this.USERGBCOLOR = false;
  115582. /**
  115583. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  115584. * stays aligned with the desired configuration.
  115585. */
  115586. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  115587. /**
  115588. * True to add noise in order to reduce the banding effect.
  115589. */
  115590. _this.NOISE = false;
  115591. /**
  115592. * is the reflection texture in BGR color scheme?
  115593. * Mainly used to solve a bug in ios10 video tag
  115594. */
  115595. _this.REFLECTIONBGR = false;
  115596. _this.IMAGEPROCESSING = false;
  115597. _this.VIGNETTE = false;
  115598. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  115599. _this.VIGNETTEBLENDMODEOPAQUE = false;
  115600. _this.TONEMAPPING = false;
  115601. _this.TONEMAPPING_ACES = false;
  115602. _this.CONTRAST = false;
  115603. _this.COLORCURVES = false;
  115604. _this.COLORGRADING = false;
  115605. _this.COLORGRADING3D = false;
  115606. _this.SAMPLER3DGREENDEPTH = false;
  115607. _this.SAMPLER3DBGRMAP = false;
  115608. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  115609. _this.EXPOSURE = false;
  115610. // Reflection.
  115611. _this.REFLECTION = false;
  115612. _this.REFLECTIONMAP_3D = false;
  115613. _this.REFLECTIONMAP_SPHERICAL = false;
  115614. _this.REFLECTIONMAP_PLANAR = false;
  115615. _this.REFLECTIONMAP_CUBIC = false;
  115616. _this.REFLECTIONMAP_PROJECTION = false;
  115617. _this.REFLECTIONMAP_SKYBOX = false;
  115618. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  115619. _this.REFLECTIONMAP_EXPLICIT = false;
  115620. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  115621. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  115622. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  115623. _this.INVERTCUBICMAP = false;
  115624. _this.REFLECTIONMAP_OPPOSITEZ = false;
  115625. _this.LODINREFLECTIONALPHA = false;
  115626. _this.GAMMAREFLECTION = false;
  115627. _this.RGBDREFLECTION = false;
  115628. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  115629. // Default BJS.
  115630. _this.MAINUV1 = false;
  115631. _this.MAINUV2 = false;
  115632. _this.UV1 = false;
  115633. _this.UV2 = false;
  115634. _this.CLIPPLANE = false;
  115635. _this.CLIPPLANE2 = false;
  115636. _this.CLIPPLANE3 = false;
  115637. _this.CLIPPLANE4 = false;
  115638. _this.POINTSIZE = false;
  115639. _this.FOG = false;
  115640. _this.NORMAL = false;
  115641. _this.NUM_BONE_INFLUENCERS = 0;
  115642. _this.BonesPerMesh = 0;
  115643. _this.INSTANCES = false;
  115644. _this.SHADOWFLOAT = false;
  115645. _this.rebuild();
  115646. return _this;
  115647. }
  115648. return BackgroundMaterialDefines;
  115649. }(BABYLON.MaterialDefines));
  115650. /**
  115651. * Background material used to create an efficient environement around your scene.
  115652. */
  115653. var BackgroundMaterial = /** @class */ (function (_super) {
  115654. __extends(BackgroundMaterial, _super);
  115655. /**
  115656. * Instantiates a Background Material in the given scene
  115657. * @param name The friendly name of the material
  115658. * @param scene The scene to add the material to
  115659. */
  115660. function BackgroundMaterial(name, scene) {
  115661. var _this = _super.call(this, name, scene) || this;
  115662. /**
  115663. * Key light Color (multiply against the environement texture)
  115664. */
  115665. _this.primaryColor = BABYLON.Color3.White();
  115666. _this._primaryColorShadowLevel = 0;
  115667. _this._primaryColorHighlightLevel = 0;
  115668. /**
  115669. * Reflection Texture used in the material.
  115670. * Should be author in a specific way for the best result (refer to the documentation).
  115671. */
  115672. _this.reflectionTexture = null;
  115673. /**
  115674. * Reflection Texture level of blur.
  115675. *
  115676. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115677. * texture twice.
  115678. */
  115679. _this.reflectionBlur = 0;
  115680. /**
  115681. * Diffuse Texture used in the material.
  115682. * Should be author in a specific way for the best result (refer to the documentation).
  115683. */
  115684. _this.diffuseTexture = null;
  115685. _this._shadowLights = null;
  115686. /**
  115687. * Specify the list of lights casting shadow on the material.
  115688. * All scene shadow lights will be included if null.
  115689. */
  115690. _this.shadowLights = null;
  115691. /**
  115692. * Helps adjusting the shadow to a softer level if required.
  115693. * 0 means black shadows and 1 means no shadows.
  115694. */
  115695. _this.shadowLevel = 0;
  115696. /**
  115697. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115698. * It is usually zero but might be interesting to modify according to your setup.
  115699. */
  115700. _this.sceneCenter = BABYLON.Vector3.Zero();
  115701. /**
  115702. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115703. * This helps ensuring a nice transition when the camera goes under the ground.
  115704. */
  115705. _this.opacityFresnel = true;
  115706. /**
  115707. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115708. * This helps adding a mirror texture on the ground.
  115709. */
  115710. _this.reflectionFresnel = false;
  115711. /**
  115712. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115713. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115714. */
  115715. _this.reflectionFalloffDistance = 0.0;
  115716. /**
  115717. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115718. */
  115719. _this.reflectionAmount = 1.0;
  115720. /**
  115721. * This specifies the weight of the reflection at grazing angle.
  115722. */
  115723. _this.reflectionReflectance0 = 0.05;
  115724. /**
  115725. * This specifies the weight of the reflection at a perpendicular point of view.
  115726. */
  115727. _this.reflectionReflectance90 = 0.5;
  115728. /**
  115729. * Helps to directly use the maps channels instead of their level.
  115730. */
  115731. _this.useRGBColor = true;
  115732. /**
  115733. * This helps reducing the banding effect that could occur on the background.
  115734. */
  115735. _this.enableNoise = false;
  115736. _this._fovMultiplier = 1.0;
  115737. /**
  115738. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115739. */
  115740. _this.useEquirectangularFOV = false;
  115741. _this._maxSimultaneousLights = 4;
  115742. /**
  115743. * Number of Simultaneous lights allowed on the material.
  115744. */
  115745. _this.maxSimultaneousLights = 4;
  115746. /**
  115747. * Keep track of the image processing observer to allow dispose and replace.
  115748. */
  115749. _this._imageProcessingObserver = null;
  115750. /**
  115751. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115752. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115753. */
  115754. _this.switchToBGR = false;
  115755. // Temp values kept as cache in the material.
  115756. _this._renderTargets = new BABYLON.SmartArray(16);
  115757. _this._reflectionControls = BABYLON.Vector4.Zero();
  115758. _this._white = BABYLON.Color3.White();
  115759. _this._primaryShadowColor = BABYLON.Color3.Black();
  115760. _this._primaryHighlightColor = BABYLON.Color3.Black();
  115761. // Setup the default processing configuration to the scene.
  115762. _this._attachImageProcessingConfiguration(null);
  115763. _this.getRenderTargetTextures = function () {
  115764. _this._renderTargets.reset();
  115765. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  115766. _this._renderTargets.push(_this._diffuseTexture);
  115767. }
  115768. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  115769. _this._renderTargets.push(_this._reflectionTexture);
  115770. }
  115771. return _this._renderTargets;
  115772. };
  115773. return _this;
  115774. }
  115775. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  115776. /**
  115777. * Experimental Internal Use Only.
  115778. *
  115779. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115780. * This acts as a helper to set the primary color to a more "human friendly" value.
  115781. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115782. * output color as close as possible from the chosen value.
  115783. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115784. * part of lighting setup.)
  115785. */
  115786. get: function () {
  115787. return this.__perceptualColor;
  115788. },
  115789. set: function (value) {
  115790. this.__perceptualColor = value;
  115791. this._computePrimaryColorFromPerceptualColor();
  115792. this._markAllSubMeshesAsLightsDirty();
  115793. },
  115794. enumerable: true,
  115795. configurable: true
  115796. });
  115797. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  115798. /**
  115799. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115800. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115801. */
  115802. get: function () {
  115803. return this._primaryColorShadowLevel;
  115804. },
  115805. set: function (value) {
  115806. this._primaryColorShadowLevel = value;
  115807. this._computePrimaryColors();
  115808. this._markAllSubMeshesAsLightsDirty();
  115809. },
  115810. enumerable: true,
  115811. configurable: true
  115812. });
  115813. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  115814. /**
  115815. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115816. * The primary color is used at the level chosen to define what the white area would look.
  115817. */
  115818. get: function () {
  115819. return this._primaryColorHighlightLevel;
  115820. },
  115821. set: function (value) {
  115822. this._primaryColorHighlightLevel = value;
  115823. this._computePrimaryColors();
  115824. this._markAllSubMeshesAsLightsDirty();
  115825. },
  115826. enumerable: true,
  115827. configurable: true
  115828. });
  115829. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  115830. /**
  115831. * Sets the reflection reflectance fresnel values according to the default standard
  115832. * empirically know to work well :-)
  115833. */
  115834. set: function (value) {
  115835. var reflectionWeight = value;
  115836. if (reflectionWeight < 0.5) {
  115837. reflectionWeight = reflectionWeight * 2.0;
  115838. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  115839. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  115840. }
  115841. else {
  115842. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  115843. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  115844. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  115845. }
  115846. },
  115847. enumerable: true,
  115848. configurable: true
  115849. });
  115850. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  115851. /**
  115852. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115853. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115854. * Recommended to be keep at 1.0 except for special cases.
  115855. */
  115856. get: function () {
  115857. return this._fovMultiplier;
  115858. },
  115859. set: function (value) {
  115860. if (isNaN(value)) {
  115861. value = 1.0;
  115862. }
  115863. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  115864. },
  115865. enumerable: true,
  115866. configurable: true
  115867. });
  115868. /**
  115869. * Attaches a new image processing configuration to the PBR Material.
  115870. * @param configuration (if null the scene configuration will be use)
  115871. */
  115872. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  115873. var _this = this;
  115874. if (configuration === this._imageProcessingConfiguration) {
  115875. return;
  115876. }
  115877. // Detaches observer.
  115878. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  115879. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  115880. }
  115881. // Pick the scene configuration if needed.
  115882. if (!configuration) {
  115883. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  115884. }
  115885. else {
  115886. this._imageProcessingConfiguration = configuration;
  115887. }
  115888. // Attaches observer.
  115889. if (this._imageProcessingConfiguration) {
  115890. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  115891. _this._computePrimaryColorFromPerceptualColor();
  115892. _this._markAllSubMeshesAsImageProcessingDirty();
  115893. });
  115894. }
  115895. };
  115896. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  115897. /**
  115898. * Gets the image processing configuration used either in this material.
  115899. */
  115900. get: function () {
  115901. return this._imageProcessingConfiguration;
  115902. },
  115903. /**
  115904. * Sets the Default image processing configuration used either in the this material.
  115905. *
  115906. * If sets to null, the scene one is in use.
  115907. */
  115908. set: function (value) {
  115909. this._attachImageProcessingConfiguration(value);
  115910. // Ensure the effect will be rebuilt.
  115911. this._markAllSubMeshesAsTexturesDirty();
  115912. },
  115913. enumerable: true,
  115914. configurable: true
  115915. });
  115916. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  115917. /**
  115918. * Gets wether the color curves effect is enabled.
  115919. */
  115920. get: function () {
  115921. return this.imageProcessingConfiguration.colorCurvesEnabled;
  115922. },
  115923. /**
  115924. * Sets wether the color curves effect is enabled.
  115925. */
  115926. set: function (value) {
  115927. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  115928. },
  115929. enumerable: true,
  115930. configurable: true
  115931. });
  115932. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  115933. /**
  115934. * Gets wether the color grading effect is enabled.
  115935. */
  115936. get: function () {
  115937. return this.imageProcessingConfiguration.colorGradingEnabled;
  115938. },
  115939. /**
  115940. * Gets wether the color grading effect is enabled.
  115941. */
  115942. set: function (value) {
  115943. this.imageProcessingConfiguration.colorGradingEnabled = value;
  115944. },
  115945. enumerable: true,
  115946. configurable: true
  115947. });
  115948. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  115949. /**
  115950. * Gets wether tonemapping is enabled or not.
  115951. */
  115952. get: function () {
  115953. return this._imageProcessingConfiguration.toneMappingEnabled;
  115954. },
  115955. /**
  115956. * Sets wether tonemapping is enabled or not
  115957. */
  115958. set: function (value) {
  115959. this._imageProcessingConfiguration.toneMappingEnabled = value;
  115960. },
  115961. enumerable: true,
  115962. configurable: true
  115963. });
  115964. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  115965. /**
  115966. * The camera exposure used on this material.
  115967. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115968. * This corresponds to a photographic exposure.
  115969. */
  115970. get: function () {
  115971. return this._imageProcessingConfiguration.exposure;
  115972. },
  115973. /**
  115974. * The camera exposure used on this material.
  115975. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115976. * This corresponds to a photographic exposure.
  115977. */
  115978. set: function (value) {
  115979. this._imageProcessingConfiguration.exposure = value;
  115980. },
  115981. enumerable: true,
  115982. configurable: true
  115983. });
  115984. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  115985. /**
  115986. * Gets The camera contrast used on this material.
  115987. */
  115988. get: function () {
  115989. return this._imageProcessingConfiguration.contrast;
  115990. },
  115991. /**
  115992. * Sets The camera contrast used on this material.
  115993. */
  115994. set: function (value) {
  115995. this._imageProcessingConfiguration.contrast = value;
  115996. },
  115997. enumerable: true,
  115998. configurable: true
  115999. });
  116000. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  116001. /**
  116002. * Gets the Color Grading 2D Lookup Texture.
  116003. */
  116004. get: function () {
  116005. return this._imageProcessingConfiguration.colorGradingTexture;
  116006. },
  116007. /**
  116008. * Sets the Color Grading 2D Lookup Texture.
  116009. */
  116010. set: function (value) {
  116011. this.imageProcessingConfiguration.colorGradingTexture = value;
  116012. },
  116013. enumerable: true,
  116014. configurable: true
  116015. });
  116016. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  116017. /**
  116018. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116019. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116020. * 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;
  116021. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116022. */
  116023. get: function () {
  116024. return this.imageProcessingConfiguration.colorCurves;
  116025. },
  116026. /**
  116027. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116028. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116029. * 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;
  116030. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116031. */
  116032. set: function (value) {
  116033. this.imageProcessingConfiguration.colorCurves = value;
  116034. },
  116035. enumerable: true,
  116036. configurable: true
  116037. });
  116038. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  116039. /**
  116040. * Gets a boolean indicating that current material needs to register RTT
  116041. */
  116042. get: function () {
  116043. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116044. return true;
  116045. }
  116046. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116047. return true;
  116048. }
  116049. return false;
  116050. },
  116051. enumerable: true,
  116052. configurable: true
  116053. });
  116054. /**
  116055. * The entire material has been created in order to prevent overdraw.
  116056. * @returns false
  116057. */
  116058. BackgroundMaterial.prototype.needAlphaTesting = function () {
  116059. return true;
  116060. };
  116061. /**
  116062. * The entire material has been created in order to prevent overdraw.
  116063. * @returns true if blending is enable
  116064. */
  116065. BackgroundMaterial.prototype.needAlphaBlending = function () {
  116066. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  116067. };
  116068. /**
  116069. * Checks wether the material is ready to be rendered for a given mesh.
  116070. * @param mesh The mesh to render
  116071. * @param subMesh The submesh to check against
  116072. * @param useInstances Specify wether or not the material is used with instances
  116073. * @returns true if all the dependencies are ready (Textures, Effects...)
  116074. */
  116075. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  116076. var _this = this;
  116077. if (useInstances === void 0) { useInstances = false; }
  116078. if (subMesh.effect && this.isFrozen) {
  116079. if (this._wasPreviouslyReady) {
  116080. return true;
  116081. }
  116082. }
  116083. if (!subMesh._materialDefines) {
  116084. subMesh._materialDefines = new BackgroundMaterialDefines();
  116085. }
  116086. var scene = this.getScene();
  116087. var defines = subMesh._materialDefines;
  116088. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  116089. if (defines._renderId === scene.getRenderId()) {
  116090. return true;
  116091. }
  116092. }
  116093. var engine = scene.getEngine();
  116094. // Lights
  116095. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  116096. defines._needNormals = true;
  116097. // Textures
  116098. if (defines._areTexturesDirty) {
  116099. defines._needUVs = false;
  116100. if (scene.texturesEnabled) {
  116101. if (scene.getEngine().getCaps().textureLOD) {
  116102. defines.TEXTURELODSUPPORT = true;
  116103. }
  116104. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116105. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  116106. return false;
  116107. }
  116108. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  116109. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  116110. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  116111. defines.OPACITYFRESNEL = this._opacityFresnel;
  116112. }
  116113. else {
  116114. defines.DIFFUSE = false;
  116115. defines.DIFFUSEHASALPHA = false;
  116116. defines.GAMMADIFFUSE = false;
  116117. defines.OPACITYFRESNEL = false;
  116118. }
  116119. var reflectionTexture = this._reflectionTexture;
  116120. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116121. if (!reflectionTexture.isReadyOrNotBlocking()) {
  116122. return false;
  116123. }
  116124. defines.REFLECTION = true;
  116125. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  116126. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  116127. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  116128. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  116129. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  116130. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  116131. defines.REFLECTIONBGR = this.switchToBGR;
  116132. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  116133. defines.INVERTCUBICMAP = true;
  116134. }
  116135. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  116136. switch (reflectionTexture.coordinatesMode) {
  116137. case BABYLON.Texture.EXPLICIT_MODE:
  116138. defines.REFLECTIONMAP_EXPLICIT = true;
  116139. break;
  116140. case BABYLON.Texture.PLANAR_MODE:
  116141. defines.REFLECTIONMAP_PLANAR = true;
  116142. break;
  116143. case BABYLON.Texture.PROJECTION_MODE:
  116144. defines.REFLECTIONMAP_PROJECTION = true;
  116145. break;
  116146. case BABYLON.Texture.SKYBOX_MODE:
  116147. defines.REFLECTIONMAP_SKYBOX = true;
  116148. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  116149. break;
  116150. case BABYLON.Texture.SPHERICAL_MODE:
  116151. defines.REFLECTIONMAP_SPHERICAL = true;
  116152. break;
  116153. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  116154. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  116155. break;
  116156. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  116157. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  116158. break;
  116159. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  116160. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  116161. break;
  116162. case BABYLON.Texture.CUBIC_MODE:
  116163. case BABYLON.Texture.INVCUBIC_MODE:
  116164. default:
  116165. defines.REFLECTIONMAP_CUBIC = true;
  116166. break;
  116167. }
  116168. if (this.reflectionFresnel) {
  116169. defines.REFLECTIONFRESNEL = true;
  116170. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  116171. this._reflectionControls.x = this.reflectionAmount;
  116172. this._reflectionControls.y = this.reflectionReflectance0;
  116173. this._reflectionControls.z = this.reflectionReflectance90;
  116174. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  116175. }
  116176. else {
  116177. defines.REFLECTIONFRESNEL = false;
  116178. defines.REFLECTIONFALLOFF = false;
  116179. }
  116180. }
  116181. else {
  116182. defines.REFLECTION = false;
  116183. defines.REFLECTIONFRESNEL = false;
  116184. defines.REFLECTIONFALLOFF = false;
  116185. defines.REFLECTIONBLUR = false;
  116186. defines.REFLECTIONMAP_3D = false;
  116187. defines.REFLECTIONMAP_SPHERICAL = false;
  116188. defines.REFLECTIONMAP_PLANAR = false;
  116189. defines.REFLECTIONMAP_CUBIC = false;
  116190. defines.REFLECTIONMAP_PROJECTION = false;
  116191. defines.REFLECTIONMAP_SKYBOX = false;
  116192. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116193. defines.REFLECTIONMAP_EXPLICIT = false;
  116194. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116195. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116196. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116197. defines.INVERTCUBICMAP = false;
  116198. defines.REFLECTIONMAP_OPPOSITEZ = false;
  116199. defines.LODINREFLECTIONALPHA = false;
  116200. defines.GAMMAREFLECTION = false;
  116201. defines.RGBDREFLECTION = false;
  116202. }
  116203. }
  116204. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  116205. defines.USERGBCOLOR = this._useRGBColor;
  116206. defines.NOISE = this._enableNoise;
  116207. }
  116208. if (defines._areLightsDirty) {
  116209. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  116210. }
  116211. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  116212. if (!this._imageProcessingConfiguration.isReady()) {
  116213. return false;
  116214. }
  116215. this._imageProcessingConfiguration.prepareDefines(defines);
  116216. }
  116217. // Misc.
  116218. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  116219. // Values that need to be evaluated on every frame
  116220. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  116221. // Attribs
  116222. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  116223. if (mesh) {
  116224. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  116225. mesh.createNormals(true);
  116226. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  116227. }
  116228. }
  116229. }
  116230. // Get correct effect
  116231. if (defines.isDirty) {
  116232. defines.markAsProcessed();
  116233. scene.resetCachedMaterial();
  116234. // Fallbacks
  116235. var fallbacks = new BABYLON.EffectFallbacks();
  116236. if (defines.FOG) {
  116237. fallbacks.addFallback(0, "FOG");
  116238. }
  116239. if (defines.POINTSIZE) {
  116240. fallbacks.addFallback(1, "POINTSIZE");
  116241. }
  116242. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  116243. if (defines.NUM_BONE_INFLUENCERS > 0) {
  116244. fallbacks.addCPUSkinningFallback(0, mesh);
  116245. }
  116246. //Attributes
  116247. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116248. if (defines.NORMAL) {
  116249. attribs.push(BABYLON.VertexBuffer.NormalKind);
  116250. }
  116251. if (defines.UV1) {
  116252. attribs.push(BABYLON.VertexBuffer.UVKind);
  116253. }
  116254. if (defines.UV2) {
  116255. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  116256. }
  116257. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  116258. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  116259. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  116260. "vFogInfos", "vFogColor", "pointSize",
  116261. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  116262. "vPrimaryColor", "vPrimaryColorShadow",
  116263. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  116264. "shadowLevel", "alpha",
  116265. "vBackgroundCenter", "vReflectionControl",
  116266. "vDiffuseInfos", "diffuseMatrix",
  116267. ];
  116268. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  116269. var uniformBuffers = ["Material", "Scene"];
  116270. if (BABYLON.ImageProcessingConfiguration) {
  116271. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  116272. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  116273. }
  116274. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  116275. uniformsNames: uniforms,
  116276. uniformBuffersNames: uniformBuffers,
  116277. samplers: samplers,
  116278. defines: defines,
  116279. maxSimultaneousLights: this._maxSimultaneousLights
  116280. });
  116281. var onCompiled = function (effect) {
  116282. if (_this.onCompiled) {
  116283. _this.onCompiled(effect);
  116284. }
  116285. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  116286. };
  116287. var join = defines.toString();
  116288. subMesh.setEffect(scene.getEngine().createEffect("background", {
  116289. attributes: attribs,
  116290. uniformsNames: uniforms,
  116291. uniformBuffersNames: uniformBuffers,
  116292. samplers: samplers,
  116293. defines: join,
  116294. fallbacks: fallbacks,
  116295. onCompiled: onCompiled,
  116296. onError: this.onError,
  116297. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  116298. }, engine), defines);
  116299. this.buildUniformLayout();
  116300. }
  116301. if (!subMesh.effect || !subMesh.effect.isReady()) {
  116302. return false;
  116303. }
  116304. defines._renderId = scene.getRenderId();
  116305. this._wasPreviouslyReady = true;
  116306. return true;
  116307. };
  116308. /**
  116309. * Compute the primary color according to the chosen perceptual color.
  116310. */
  116311. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  116312. if (!this.__perceptualColor) {
  116313. return;
  116314. }
  116315. this._primaryColor.copyFrom(this.__perceptualColor);
  116316. // Revert gamma space.
  116317. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  116318. // Revert image processing configuration.
  116319. if (this._imageProcessingConfiguration) {
  116320. // Revert Exposure.
  116321. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  116322. }
  116323. this._computePrimaryColors();
  116324. };
  116325. /**
  116326. * Compute the highlights and shadow colors according to their chosen levels.
  116327. */
  116328. BackgroundMaterial.prototype._computePrimaryColors = function () {
  116329. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  116330. return;
  116331. }
  116332. // Find the highlight color based on the configuration.
  116333. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  116334. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  116335. // Find the shadow color based on the configuration.
  116336. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  116337. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  116338. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  116339. };
  116340. /**
  116341. * Build the uniform buffer used in the material.
  116342. */
  116343. BackgroundMaterial.prototype.buildUniformLayout = function () {
  116344. // Order is important !
  116345. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  116346. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  116347. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  116348. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  116349. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  116350. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  116351. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  116352. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  116353. this._uniformBuffer.addUniform("pointSize", 1);
  116354. this._uniformBuffer.addUniform("shadowLevel", 1);
  116355. this._uniformBuffer.addUniform("alpha", 1);
  116356. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  116357. this._uniformBuffer.addUniform("vReflectionControl", 4);
  116358. this._uniformBuffer.create();
  116359. };
  116360. /**
  116361. * Unbind the material.
  116362. */
  116363. BackgroundMaterial.prototype.unbind = function () {
  116364. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116365. this._uniformBuffer.setTexture("diffuseSampler", null);
  116366. }
  116367. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116368. this._uniformBuffer.setTexture("reflectionSampler", null);
  116369. }
  116370. _super.prototype.unbind.call(this);
  116371. };
  116372. /**
  116373. * Bind only the world matrix to the material.
  116374. * @param world The world matrix to bind.
  116375. */
  116376. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  116377. this._activeEffect.setMatrix("world", world);
  116378. };
  116379. /**
  116380. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  116381. * @param world The world matrix to bind.
  116382. * @param subMesh The submesh to bind for.
  116383. */
  116384. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  116385. var scene = this.getScene();
  116386. var defines = subMesh._materialDefines;
  116387. if (!defines) {
  116388. return;
  116389. }
  116390. var effect = subMesh.effect;
  116391. if (!effect) {
  116392. return;
  116393. }
  116394. this._activeEffect = effect;
  116395. // Matrices
  116396. this.bindOnlyWorldMatrix(world);
  116397. // Bones
  116398. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  116399. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  116400. if (mustRebind) {
  116401. this._uniformBuffer.bindToEffect(effect, "Material");
  116402. this.bindViewProjection(effect);
  116403. var reflectionTexture = this._reflectionTexture;
  116404. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  116405. // Texture uniforms
  116406. if (scene.texturesEnabled) {
  116407. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116408. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  116409. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  116410. }
  116411. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116412. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  116413. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  116414. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  116415. }
  116416. }
  116417. if (this.shadowLevel > 0) {
  116418. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  116419. }
  116420. this._uniformBuffer.updateFloat("alpha", this.alpha);
  116421. // Point size
  116422. if (this.pointsCloud) {
  116423. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  116424. }
  116425. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  116426. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  116427. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  116428. }
  116429. else {
  116430. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  116431. }
  116432. }
  116433. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  116434. // Textures
  116435. if (scene.texturesEnabled) {
  116436. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116437. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  116438. }
  116439. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116440. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  116441. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116442. }
  116443. else if (!defines.REFLECTIONBLUR) {
  116444. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116445. }
  116446. else {
  116447. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  116448. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  116449. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  116450. }
  116451. if (defines.REFLECTIONFRESNEL) {
  116452. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  116453. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  116454. }
  116455. }
  116456. }
  116457. // Clip plane
  116458. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  116459. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  116460. }
  116461. if (mustRebind || !this.isFrozen) {
  116462. if (scene.lightsEnabled) {
  116463. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  116464. }
  116465. // View
  116466. this.bindView(effect);
  116467. // Fog
  116468. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  116469. // image processing
  116470. if (this._imageProcessingConfiguration) {
  116471. this._imageProcessingConfiguration.bind(this._activeEffect);
  116472. }
  116473. }
  116474. this._uniformBuffer.update();
  116475. this._afterBind(mesh, this._activeEffect);
  116476. };
  116477. /**
  116478. * Dispose the material.
  116479. * @param forceDisposeEffect Force disposal of the associated effect.
  116480. * @param forceDisposeTextures Force disposal of the associated textures.
  116481. */
  116482. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  116483. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  116484. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  116485. if (forceDisposeTextures) {
  116486. if (this.diffuseTexture) {
  116487. this.diffuseTexture.dispose();
  116488. }
  116489. if (this.reflectionTexture) {
  116490. this.reflectionTexture.dispose();
  116491. }
  116492. }
  116493. this._renderTargets.dispose();
  116494. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116495. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116496. }
  116497. _super.prototype.dispose.call(this, forceDisposeEffect);
  116498. };
  116499. /**
  116500. * Clones the material.
  116501. * @param name The cloned name.
  116502. * @returns The cloned material.
  116503. */
  116504. BackgroundMaterial.prototype.clone = function (name) {
  116505. var _this = this;
  116506. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  116507. };
  116508. /**
  116509. * Serializes the current material to its JSON representation.
  116510. * @returns The JSON representation.
  116511. */
  116512. BackgroundMaterial.prototype.serialize = function () {
  116513. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  116514. serializationObject.customType = "BABYLON.BackgroundMaterial";
  116515. return serializationObject;
  116516. };
  116517. /**
  116518. * Gets the class name of the material
  116519. * @returns "BackgroundMaterial"
  116520. */
  116521. BackgroundMaterial.prototype.getClassName = function () {
  116522. return "BackgroundMaterial";
  116523. };
  116524. /**
  116525. * Parse a JSON input to create back a background material.
  116526. * @param source The JSON data to parse
  116527. * @param scene The scene to create the parsed material in
  116528. * @param rootUrl The root url of the assets the material depends upon
  116529. * @returns the instantiated BackgroundMaterial.
  116530. */
  116531. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  116532. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  116533. };
  116534. /**
  116535. * Standard reflectance value at parallel view angle.
  116536. */
  116537. BackgroundMaterial.StandardReflectance0 = 0.05;
  116538. /**
  116539. * Standard reflectance value at grazing angle.
  116540. */
  116541. BackgroundMaterial.StandardReflectance90 = 0.5;
  116542. __decorate([
  116543. BABYLON.serializeAsColor3()
  116544. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  116545. __decorate([
  116546. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116547. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  116548. __decorate([
  116549. BABYLON.serializeAsColor3()
  116550. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  116551. __decorate([
  116552. BABYLON.serialize()
  116553. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  116554. __decorate([
  116555. BABYLON.serialize()
  116556. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  116557. __decorate([
  116558. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116559. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  116560. __decorate([
  116561. BABYLON.serializeAsTexture()
  116562. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  116563. __decorate([
  116564. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116565. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  116566. __decorate([
  116567. BABYLON.serialize()
  116568. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  116569. __decorate([
  116570. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116571. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  116572. __decorate([
  116573. BABYLON.serializeAsTexture()
  116574. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  116575. __decorate([
  116576. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116577. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  116578. __decorate([
  116579. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116580. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  116581. __decorate([
  116582. BABYLON.serialize()
  116583. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  116584. __decorate([
  116585. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116586. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  116587. __decorate([
  116588. BABYLON.serializeAsVector3()
  116589. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  116590. __decorate([
  116591. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116592. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  116593. __decorate([
  116594. BABYLON.serialize()
  116595. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  116596. __decorate([
  116597. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116598. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  116599. __decorate([
  116600. BABYLON.serialize()
  116601. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  116602. __decorate([
  116603. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116604. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  116605. __decorate([
  116606. BABYLON.serialize()
  116607. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  116608. __decorate([
  116609. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116610. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  116611. __decorate([
  116612. BABYLON.serialize()
  116613. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  116614. __decorate([
  116615. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116616. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  116617. __decorate([
  116618. BABYLON.serialize()
  116619. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  116620. __decorate([
  116621. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116622. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  116623. __decorate([
  116624. BABYLON.serialize()
  116625. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  116626. __decorate([
  116627. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116628. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  116629. __decorate([
  116630. BABYLON.serialize()
  116631. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  116632. __decorate([
  116633. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116634. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  116635. __decorate([
  116636. BABYLON.serialize()
  116637. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  116638. __decorate([
  116639. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116640. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  116641. __decorate([
  116642. BABYLON.serialize()
  116643. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  116644. __decorate([
  116645. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116646. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  116647. __decorate([
  116648. BABYLON.serializeAsImageProcessingConfiguration()
  116649. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  116650. return BackgroundMaterial;
  116651. }(BABYLON.PushMaterial));
  116652. BABYLON.BackgroundMaterial = BackgroundMaterial;
  116653. })(BABYLON || (BABYLON = {}));
  116654. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  116655. var __assign = (this && this.__assign) || function () {
  116656. __assign = Object.assign || function(t) {
  116657. for (var s, i = 1, n = arguments.length; i < n; i++) {
  116658. s = arguments[i];
  116659. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  116660. t[p] = s[p];
  116661. }
  116662. return t;
  116663. };
  116664. return __assign.apply(this, arguments);
  116665. };
  116666. var BABYLON;
  116667. (function (BABYLON) {
  116668. /**
  116669. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  116670. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  116671. * It also helps with the default setup of your imageProcessing configuration.
  116672. */
  116673. var EnvironmentHelper = /** @class */ (function () {
  116674. /**
  116675. * constructor
  116676. * @param options
  116677. * @param scene The scene to add the material to
  116678. */
  116679. function EnvironmentHelper(options, scene) {
  116680. var _this = this;
  116681. this._errorHandler = function (message, exception) {
  116682. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  116683. };
  116684. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  116685. this._scene = scene;
  116686. this.onErrorObservable = new BABYLON.Observable();
  116687. this._setupBackground();
  116688. this._setupImageProcessing();
  116689. }
  116690. /**
  116691. * Creates the default options for the helper.
  116692. */
  116693. EnvironmentHelper._getDefaultOptions = function () {
  116694. return {
  116695. createGround: true,
  116696. groundSize: 15,
  116697. groundTexture: this._groundTextureCDNUrl,
  116698. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116699. groundOpacity: 0.9,
  116700. enableGroundShadow: true,
  116701. groundShadowLevel: 0.5,
  116702. enableGroundMirror: false,
  116703. groundMirrorSizeRatio: 0.3,
  116704. groundMirrorBlurKernel: 64,
  116705. groundMirrorAmount: 1,
  116706. groundMirrorFresnelWeight: 1,
  116707. groundMirrorFallOffDistance: 0,
  116708. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  116709. groundYBias: 0.00001,
  116710. createSkybox: true,
  116711. skyboxSize: 20,
  116712. skyboxTexture: this._skyboxTextureCDNUrl,
  116713. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116714. backgroundYRotation: 0,
  116715. sizeAuto: true,
  116716. rootPosition: BABYLON.Vector3.Zero(),
  116717. setupImageProcessing: true,
  116718. environmentTexture: this._environmentTextureCDNUrl,
  116719. cameraExposure: 0.8,
  116720. cameraContrast: 1.2,
  116721. toneMappingEnabled: true,
  116722. };
  116723. };
  116724. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  116725. /**
  116726. * Gets the root mesh created by the helper.
  116727. */
  116728. get: function () {
  116729. return this._rootMesh;
  116730. },
  116731. enumerable: true,
  116732. configurable: true
  116733. });
  116734. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  116735. /**
  116736. * Gets the skybox created by the helper.
  116737. */
  116738. get: function () {
  116739. return this._skybox;
  116740. },
  116741. enumerable: true,
  116742. configurable: true
  116743. });
  116744. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  116745. /**
  116746. * Gets the skybox texture created by the helper.
  116747. */
  116748. get: function () {
  116749. return this._skyboxTexture;
  116750. },
  116751. enumerable: true,
  116752. configurable: true
  116753. });
  116754. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  116755. /**
  116756. * Gets the skybox material created by the helper.
  116757. */
  116758. get: function () {
  116759. return this._skyboxMaterial;
  116760. },
  116761. enumerable: true,
  116762. configurable: true
  116763. });
  116764. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  116765. /**
  116766. * Gets the ground mesh created by the helper.
  116767. */
  116768. get: function () {
  116769. return this._ground;
  116770. },
  116771. enumerable: true,
  116772. configurable: true
  116773. });
  116774. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  116775. /**
  116776. * Gets the ground texture created by the helper.
  116777. */
  116778. get: function () {
  116779. return this._groundTexture;
  116780. },
  116781. enumerable: true,
  116782. configurable: true
  116783. });
  116784. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  116785. /**
  116786. * Gets the ground mirror created by the helper.
  116787. */
  116788. get: function () {
  116789. return this._groundMirror;
  116790. },
  116791. enumerable: true,
  116792. configurable: true
  116793. });
  116794. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  116795. /**
  116796. * Gets the ground mirror render list to helps pushing the meshes
  116797. * you wish in the ground reflection.
  116798. */
  116799. get: function () {
  116800. if (this._groundMirror) {
  116801. return this._groundMirror.renderList;
  116802. }
  116803. return null;
  116804. },
  116805. enumerable: true,
  116806. configurable: true
  116807. });
  116808. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  116809. /**
  116810. * Gets the ground material created by the helper.
  116811. */
  116812. get: function () {
  116813. return this._groundMaterial;
  116814. },
  116815. enumerable: true,
  116816. configurable: true
  116817. });
  116818. /**
  116819. * Updates the background according to the new options
  116820. * @param options
  116821. */
  116822. EnvironmentHelper.prototype.updateOptions = function (options) {
  116823. var newOptions = __assign({}, this._options, options);
  116824. if (this._ground && !newOptions.createGround) {
  116825. this._ground.dispose();
  116826. this._ground = null;
  116827. }
  116828. if (this._groundMaterial && !newOptions.createGround) {
  116829. this._groundMaterial.dispose();
  116830. this._groundMaterial = null;
  116831. }
  116832. if (this._groundTexture) {
  116833. if (this._options.groundTexture != newOptions.groundTexture) {
  116834. this._groundTexture.dispose();
  116835. this._groundTexture = null;
  116836. }
  116837. }
  116838. if (this._skybox && !newOptions.createSkybox) {
  116839. this._skybox.dispose();
  116840. this._skybox = null;
  116841. }
  116842. if (this._skyboxMaterial && !newOptions.createSkybox) {
  116843. this._skyboxMaterial.dispose();
  116844. this._skyboxMaterial = null;
  116845. }
  116846. if (this._skyboxTexture) {
  116847. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  116848. this._skyboxTexture.dispose();
  116849. this._skyboxTexture = null;
  116850. }
  116851. }
  116852. if (this._groundMirror && !newOptions.enableGroundMirror) {
  116853. this._groundMirror.dispose();
  116854. this._groundMirror = null;
  116855. }
  116856. if (this._scene.environmentTexture) {
  116857. if (this._options.environmentTexture != newOptions.environmentTexture) {
  116858. this._scene.environmentTexture.dispose();
  116859. }
  116860. }
  116861. this._options = newOptions;
  116862. this._setupBackground();
  116863. this._setupImageProcessing();
  116864. };
  116865. /**
  116866. * Sets the primary color of all the available elements.
  116867. * @param color the main color to affect to the ground and the background
  116868. */
  116869. EnvironmentHelper.prototype.setMainColor = function (color) {
  116870. if (this.groundMaterial) {
  116871. this.groundMaterial.primaryColor = color;
  116872. }
  116873. if (this.skyboxMaterial) {
  116874. this.skyboxMaterial.primaryColor = color;
  116875. }
  116876. if (this.groundMirror) {
  116877. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  116878. }
  116879. };
  116880. /**
  116881. * Setup the image processing according to the specified options.
  116882. */
  116883. EnvironmentHelper.prototype._setupImageProcessing = function () {
  116884. if (this._options.setupImageProcessing) {
  116885. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  116886. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  116887. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  116888. this._setupEnvironmentTexture();
  116889. }
  116890. };
  116891. /**
  116892. * Setup the environment texture according to the specified options.
  116893. */
  116894. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  116895. if (this._scene.environmentTexture) {
  116896. return;
  116897. }
  116898. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  116899. this._scene.environmentTexture = this._options.environmentTexture;
  116900. return;
  116901. }
  116902. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  116903. this._scene.environmentTexture = environmentTexture;
  116904. };
  116905. /**
  116906. * Setup the background according to the specified options.
  116907. */
  116908. EnvironmentHelper.prototype._setupBackground = function () {
  116909. if (!this._rootMesh) {
  116910. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  116911. }
  116912. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  116913. var sceneSize = this._getSceneSize();
  116914. if (this._options.createGround) {
  116915. this._setupGround(sceneSize);
  116916. this._setupGroundMaterial();
  116917. this._setupGroundDiffuseTexture();
  116918. if (this._options.enableGroundMirror) {
  116919. this._setupGroundMirrorTexture(sceneSize);
  116920. }
  116921. this._setupMirrorInGroundMaterial();
  116922. }
  116923. if (this._options.createSkybox) {
  116924. this._setupSkybox(sceneSize);
  116925. this._setupSkyboxMaterial();
  116926. this._setupSkyboxReflectionTexture();
  116927. }
  116928. this._rootMesh.position.x = sceneSize.rootPosition.x;
  116929. this._rootMesh.position.z = sceneSize.rootPosition.z;
  116930. this._rootMesh.position.y = sceneSize.rootPosition.y;
  116931. };
  116932. /**
  116933. * Get the scene sizes according to the setup.
  116934. */
  116935. EnvironmentHelper.prototype._getSceneSize = function () {
  116936. var _this = this;
  116937. var groundSize = this._options.groundSize;
  116938. var skyboxSize = this._options.skyboxSize;
  116939. var rootPosition = this._options.rootPosition;
  116940. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  116941. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116942. }
  116943. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  116944. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  116945. });
  116946. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  116947. if (this._options.sizeAuto) {
  116948. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  116949. this._scene.activeCamera.upperRadiusLimit) {
  116950. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  116951. skyboxSize = groundSize;
  116952. }
  116953. var sceneDiagonalLenght = sceneDiagonal.length();
  116954. if (sceneDiagonalLenght > groundSize) {
  116955. groundSize = sceneDiagonalLenght * 2;
  116956. skyboxSize = groundSize;
  116957. }
  116958. // 10 % bigger.
  116959. groundSize *= 1.1;
  116960. skyboxSize *= 1.5;
  116961. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  116962. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  116963. }
  116964. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116965. };
  116966. /**
  116967. * Setup the ground according to the specified options.
  116968. */
  116969. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  116970. var _this = this;
  116971. if (!this._ground || this._ground.isDisposed()) {
  116972. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  116973. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  116974. this._ground.parent = this._rootMesh;
  116975. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  116976. }
  116977. this._ground.receiveShadows = this._options.enableGroundShadow;
  116978. };
  116979. /**
  116980. * Setup the ground material according to the specified options.
  116981. */
  116982. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  116983. if (!this._groundMaterial) {
  116984. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  116985. }
  116986. this._groundMaterial.alpha = this._options.groundOpacity;
  116987. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  116988. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  116989. this._groundMaterial.primaryColor = this._options.groundColor;
  116990. this._groundMaterial.useRGBColor = false;
  116991. this._groundMaterial.enableNoise = true;
  116992. if (this._ground) {
  116993. this._ground.material = this._groundMaterial;
  116994. }
  116995. };
  116996. /**
  116997. * Setup the ground diffuse texture according to the specified options.
  116998. */
  116999. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  117000. if (!this._groundMaterial) {
  117001. return;
  117002. }
  117003. if (this._groundTexture) {
  117004. return;
  117005. }
  117006. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  117007. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  117008. return;
  117009. }
  117010. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117011. diffuseTexture.gammaSpace = false;
  117012. diffuseTexture.hasAlpha = true;
  117013. this._groundMaterial.diffuseTexture = diffuseTexture;
  117014. };
  117015. /**
  117016. * Setup the ground mirror texture according to the specified options.
  117017. */
  117018. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  117019. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117020. if (!this._groundMirror) {
  117021. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  117022. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  117023. this._groundMirror.anisotropicFilteringLevel = 1;
  117024. this._groundMirror.wrapU = wrapping;
  117025. this._groundMirror.wrapV = wrapping;
  117026. this._groundMirror.gammaSpace = false;
  117027. if (this._groundMirror.renderList) {
  117028. for (var i = 0; i < this._scene.meshes.length; i++) {
  117029. var mesh = this._scene.meshes[i];
  117030. if (mesh !== this._ground &&
  117031. mesh !== this._skybox &&
  117032. mesh !== this._rootMesh) {
  117033. this._groundMirror.renderList.push(mesh);
  117034. }
  117035. }
  117036. }
  117037. }
  117038. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  117039. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  117040. };
  117041. /**
  117042. * Setup the ground to receive the mirror texture.
  117043. */
  117044. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  117045. if (this._groundMaterial) {
  117046. this._groundMaterial.reflectionTexture = this._groundMirror;
  117047. this._groundMaterial.reflectionFresnel = true;
  117048. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  117049. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  117050. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  117051. }
  117052. };
  117053. /**
  117054. * Setup the skybox according to the specified options.
  117055. */
  117056. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  117057. var _this = this;
  117058. if (!this._skybox || this._skybox.isDisposed()) {
  117059. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  117060. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  117061. }
  117062. this._skybox.parent = this._rootMesh;
  117063. };
  117064. /**
  117065. * Setup the skybox material according to the specified options.
  117066. */
  117067. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  117068. if (!this._skybox) {
  117069. return;
  117070. }
  117071. if (!this._skyboxMaterial) {
  117072. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  117073. }
  117074. this._skyboxMaterial.useRGBColor = false;
  117075. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  117076. this._skyboxMaterial.enableNoise = true;
  117077. this._skybox.material = this._skyboxMaterial;
  117078. };
  117079. /**
  117080. * Setup the skybox reflection texture according to the specified options.
  117081. */
  117082. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  117083. if (!this._skyboxMaterial) {
  117084. return;
  117085. }
  117086. if (this._skyboxTexture) {
  117087. return;
  117088. }
  117089. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  117090. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  117091. return;
  117092. }
  117093. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117094. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117095. this._skyboxTexture.gammaSpace = false;
  117096. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  117097. };
  117098. /**
  117099. * Dispose all the elements created by the Helper.
  117100. */
  117101. EnvironmentHelper.prototype.dispose = function () {
  117102. if (this._groundMaterial) {
  117103. this._groundMaterial.dispose(true, true);
  117104. }
  117105. if (this._skyboxMaterial) {
  117106. this._skyboxMaterial.dispose(true, true);
  117107. }
  117108. this._rootMesh.dispose(false);
  117109. };
  117110. /**
  117111. * Default ground texture URL.
  117112. */
  117113. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  117114. /**
  117115. * Default skybox texture URL.
  117116. */
  117117. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  117118. /**
  117119. * Default environment texture URL.
  117120. */
  117121. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  117122. return EnvironmentHelper;
  117123. }());
  117124. BABYLON.EnvironmentHelper = EnvironmentHelper;
  117125. })(BABYLON || (BABYLON = {}));
  117126. //# sourceMappingURL=babylon.environmentHelper.js.map
  117127. var BABYLON;
  117128. (function (BABYLON) {
  117129. /** Internal class used to store shapes for emitters */
  117130. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  117131. function ParticleSystemSetEmitterCreationOptions() {
  117132. }
  117133. return ParticleSystemSetEmitterCreationOptions;
  117134. }());
  117135. /**
  117136. * Represents a set of particle systems working together to create a specific effect
  117137. */
  117138. var ParticleSystemSet = /** @class */ (function () {
  117139. function ParticleSystemSet() {
  117140. /**
  117141. * Gets the particle system list
  117142. */
  117143. this.systems = new Array();
  117144. }
  117145. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  117146. /**
  117147. * Gets the emitter node used with this set
  117148. */
  117149. get: function () {
  117150. return this._emitterNode;
  117151. },
  117152. enumerable: true,
  117153. configurable: true
  117154. });
  117155. /**
  117156. * Creates a new emitter mesh as a sphere
  117157. * @param options defines the options used to create the sphere
  117158. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  117159. * @param scene defines the hosting scene
  117160. */
  117161. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  117162. if (this._emitterNode) {
  117163. this._emitterNode.dispose();
  117164. }
  117165. this._emitterCreationOptions = {
  117166. kind: "Sphere",
  117167. options: options,
  117168. renderingGroupId: renderingGroupId
  117169. };
  117170. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  117171. emitterMesh.renderingGroupId = renderingGroupId;
  117172. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  117173. material.emissiveColor = options.color;
  117174. emitterMesh.material = material;
  117175. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117176. var system = _a[_i];
  117177. system.emitter = emitterMesh;
  117178. }
  117179. this._emitterNode = emitterMesh;
  117180. };
  117181. /**
  117182. * Starts all particle systems of the set
  117183. * @param emitter defines an optional mesh to use as emitter for the particle systems
  117184. */
  117185. ParticleSystemSet.prototype.start = function (emitter) {
  117186. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117187. var system = _a[_i];
  117188. if (emitter) {
  117189. system.emitter = emitter;
  117190. }
  117191. system.start();
  117192. }
  117193. };
  117194. /**
  117195. * Release all associated resources
  117196. */
  117197. ParticleSystemSet.prototype.dispose = function () {
  117198. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117199. var system = _a[_i];
  117200. system.dispose();
  117201. }
  117202. this.systems = [];
  117203. if (this._emitterNode) {
  117204. this._emitterNode.dispose();
  117205. this._emitterNode = null;
  117206. }
  117207. };
  117208. /**
  117209. * Serialize the set into a JSON compatible object
  117210. * @returns a JSON compatible representation of the set
  117211. */
  117212. ParticleSystemSet.prototype.serialize = function () {
  117213. var result = {};
  117214. result.systems = [];
  117215. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117216. var system = _a[_i];
  117217. result.systems.push(system.serialize());
  117218. }
  117219. if (this._emitterNode) {
  117220. result.emitter = this._emitterCreationOptions;
  117221. }
  117222. return result;
  117223. };
  117224. /**
  117225. * Parse a new ParticleSystemSet from a serialized source
  117226. * @param data defines a JSON compatible representation of the set
  117227. * @param scene defines the hosting scene
  117228. * @param gpu defines if we want GPU particles or CPU particles
  117229. * @returns a new ParticleSystemSet
  117230. */
  117231. ParticleSystemSet.Parse = function (data, scene, gpu) {
  117232. if (gpu === void 0) { gpu = false; }
  117233. var result = new ParticleSystemSet();
  117234. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  117235. scene = scene || BABYLON.Engine.LastCreatedScene;
  117236. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  117237. var system = _a[_i];
  117238. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  117239. }
  117240. if (data.emitter) {
  117241. var options = data.emitter.options;
  117242. switch (data.emitter.kind) {
  117243. case "Sphere":
  117244. result.setEmitterAsSphere({
  117245. diameter: options.diameter,
  117246. segments: options.segments,
  117247. color: BABYLON.Color3.FromArray(options.color)
  117248. }, data.emitter.renderingGroupId, scene);
  117249. break;
  117250. }
  117251. }
  117252. return result;
  117253. };
  117254. return ParticleSystemSet;
  117255. }());
  117256. BABYLON.ParticleSystemSet = ParticleSystemSet;
  117257. })(BABYLON || (BABYLON = {}));
  117258. //# sourceMappingURL=babylon.particleSystemSet.js.map
  117259. var BABYLON;
  117260. (function (BABYLON) {
  117261. /**
  117262. * This class is made for on one-liner static method to help creating particle system set.
  117263. */
  117264. var ParticleHelper = /** @class */ (function () {
  117265. function ParticleHelper() {
  117266. }
  117267. /**
  117268. * Create a default particle system that you can tweak
  117269. * @param emitter defines the emitter to use
  117270. * @param capacity defines the system capacity (default is 500 particles)
  117271. * @param scene defines the hosting scene
  117272. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  117273. * @returns the new Particle system
  117274. */
  117275. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  117276. if (capacity === void 0) { capacity = 500; }
  117277. if (useGPU === void 0) { useGPU = false; }
  117278. var system;
  117279. if (useGPU) {
  117280. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  117281. }
  117282. else {
  117283. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  117284. }
  117285. system.emitter = emitter;
  117286. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  117287. system.createConeEmitter(0.1, Math.PI / 4);
  117288. // Particle color
  117289. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117290. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117291. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  117292. // Particle Size
  117293. system.minSize = 0.1;
  117294. system.maxSize = 0.1;
  117295. // Emission speed
  117296. system.minEmitPower = 2;
  117297. system.maxEmitPower = 2;
  117298. // Update speed
  117299. system.updateSpeed = 1 / 60;
  117300. system.emitRate = 30;
  117301. return system;
  117302. };
  117303. /**
  117304. * This is the main static method (one-liner) of this helper to create different particle systems
  117305. * @param type This string represents the type to the particle system to create
  117306. * @param scene The scene where the particle system should live
  117307. * @param gpu If the system will use gpu
  117308. * @returns the ParticleSystemSet created
  117309. */
  117310. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  117311. if (gpu === void 0) { gpu = false; }
  117312. if (!scene) {
  117313. scene = BABYLON.Engine.LastCreatedScene;
  117314. }
  117315. var token = {};
  117316. scene._addPendingData(token);
  117317. return new Promise(function (resolve, reject) {
  117318. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  117319. scene._removePendingData(token);
  117320. return reject("Particle system with GPU is not supported.");
  117321. }
  117322. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  117323. scene._removePendingData(token);
  117324. var newData = JSON.parse(data.toString());
  117325. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  117326. }, undefined, undefined, undefined, function (req, exception) {
  117327. scene._removePendingData(token);
  117328. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  117329. });
  117330. });
  117331. };
  117332. /**
  117333. * Static function used to export a particle system to a ParticleSystemSet variable.
  117334. * Please note that the emitter shape is not exported
  117335. * @param systems defines the particle systems to export
  117336. * @returns the created particle system set
  117337. */
  117338. ParticleHelper.ExportSet = function (systems) {
  117339. var set = new BABYLON.ParticleSystemSet();
  117340. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  117341. var system = systems_1[_i];
  117342. set.systems.push(system);
  117343. }
  117344. return set;
  117345. };
  117346. /**
  117347. * Gets or sets base Assets URL
  117348. */
  117349. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  117350. return ParticleHelper;
  117351. }());
  117352. BABYLON.ParticleHelper = ParticleHelper;
  117353. })(BABYLON || (BABYLON = {}));
  117354. //# sourceMappingURL=babylon.particleHelper.js.map
  117355. var BABYLON;
  117356. (function (BABYLON) {
  117357. /**
  117358. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117359. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117360. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117361. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117362. */
  117363. var VideoDome = /** @class */ (function (_super) {
  117364. __extends(VideoDome, _super);
  117365. /**
  117366. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117367. * @param name Element's name, child elements will append suffixes for their own names.
  117368. * @param urlsOrVideo defines the url(s) or the video element to use
  117369. * @param options An object containing optional or exposed sub element properties
  117370. */
  117371. function VideoDome(name, urlsOrVideo, options, scene) {
  117372. var _this = _super.call(this, name, scene) || this;
  117373. _this._useDirectMapping = false;
  117374. // set defaults and manage values
  117375. name = name || "videoDome";
  117376. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117377. options.clickToPlay = Boolean(options.clickToPlay);
  117378. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  117379. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  117380. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117381. if (options.useDirectMapping === undefined) {
  117382. _this._useDirectMapping = true;
  117383. }
  117384. else {
  117385. _this._useDirectMapping = options.useDirectMapping;
  117386. }
  117387. _this._setReady(false);
  117388. // create
  117389. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  117390. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117391. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  117392. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117393. texture.onLoadObservable.addOnce(function () {
  117394. _this._setReady(true);
  117395. });
  117396. // configure material
  117397. material.useEquirectangularFOV = true;
  117398. material.fovMultiplier = 1.0;
  117399. material.opacityFresnel = false;
  117400. if (_this._useDirectMapping) {
  117401. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117402. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117403. material.diffuseTexture = texture;
  117404. }
  117405. else {
  117406. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117407. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117408. material.reflectionTexture = texture;
  117409. }
  117410. // configure mesh
  117411. _this._mesh.material = material;
  117412. _this._mesh.parent = _this;
  117413. // optional configuration
  117414. if (options.clickToPlay) {
  117415. scene.onPointerUp = function () {
  117416. _this._videoTexture.video.play();
  117417. };
  117418. }
  117419. return _this;
  117420. }
  117421. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  117422. /**
  117423. * Gets the video texture being displayed on the sphere
  117424. */
  117425. get: function () {
  117426. return this._videoTexture;
  117427. },
  117428. enumerable: true,
  117429. configurable: true
  117430. });
  117431. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  117432. /**
  117433. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117434. * Also see the options.resolution property.
  117435. */
  117436. get: function () {
  117437. return this._material.fovMultiplier;
  117438. },
  117439. set: function (value) {
  117440. this._material.fovMultiplier = value;
  117441. },
  117442. enumerable: true,
  117443. configurable: true
  117444. });
  117445. /**
  117446. * Releases resources associated with this node.
  117447. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117448. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117449. */
  117450. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117451. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117452. this._videoTexture.dispose();
  117453. this._mesh.dispose();
  117454. this._material.dispose();
  117455. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117456. };
  117457. return VideoDome;
  117458. }(BABYLON.TransformNode));
  117459. BABYLON.VideoDome = VideoDome;
  117460. })(BABYLON || (BABYLON = {}));
  117461. //# sourceMappingURL=babylon.videoDome.js.map
  117462. var BABYLON;
  117463. (function (BABYLON) {
  117464. /**
  117465. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  117466. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  117467. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  117468. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117469. */
  117470. var PhotoDome = /** @class */ (function (_super) {
  117471. __extends(PhotoDome, _super);
  117472. /**
  117473. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  117474. * @param name Element's name, child elements will append suffixes for their own names.
  117475. * @param urlsOfPhoto defines the url of the photo to display
  117476. * @param options defines an object containing optional or exposed sub element properties
  117477. * @param onError defines a callback called when an error occured while loading the texture
  117478. */
  117479. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  117480. if (onError === void 0) { onError = null; }
  117481. var _this = _super.call(this, name, scene) || this;
  117482. _this._useDirectMapping = false;
  117483. /**
  117484. * Observable raised when an error occured while loading the 360 image
  117485. */
  117486. _this.onLoadErrorObservable = new BABYLON.Observable();
  117487. // set defaults and manage values
  117488. name = name || "photoDome";
  117489. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117490. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117491. if (options.useDirectMapping === undefined) {
  117492. _this._useDirectMapping = true;
  117493. }
  117494. else {
  117495. _this._useDirectMapping = options.useDirectMapping;
  117496. }
  117497. _this._setReady(false);
  117498. // create
  117499. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117500. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117501. // configure material
  117502. material.opacityFresnel = false;
  117503. material.useEquirectangularFOV = true;
  117504. material.fovMultiplier = 1.0;
  117505. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  117506. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  117507. if (onError) {
  117508. onError(message, exception);
  117509. }
  117510. });
  117511. _this.photoTexture.onLoadObservable.addOnce(function () {
  117512. _this._setReady(true);
  117513. });
  117514. // configure mesh
  117515. _this._mesh.material = material;
  117516. _this._mesh.parent = _this;
  117517. return _this;
  117518. }
  117519. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  117520. /**
  117521. * Gets or sets the texture being displayed on the sphere
  117522. */
  117523. get: function () {
  117524. return this._photoTexture;
  117525. },
  117526. set: function (value) {
  117527. if (this._photoTexture === value) {
  117528. return;
  117529. }
  117530. this._photoTexture = value;
  117531. if (this._useDirectMapping) {
  117532. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117533. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117534. this._material.diffuseTexture = this._photoTexture;
  117535. }
  117536. else {
  117537. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117538. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117539. this._material.reflectionTexture = this._photoTexture;
  117540. }
  117541. },
  117542. enumerable: true,
  117543. configurable: true
  117544. });
  117545. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  117546. /**
  117547. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117548. * Also see the options.resolution property.
  117549. */
  117550. get: function () {
  117551. return this._material.fovMultiplier;
  117552. },
  117553. set: function (value) {
  117554. this._material.fovMultiplier = value;
  117555. },
  117556. enumerable: true,
  117557. configurable: true
  117558. });
  117559. /**
  117560. * Releases resources associated with this node.
  117561. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117562. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117563. */
  117564. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117565. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117566. this._photoTexture.dispose();
  117567. this._mesh.dispose();
  117568. this._material.dispose();
  117569. this.onLoadErrorObservable.clear();
  117570. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117571. };
  117572. return PhotoDome;
  117573. }(BABYLON.TransformNode));
  117574. BABYLON.PhotoDome = PhotoDome;
  117575. })(BABYLON || (BABYLON = {}));
  117576. //# sourceMappingURL=babylon.photoDome.js.map
  117577. var BABYLON;
  117578. (function (BABYLON) {
  117579. /** @hidden */
  117580. var _OcclusionDataStorage = /** @class */ (function () {
  117581. function _OcclusionDataStorage() {
  117582. /** @hidden */
  117583. this.occlusionInternalRetryCounter = 0;
  117584. /** @hidden */
  117585. this.isOcclusionQueryInProgress = false;
  117586. /** @hidden */
  117587. this.isOccluded = false;
  117588. /** @hidden */
  117589. this.occlusionRetryCount = -1;
  117590. /** @hidden */
  117591. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  117592. /** @hidden */
  117593. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  117594. }
  117595. return _OcclusionDataStorage;
  117596. }());
  117597. BABYLON.Engine.prototype.createQuery = function () {
  117598. return this._gl.createQuery();
  117599. };
  117600. BABYLON.Engine.prototype.deleteQuery = function (query) {
  117601. this._gl.deleteQuery(query);
  117602. return this;
  117603. };
  117604. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  117605. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  117606. };
  117607. BABYLON.Engine.prototype.getQueryResult = function (query) {
  117608. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  117609. };
  117610. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  117611. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117612. this._gl.beginQuery(glAlgorithm, query);
  117613. return this;
  117614. };
  117615. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  117616. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117617. this._gl.endQuery(glAlgorithm);
  117618. return this;
  117619. };
  117620. BABYLON.Engine.prototype._createTimeQuery = function () {
  117621. var timerQuery = this.getCaps().timerQuery;
  117622. if (timerQuery.createQueryEXT) {
  117623. return timerQuery.createQueryEXT();
  117624. }
  117625. return this.createQuery();
  117626. };
  117627. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  117628. var timerQuery = this.getCaps().timerQuery;
  117629. if (timerQuery.deleteQueryEXT) {
  117630. timerQuery.deleteQueryEXT(query);
  117631. return;
  117632. }
  117633. this.deleteQuery(query);
  117634. };
  117635. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  117636. var timerQuery = this.getCaps().timerQuery;
  117637. if (timerQuery.getQueryObjectEXT) {
  117638. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  117639. }
  117640. return this.getQueryResult(query);
  117641. };
  117642. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  117643. var timerQuery = this.getCaps().timerQuery;
  117644. if (timerQuery.getQueryObjectEXT) {
  117645. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  117646. }
  117647. return this.isQueryResultAvailable(query);
  117648. };
  117649. BABYLON.Engine.prototype.startTimeQuery = function () {
  117650. var caps = this.getCaps();
  117651. var timerQuery = caps.timerQuery;
  117652. if (!timerQuery) {
  117653. return null;
  117654. }
  117655. var token = new BABYLON._TimeToken();
  117656. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117657. if (caps.canUseTimestampForTimerQuery) {
  117658. token._startTimeQuery = this._createTimeQuery();
  117659. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  117660. }
  117661. else {
  117662. if (this._currentNonTimestampToken) {
  117663. return this._currentNonTimestampToken;
  117664. }
  117665. token._timeElapsedQuery = this._createTimeQuery();
  117666. if (timerQuery.beginQueryEXT) {
  117667. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117668. }
  117669. else {
  117670. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117671. }
  117672. this._currentNonTimestampToken = token;
  117673. }
  117674. return token;
  117675. };
  117676. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  117677. var caps = this.getCaps();
  117678. var timerQuery = caps.timerQuery;
  117679. if (!timerQuery || !token) {
  117680. return -1;
  117681. }
  117682. if (caps.canUseTimestampForTimerQuery) {
  117683. if (!token._startTimeQuery) {
  117684. return -1;
  117685. }
  117686. if (!token._endTimeQuery) {
  117687. token._endTimeQuery = this._createTimeQuery();
  117688. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  117689. }
  117690. }
  117691. else if (!token._timeElapsedQueryEnded) {
  117692. if (!token._timeElapsedQuery) {
  117693. return -1;
  117694. }
  117695. if (timerQuery.endQueryEXT) {
  117696. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  117697. }
  117698. else {
  117699. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  117700. }
  117701. token._timeElapsedQueryEnded = true;
  117702. }
  117703. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117704. var available = false;
  117705. if (token._endTimeQuery) {
  117706. available = this._getTimeQueryAvailability(token._endTimeQuery);
  117707. }
  117708. else if (token._timeElapsedQuery) {
  117709. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  117710. }
  117711. if (available && !disjoint) {
  117712. var result = 0;
  117713. if (caps.canUseTimestampForTimerQuery) {
  117714. if (!token._startTimeQuery || !token._endTimeQuery) {
  117715. return -1;
  117716. }
  117717. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  117718. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  117719. result = timeEnd - timeStart;
  117720. this._deleteTimeQuery(token._startTimeQuery);
  117721. this._deleteTimeQuery(token._endTimeQuery);
  117722. token._startTimeQuery = null;
  117723. token._endTimeQuery = null;
  117724. }
  117725. else {
  117726. if (!token._timeElapsedQuery) {
  117727. return -1;
  117728. }
  117729. result = this._getTimeQueryResult(token._timeElapsedQuery);
  117730. this._deleteTimeQuery(token._timeElapsedQuery);
  117731. token._timeElapsedQuery = null;
  117732. token._timeElapsedQueryEnded = false;
  117733. this._currentNonTimestampToken = null;
  117734. }
  117735. return result;
  117736. }
  117737. return -1;
  117738. };
  117739. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  117740. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  117741. };
  117742. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  117743. get: function () {
  117744. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  117745. },
  117746. enumerable: false,
  117747. configurable: true
  117748. });
  117749. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  117750. get: function () {
  117751. if (!this.__occlusionDataStorage) {
  117752. this.__occlusionDataStorage = new _OcclusionDataStorage();
  117753. }
  117754. return this.__occlusionDataStorage;
  117755. },
  117756. enumerable: false,
  117757. configurable: true
  117758. });
  117759. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  117760. get: function () {
  117761. return this._occlusionDataStorage.isOccluded;
  117762. },
  117763. set: function (value) {
  117764. this._occlusionDataStorage.isOccluded = value;
  117765. },
  117766. enumerable: true,
  117767. configurable: true
  117768. });
  117769. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  117770. get: function () {
  117771. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  117772. },
  117773. set: function (value) {
  117774. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  117775. },
  117776. enumerable: true,
  117777. configurable: true
  117778. });
  117779. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  117780. get: function () {
  117781. return this._occlusionDataStorage.occlusionType;
  117782. },
  117783. set: function (value) {
  117784. this._occlusionDataStorage.occlusionType = value;
  117785. },
  117786. enumerable: true,
  117787. configurable: true
  117788. });
  117789. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  117790. get: function () {
  117791. return this._occlusionDataStorage.occlusionRetryCount;
  117792. },
  117793. set: function (value) {
  117794. this._occlusionDataStorage.occlusionRetryCount = value;
  117795. },
  117796. enumerable: true,
  117797. configurable: true
  117798. });
  117799. // We also need to update AbstractMesh as there is a portion of the code there
  117800. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  117801. var dataStorage = this._occlusionDataStorage;
  117802. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  117803. dataStorage.isOccluded = false;
  117804. return false;
  117805. }
  117806. var engine = this.getEngine();
  117807. if (engine.webGLVersion < 2) {
  117808. dataStorage.isOccluded = false;
  117809. return false;
  117810. }
  117811. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  117812. dataStorage.isOccluded = false;
  117813. return false;
  117814. }
  117815. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  117816. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  117817. if (isOcclusionQueryAvailable) {
  117818. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  117819. dataStorage.isOcclusionQueryInProgress = false;
  117820. dataStorage.occlusionInternalRetryCounter = 0;
  117821. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  117822. }
  117823. else {
  117824. dataStorage.occlusionInternalRetryCounter++;
  117825. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  117826. dataStorage.isOcclusionQueryInProgress = false;
  117827. dataStorage.occlusionInternalRetryCounter = 0;
  117828. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  117829. // if strict continue the last state of the object.
  117830. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  117831. }
  117832. else {
  117833. return false;
  117834. }
  117835. }
  117836. }
  117837. var scene = this.getScene();
  117838. if (scene.getBoundingBoxRenderer) {
  117839. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  117840. if (!this._occlusionQuery) {
  117841. this._occlusionQuery = engine.createQuery();
  117842. }
  117843. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  117844. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  117845. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  117846. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  117847. }
  117848. return dataStorage.isOccluded;
  117849. };
  117850. })(BABYLON || (BABYLON = {}));
  117851. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  117852. var BABYLON;
  117853. (function (BABYLON) {
  117854. /**
  117855. * Class used to generate noise procedural textures
  117856. */
  117857. var NoiseProceduralTexture = /** @class */ (function (_super) {
  117858. __extends(NoiseProceduralTexture, _super);
  117859. /**
  117860. * Creates a new NoiseProceduralTexture
  117861. * @param name defines the name fo the texture
  117862. * @param size defines the size of the texture (default is 256)
  117863. * @param scene defines the hosting scene
  117864. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117865. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117866. */
  117867. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  117868. if (size === void 0) { size = 256; }
  117869. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  117870. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  117871. _this._time = 0;
  117872. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117873. _this.brightness = 0.2;
  117874. /** Defines the number of octaves to process */
  117875. _this.octaves = 3;
  117876. /** Defines the level of persistence (0.8 by default) */
  117877. _this.persistence = 0.8;
  117878. /** Gets or sets animation speed factor (default is 1) */
  117879. _this.animationSpeedFactor = 1;
  117880. _this.autoClear = false;
  117881. _this._updateShaderUniforms();
  117882. return _this;
  117883. }
  117884. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  117885. var scene = this.getScene();
  117886. if (!scene) {
  117887. return;
  117888. }
  117889. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  117890. this.setFloat("brightness", this.brightness);
  117891. this.setFloat("persistence", this.persistence);
  117892. this.setFloat("timeScale", this._time);
  117893. };
  117894. NoiseProceduralTexture.prototype._getDefines = function () {
  117895. return "#define OCTAVES " + (this.octaves | 0);
  117896. };
  117897. /** Generate the current state of the procedural texture */
  117898. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  117899. this._updateShaderUniforms();
  117900. _super.prototype.render.call(this, useCameraPostProcess);
  117901. };
  117902. /**
  117903. * Serializes this noise procedural texture
  117904. * @returns a serialized noise procedural texture object
  117905. */
  117906. NoiseProceduralTexture.prototype.serialize = function () {
  117907. var serializationObject = {};
  117908. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  117909. serializationObject.brightness = this.brightness;
  117910. serializationObject.octaves = this.octaves;
  117911. serializationObject.persistence = this.persistence;
  117912. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  117913. serializationObject.size = this.getSize().width;
  117914. serializationObject.generateMipMaps = this._generateMipMaps;
  117915. return serializationObject;
  117916. };
  117917. /**
  117918. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117919. * @param parsedTexture defines parsed texture data
  117920. * @param scene defines the current scene
  117921. * @param rootUrl defines the root URL containing noise procedural texture information
  117922. * @returns a parsed NoiseProceduralTexture
  117923. */
  117924. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  117925. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  117926. texture.brightness = parsedTexture.brightness;
  117927. texture.octaves = parsedTexture.octaves;
  117928. texture.persistence = parsedTexture.persistence;
  117929. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  117930. return texture;
  117931. };
  117932. return NoiseProceduralTexture;
  117933. }(BABYLON.ProceduralTexture));
  117934. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  117935. })(BABYLON || (BABYLON = {}));
  117936. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  117937. var __assign = (this && this.__assign) || function () {
  117938. __assign = Object.assign || function(t) {
  117939. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117940. s = arguments[i];
  117941. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117942. t[p] = s[p];
  117943. }
  117944. return t;
  117945. };
  117946. return __assign.apply(this, arguments);
  117947. };
  117948. var BABYLON;
  117949. (function (BABYLON) {
  117950. /**
  117951. * This can helps recording videos from BabylonJS.
  117952. * This is based on the available WebRTC functionalities of the browser.
  117953. *
  117954. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  117955. */
  117956. var VideoRecorder = /** @class */ (function () {
  117957. /**
  117958. * Create a new VideoCapture object which can help converting what you see in Babylon to
  117959. * a video file.
  117960. * @param engine Defines the BabylonJS Engine you wish to record
  117961. * @param options Defines options that can be used to customized the capture
  117962. */
  117963. function VideoRecorder(engine, options) {
  117964. if (options === void 0) { options = null; }
  117965. if (!VideoRecorder.IsSupported(engine)) {
  117966. throw "Your browser does not support recording so far.";
  117967. }
  117968. var canvas = engine.getRenderingCanvas();
  117969. if (!canvas) {
  117970. throw "The babylon engine must have a canvas to be recorded";
  117971. }
  117972. this._canvas = canvas;
  117973. this._canvas.isRecording = false;
  117974. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  117975. var stream = this._canvas.captureStream(this._options.fps);
  117976. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  117977. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  117978. this._mediaRecorder.onerror = this._handleError.bind(this);
  117979. this._mediaRecorder.onstop = this._handleStop.bind(this);
  117980. }
  117981. /**
  117982. * Returns wehther or not the VideoRecorder is available in your browser.
  117983. * @param engine Defines the Babylon Engine to check the support for
  117984. * @returns true if supported otherwise false
  117985. */
  117986. VideoRecorder.IsSupported = function (engine) {
  117987. var canvas = engine.getRenderingCanvas();
  117988. return (!!canvas && typeof canvas.captureStream === "function");
  117989. };
  117990. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  117991. /**
  117992. * True wether a recording is already in progress.
  117993. */
  117994. get: function () {
  117995. return !!this._canvas && this._canvas.isRecording;
  117996. },
  117997. enumerable: true,
  117998. configurable: true
  117999. });
  118000. /**
  118001. * Stops the current recording before the default capture timeout passed in the startRecording
  118002. * functions.
  118003. */
  118004. VideoRecorder.prototype.stopRecording = function () {
  118005. if (!this._canvas || !this._mediaRecorder) {
  118006. return;
  118007. }
  118008. if (!this.isRecording) {
  118009. return;
  118010. }
  118011. this._canvas.isRecording = false;
  118012. this._mediaRecorder.stop();
  118013. };
  118014. /**
  118015. * Starts recording the canvas for a max duration specified in parameters.
  118016. * @param fileName Defines the name of the file to be downloaded when the recording stop. If null no automatic download will start and you can rely on the promise to get the data back.
  118017. * @param maxDuration Defines the maximum recording time in seconds.
  118018. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  118019. * @return a promise callback at the end of the recording with the video data in Blob.
  118020. */
  118021. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  118022. var _this = this;
  118023. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  118024. if (maxDuration === void 0) { maxDuration = 7; }
  118025. if (!this._canvas || !this._mediaRecorder) {
  118026. throw "Recorder has already been disposed";
  118027. }
  118028. if (this.isRecording) {
  118029. throw "Recording already in progress";
  118030. }
  118031. if (maxDuration > 0) {
  118032. setTimeout(function () {
  118033. _this.stopRecording();
  118034. }, maxDuration * 1000);
  118035. }
  118036. this._fileName = fileName;
  118037. this._recordedChunks = [];
  118038. this._resolve = null;
  118039. this._reject = null;
  118040. this._canvas.isRecording = true;
  118041. this._mediaRecorder.start(this._options.recordChunckSize);
  118042. return new Promise(function (resolve, reject) {
  118043. _this._resolve = resolve;
  118044. _this._reject = reject;
  118045. });
  118046. };
  118047. /**
  118048. * Releases internal resources used during the recording.
  118049. */
  118050. VideoRecorder.prototype.dispose = function () {
  118051. this._canvas = null;
  118052. this._mediaRecorder = null;
  118053. this._recordedChunks = [];
  118054. this._fileName = null;
  118055. this._resolve = null;
  118056. this._reject = null;
  118057. };
  118058. VideoRecorder.prototype._handleDataAvailable = function (event) {
  118059. if (event.data.size > 0) {
  118060. this._recordedChunks.push(event.data);
  118061. }
  118062. };
  118063. VideoRecorder.prototype._handleError = function (event) {
  118064. this.stopRecording();
  118065. if (this._reject) {
  118066. this._reject(event.error);
  118067. }
  118068. else {
  118069. throw new event.error();
  118070. }
  118071. };
  118072. VideoRecorder.prototype._handleStop = function () {
  118073. this.stopRecording();
  118074. var superBuffer = new Blob(this._recordedChunks);
  118075. if (this._resolve) {
  118076. this._resolve(superBuffer);
  118077. }
  118078. window.URL.createObjectURL(superBuffer);
  118079. if (this._fileName) {
  118080. BABYLON.Tools.Download(superBuffer, this._fileName);
  118081. }
  118082. };
  118083. VideoRecorder._defaultOptions = {
  118084. mimeType: "video/webm",
  118085. fps: 25,
  118086. recordChunckSize: 3000
  118087. };
  118088. return VideoRecorder;
  118089. }());
  118090. BABYLON.VideoRecorder = VideoRecorder;
  118091. })(BABYLON || (BABYLON = {}));
  118092. //# sourceMappingURL=babylon.videoRecorder.js.map
  118093. var BABYLON;
  118094. (function (BABYLON) {
  118095. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  118096. if (replace === void 0) { replace = false; }
  118097. // Dispose existing light in replace mode.
  118098. if (replace) {
  118099. if (this.lights) {
  118100. for (var i = 0; i < this.lights.length; i++) {
  118101. this.lights[i].dispose();
  118102. }
  118103. }
  118104. }
  118105. // Light
  118106. if (this.lights.length === 0) {
  118107. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  118108. }
  118109. };
  118110. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  118111. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118112. if (replace === void 0) { replace = false; }
  118113. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118114. // Dispose existing camera in replace mode.
  118115. if (replace) {
  118116. if (this.activeCamera) {
  118117. this.activeCamera.dispose();
  118118. this.activeCamera = null;
  118119. }
  118120. }
  118121. // Camera
  118122. if (!this.activeCamera) {
  118123. var worldExtends = this.getWorldExtends();
  118124. var worldSize = worldExtends.max.subtract(worldExtends.min);
  118125. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  118126. var camera;
  118127. var radius = worldSize.length() * 1.5;
  118128. // empty scene scenario!
  118129. if (!isFinite(radius)) {
  118130. radius = 1;
  118131. worldCenter.copyFromFloats(0, 0, 0);
  118132. }
  118133. if (createArcRotateCamera) {
  118134. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  118135. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  118136. arcRotateCamera.wheelPrecision = 100 / radius;
  118137. camera = arcRotateCamera;
  118138. }
  118139. else {
  118140. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  118141. freeCamera.setTarget(worldCenter);
  118142. camera = freeCamera;
  118143. }
  118144. camera.minZ = radius * 0.01;
  118145. camera.maxZ = radius * 1000;
  118146. camera.speed = radius * 0.2;
  118147. this.activeCamera = camera;
  118148. var canvas = this.getEngine().getRenderingCanvas();
  118149. if (attachCameraControls && canvas) {
  118150. camera.attachControl(canvas);
  118151. }
  118152. }
  118153. };
  118154. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  118155. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118156. if (replace === void 0) { replace = false; }
  118157. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118158. this.createDefaultLight(replace);
  118159. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  118160. };
  118161. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  118162. if (pbr === void 0) { pbr = false; }
  118163. if (scale === void 0) { scale = 1000; }
  118164. if (blur === void 0) { blur = 0; }
  118165. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  118166. if (!environmentTexture) {
  118167. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  118168. return null;
  118169. }
  118170. if (setGlobalEnvTexture) {
  118171. if (environmentTexture) {
  118172. this.environmentTexture = environmentTexture;
  118173. }
  118174. }
  118175. // Skybox
  118176. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  118177. if (pbr) {
  118178. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  118179. hdrSkyboxMaterial.backFaceCulling = false;
  118180. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  118181. if (hdrSkyboxMaterial.reflectionTexture) {
  118182. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118183. }
  118184. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  118185. hdrSkyboxMaterial.disableLighting = true;
  118186. hdrSkyboxMaterial.twoSidedLighting = true;
  118187. hdrSkybox.infiniteDistance = true;
  118188. hdrSkybox.material = hdrSkyboxMaterial;
  118189. }
  118190. else {
  118191. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  118192. skyboxMaterial.backFaceCulling = false;
  118193. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  118194. if (skyboxMaterial.reflectionTexture) {
  118195. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118196. }
  118197. skyboxMaterial.disableLighting = true;
  118198. hdrSkybox.infiniteDistance = true;
  118199. hdrSkybox.material = skyboxMaterial;
  118200. }
  118201. return hdrSkybox;
  118202. };
  118203. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  118204. if (BABYLON.EnvironmentHelper) {
  118205. return new BABYLON.EnvironmentHelper(options, this);
  118206. }
  118207. return null;
  118208. };
  118209. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  118210. if (webVROptions === void 0) { webVROptions = {}; }
  118211. return new BABYLON.VRExperienceHelper(this, webVROptions);
  118212. };
  118213. })(BABYLON || (BABYLON = {}));
  118214. //# sourceMappingURL=babylon.sceneHelpers.js.map
  118215. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\n\ngl_FragColor=result/float(samplesCount);\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  118216. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","morphTargetsVertexDeclaration":"#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","morphTargetsVertex":"#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","shadowsVertex":"#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","helperFunctions":"const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","lightFragmentDeclaration":"#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","lightsFragmentFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X}; \n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","defaultVertexDeclaration":"\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","defaultFragmentDeclaration":"uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","defaultUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","shadowsFragmentFunctions":"#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","fresnelFunction":"#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}","imageProcessingDeclaration":"#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif","imageProcessingFunctions":"#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","bumpFragmentFunctions":"#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","fogFragmentDeclaration":"#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","bumpFragment":"vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","lightFragment":"#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};
  118217. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  118218. globalObject["BABYLON"] = BABYLON;
  118219. //backwards compatibility
  118220. if(typeof earcut !== 'undefined') {
  118221. globalObject["Earcut"] = {
  118222. earcut: earcut
  118223. };
  118224. }
  118225. return BABYLON;
  118226. });